wined3d: Do not disable GL_BLEND when alpha blending is active.
[wine/gsoc_dplay.git] / dlls / wined3d / device.c
bloba9dc6b427cd56d697f1db4dee8e149f2bcced07f
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #ifdef HAVE_FLOAT_H
28 # include <float.h>
29 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
35 /* x11drv GDI escapes */
36 #define X11DRV_ESCAPE 6789
37 enum x11drv_escape_codes
39 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
40 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
41 X11DRV_GET_FONT, /* get current X font for a DC */
44 /* retrieve the X display to use on a given DC */
45 inline static Display *get_display( HDC hdc )
47 Display *display;
48 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
50 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
51 sizeof(display), (LPSTR)&display )) display = NULL;
52 return display;
55 /* Memory tracking and object counting */
56 static unsigned int emulated_textureram = 64*1024*1024;
58 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
59 /* enable pbuffer support for offscreen textures */
60 BOOL pbuffer_support = FALSE;
61 /* allocate one pbuffer per surface */
62 BOOL pbuffer_per_surface = FALSE;
64 /* static function declarations */
65 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
67 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
69 /* helper macros */
70 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
72 #define D3DCREATEOBJECTINSTANCE(object, type) { \
73 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
74 D3DMEMCHECK(object, pp##type); \
75 object->lpVtbl = &IWineD3D##type##_Vtbl; \
76 object->wineD3DDevice = This; \
77 object->parent = parent; \
78 object->ref = 1; \
79 *pp##type = (IWineD3D##type *) object; \
82 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
83 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
84 D3DMEMCHECK(object, pp##type); \
85 object->lpVtbl = &IWineD3D##type##_Vtbl; \
86 object->resource.wineD3DDevice = This; \
87 object->resource.parent = parent; \
88 object->resource.resourceType = d3dtype; \
89 object->resource.ref = 1; \
90 object->resource.pool = Pool; \
91 object->resource.format = Format; \
92 object->resource.usage = Usage; \
93 object->resource.size = _size; \
94 /* Check that we have enough video ram left */ \
95 if (Pool == WINED3DPOOL_DEFAULT) { \
96 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
97 WARN("Out of 'bogus' video memory\n"); \
98 HeapFree(GetProcessHeap(), 0, object); \
99 *pp##type = NULL; \
100 return WINED3DERR_OUTOFVIDEOMEMORY; \
102 globalChangeGlRam(_size); \
104 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
105 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
108 *pp##type = NULL; \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 *pp##type = (IWineD3D##type *) object; \
112 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
113 TRACE("(%p) : Created resource %p\n", This, object); \
116 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
117 _basetexture.levels = Levels; \
118 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
119 _basetexture.LOD = 0; \
120 _basetexture.dirty = TRUE; \
123 /**********************************************************
124 * Global variable / Constants follow
125 **********************************************************/
126 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
128 /**********************************************************
129 * Utility functions follow
130 **********************************************************/
131 /* Convert the D3DLIGHT properties into equivalent gl lights */
132 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
134 float quad_att;
135 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
136 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
138 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
139 glMatrixMode(GL_MODELVIEW);
140 glPushMatrix();
141 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
143 /* Diffuse: */
144 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
145 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
146 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
147 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
148 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
149 checkGLcall("glLightfv");
151 /* Specular */
152 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
153 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
154 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
155 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
156 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
157 checkGLcall("glLightfv");
159 /* Ambient */
160 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
161 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
162 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
163 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
164 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
165 checkGLcall("glLightfv");
167 /* Attenuation - Are these right? guessing... */
168 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
169 checkGLcall("glLightf");
170 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
171 checkGLcall("glLightf");
173 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
174 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
175 } else {
176 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
179 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
180 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
181 checkGLcall("glLightf");
183 switch (lightInfo->OriginalParms.Type) {
184 case D3DLIGHT_POINT:
185 /* Position */
186 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
187 checkGLcall("glLightfv");
188 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
189 checkGLcall("glLightf");
190 /* FIXME: Range */
191 break;
193 case D3DLIGHT_SPOT:
194 /* Position */
195 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
196 checkGLcall("glLightfv");
197 /* Direction */
198 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
199 checkGLcall("glLightfv");
200 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
201 checkGLcall("glLightf");
202 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
203 checkGLcall("glLightf");
204 /* FIXME: Range */
205 break;
207 case D3DLIGHT_DIRECTIONAL:
208 /* Direction */
209 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
210 checkGLcall("glLightfv");
211 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
212 checkGLcall("glLightf");
213 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
214 checkGLcall("glLightf");
215 break;
217 default:
218 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
221 /* Restore the modelview matrix */
222 glPopMatrix();
225 /* Apply the current values to the specified texture stage */
226 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
228 float col[4];
230 union {
231 float f;
232 DWORD d;
233 } tmpvalue;
235 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
236 clamping, MIPLOD, etc. This will work for up to 16 samplers.
239 if (Sampler >= GL_LIMITS(samplers)) {
240 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
241 return;
243 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
244 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
245 ENTER_GL();
246 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + Sampler));
247 checkGLcall("glActiveTextureARB");
248 LEAVE_GL();
249 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
250 } else if (Sampler > 0) {
251 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
252 return;
255 /* TODO: change this to a lookup table
256 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
257 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
258 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
259 especially when there are a number of groups of states. */
261 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
263 /* 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 */
264 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
265 /* these are the only two supported states that need to be applied */
266 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
267 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
268 #if 0 /* not supported at the moment */
269 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
270 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
271 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
272 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
273 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
274 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
275 APPLY_STATE(WINED3DTSS_RESULTARG);
276 APPLY_STATE(WINED3DTSS_CONSTANT);
277 #endif
278 /* a quick sanity check in case someone forgot to update this function */
279 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
280 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
282 #undef APPLY_STATE
284 /* apply any sampler states that always need applying */
285 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
286 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
287 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
288 GL_TEXTURE_LOD_BIAS_EXT,
289 tmpvalue.f);
290 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
293 /* Note the D3DRS value applies to all textures, but GL has one
294 * per texture, so apply it now ready to be used!
296 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
297 /* Set the default alpha blend color */
298 if (GL_SUPPORT(ARB_IMAGING)) {
299 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
300 checkGLcall("glBlendColor");
301 } else {
302 WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
305 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
306 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
307 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
309 /* TODO: NV_POINT_SPRITE */
310 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
311 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
312 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
313 glDisable(GL_POINT_SMOOTH);
315 /* Centre the texture on the vertex */
316 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
317 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
319 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
320 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
321 checkGLcall("glTexEnvf(...)");
322 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
323 glEnable( GL_POINT_SPRITE_ARB );
324 checkGLcall("glEnable(...)");
325 } else {
326 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
327 glDisable( GL_POINT_SPRITE_ARB );
328 checkGLcall("glEnable(...)");
332 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
335 /**********************************************************
336 * IUnknown parts follows
337 **********************************************************/
339 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
341 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
343 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
344 if (IsEqualGUID(riid, &IID_IUnknown)
345 || IsEqualGUID(riid, &IID_IWineD3DBase)
346 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
347 IUnknown_AddRef(iface);
348 *ppobj = This;
349 return S_OK;
351 *ppobj = NULL;
352 return E_NOINTERFACE;
355 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
356 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
357 ULONG refCount = InterlockedIncrement(&This->ref);
359 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
360 return refCount;
363 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
365 ULONG refCount = InterlockedDecrement(&This->ref);
367 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
369 if (!refCount) {
370 /* TODO: Clean up all the surfaces and textures! */
371 /* NOTE: You must release the parent if the object was created via a callback
372 ** ***************************/
374 /* Release the update stateblock */
375 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
376 if(This->updateStateBlock != This->stateBlock)
377 FIXME("(%p) Something's still holding the Update stateblock\n",This);
379 This->updateStateBlock = NULL;
380 { /* because were not doing proper internal refcounts releasing the primary state block
381 causes recursion with the extra checks in ResourceReleased, to avoid this we have
382 to set this->stateBlock = NULL; first */
383 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
384 This->stateBlock = NULL;
386 /* Release the stateblock */
387 if(IWineD3DStateBlock_Release(stateBlock) > 0){
388 FIXME("(%p) Something's still holding the Update stateblock\n",This);
392 if (This->resources != NULL ) {
393 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
394 dumpResources(This->resources);
398 IWineD3D_Release(This->wineD3D);
399 This->wineD3D = NULL;
400 HeapFree(GetProcessHeap(), 0, This);
401 TRACE("Freed device %p\n", This);
402 This = NULL;
404 return refCount;
407 /**********************************************************
408 * IWineD3DDevice implementation follows
409 **********************************************************/
410 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
412 *pParent = This->parent;
413 IUnknown_AddRef(This->parent);
414 return WINED3D_OK;
417 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
418 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
419 IUnknown *parent) {
420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
421 IWineD3DVertexBufferImpl *object;
422 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
423 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
425 /*TODO: use VBO's */
426 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
427 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
429 object->fvf = FVF;
431 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
432 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
434 return WINED3D_OK;
437 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
438 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
439 HANDLE *sharedHandle, IUnknown *parent) {
440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
441 IWineD3DIndexBufferImpl *object;
442 TRACE("(%p) Creating index buffer\n", This);
444 /* Allocate the storage for the device */
445 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
447 /*TODO: use VBO's */
448 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
449 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
452 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
453 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
454 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
456 return WINED3D_OK;
459 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
461 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
462 IWineD3DStateBlockImpl *object;
463 int i, j;
465 D3DCREATEOBJECTINSTANCE(object, StateBlock)
466 object->blockType = Type;
468 /* Special case - Used during initialization to produce a placeholder stateblock
469 so other functions called can update a state block */
470 if (Type == WINED3DSBT_INIT) {
471 /* Don't bother increasing the reference count otherwise a device will never
472 be freed due to circular dependencies */
473 return WINED3D_OK;
476 /* Otherwise, might as well set the whole state block to the appropriate values */
477 if ( This->stateBlock != NULL) {
478 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
479 } else {
480 memset(object->streamFreq, 1, sizeof(object->streamFreq));
483 /* Reset the ref and type after kludging it */
484 object->wineD3DDevice = This;
485 object->ref = 1;
486 object->blockType = Type;
488 TRACE("Updating changed flags appropriate for type %d\n", Type);
490 if (Type == WINED3DSBT_ALL) {
492 TRACE("ALL => Pretend everything has changed\n");
493 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
494 } else if (Type == WINED3DSBT_PIXELSTATE) {
496 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
497 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
499 object->changed.pixelShader = TRUE;
501 /* Pixel Shader Constants */
502 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
503 object->changed.pixelShaderConstants[i] = TRUE;
505 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
506 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
508 for (j = 0; j < GL_LIMITS(textures); j++) {
509 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
510 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
513 for (j = 0 ; j < 16; j++) {
514 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
516 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
520 } else if (Type == WINED3DSBT_VERTEXSTATE) {
522 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
523 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
525 object->changed.vertexShader = TRUE;
527 /* Vertex Shader Constants */
528 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
529 object->changed.vertexShaderConstants[i] = TRUE;
531 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
532 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
534 for (j = 0; j < GL_LIMITS(textures); j++) {
535 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
536 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
539 for (j = 0 ; j < 16; j++){
540 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
541 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
545 /* Duplicate light chain */
547 PLIGHTINFOEL *src = NULL;
548 PLIGHTINFOEL *dst = NULL;
549 PLIGHTINFOEL *newEl = NULL;
550 src = This->stateBlock->lights;
551 object->lights = NULL;
554 while (src) {
555 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
556 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
557 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
558 newEl->prev = dst;
559 newEl->changed = TRUE;
560 newEl->enabledChanged = TRUE;
561 if (dst == NULL) {
562 object->lights = newEl;
563 } else {
564 dst->next = newEl;
566 dst = newEl;
567 src = src->next;
572 } else {
573 FIXME("Unrecognized state block type %d\n", Type);
576 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
577 return WINED3D_OK;
581 /* ************************************
582 MSDN:
583 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
585 Discard
586 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
588 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.
590 ******************************** */
592 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
593 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
594 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
595 unsigned int pow2Width, pow2Height;
596 unsigned int Size = 1;
597 TRACE("(%p) Create surface\n",This);
599 /** FIXME: Check ranges on the inputs are valid
600 * MSDN
601 * MultisampleQuality
602 * [in] Quality level. The valid range is between zero and one less than the level
603 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
604 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
605 * values of paired render targets, depth stencil surfaces, and the MultiSample type
606 * must all match.
607 *******************************/
611 * TODO: Discard MSDN
612 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
614 * If this flag is set, the contents of the depth stencil buffer will be
615 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
616 * with a different depth surface.
618 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
619 ***************************/
621 if(MultisampleQuality < 0) {
622 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
623 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
626 if(MultisampleQuality > 0) {
627 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
628 MultisampleQuality=0;
631 /** FIXME: Check that the format is supported
632 * by the device.
633 *******************************/
635 /* Non-power2 support */
637 /* Find the nearest pow2 match */
638 pow2Width = pow2Height = 1;
639 while (pow2Width < Width) pow2Width <<= 1;
640 while (pow2Height < Height) pow2Height <<= 1;
642 if (pow2Width > Width || pow2Height > Height) {
643 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
644 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
645 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
646 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
647 This, Width, Height);
648 return WINED3DERR_NOTAVAILABLE;
652 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
653 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
654 * space!
655 *********************************/
656 if (WINED3DFMT_UNKNOWN == Format) {
657 Size = 0;
658 } else if (Format == WINED3DFMT_DXT1) {
659 /* DXT1 is half byte per pixel */
660 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
662 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
663 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
664 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
665 } else {
666 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
669 /** Create and initialise the surface resource **/
670 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
671 /* "Standalone" surface */
672 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
674 object->currentDesc.Width = Width;
675 object->currentDesc.Height = Height;
676 object->currentDesc.MultiSampleType = MultiSample;
677 object->currentDesc.MultiSampleQuality = MultisampleQuality;
679 /* Setup some glformat defaults */
680 if (WINED3DFMT_UNKNOWN != Format) {
681 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
682 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
683 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
684 } else {
685 object->glDescription.glFormat = 0;
686 object->glDescription.glFormatInternal = 0;
687 object->glDescription.glType = 0;
690 object->glDescription.textureName = 0;
691 object->glDescription.level = Level;
692 object->glDescription.target = GL_TEXTURE_2D;
694 /* Internal data */
695 object->pow2Width = pow2Width;
696 object->pow2Height = pow2Height;
698 /* Flags */
699 object->Flags = 0; /* We start without flags set */
700 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
701 object->Flags |= Discard ? SFLAG_DISCARD : 0;
702 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
703 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
706 if (WINED3DFMT_UNKNOWN != Format) {
707 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
708 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
709 } else {
710 object->bytesPerPixel = 0;
711 object->pow2Size = 0;
714 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
716 TRACE("Pool %d %d %d %d",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
718 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
719 * this function is too deap to need to care about things like this.
720 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
721 * ****************************************/
722 switch(Pool) {
723 case WINED3DPOOL_SCRATCH:
724 if(Lockable == FALSE)
725 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
726 which are mutually exclusive, setting lockable to true\n");
727 Lockable = TRUE;
728 break;
729 case WINED3DPOOL_SYSTEMMEM:
730 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
731 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
732 case WINED3DPOOL_MANAGED:
733 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
734 Usage of DYNAMIC which are mutually exclusive, not doing \
735 anything just telling you.\n");
736 break;
737 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
738 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
739 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
740 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
741 break;
742 default:
743 FIXME("(%p) Unknown pool %d\n", This, Pool);
744 break;
747 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
748 FIXME("Trying to create a render target that isn't in the default pool\n");
751 /* mark the texture as dirty so that it get's loaded first time around*/
752 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
753 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
754 This, Width, Height, Format, debug_d3dformat(Format),
755 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
757 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
758 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
759 This->ddraw_primary = (IWineD3DSurface *) object;
761 /* Look at the implementation and set the correct Vtable */
762 switch(Impl) {
763 case SURFACE_OPENGL:
764 /* Nothing to do, it's set already */
765 break;
767 case SURFACE_GDI:
768 object->lpVtbl = &IWineGDISurface_Vtbl;
769 break;
771 default:
772 /* To be sure to catch this */
773 ERR("Unknown requested surface implementation %d!\n", Impl);
774 IWineD3DSurface_Release((IWineD3DSurface *) object);
775 return WINED3DERR_INVALIDCALL;
778 /* Call the private setup routine */
779 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
783 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
784 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
785 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
786 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
788 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
789 IWineD3DTextureImpl *object;
790 unsigned int i;
791 UINT tmpW;
792 UINT tmpH;
793 HRESULT hr;
794 unsigned int pow2Width = Width;
795 unsigned int pow2Height = Height;
798 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
800 /* TODO: It should only be possible to create textures for formats
801 that are reported as supported */
802 if (WINED3DFMT_UNKNOWN >= Format) {
803 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
804 return WINED3DERR_INVALIDCALL;
807 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
808 D3DINITIALIZEBASETEXTURE(object->baseTexture);
809 object->width = Width;
810 object->height = Height;
812 /** Non-power2 support **/
813 /* Find the nearest pow2 match */
814 pow2Width = pow2Height = 1;
815 while (pow2Width < Width) pow2Width <<= 1;
816 while (pow2Height < Height) pow2Height <<= 1;
818 /** FIXME: add support for real non-power-two if it's provided by the video card **/
819 /* Precalculated scaling for 'faked' non power of two texture coords */
820 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
821 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
822 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
824 /* Calculate levels for mip mapping */
825 if (Levels == 0) {
826 TRACE("calculating levels %d\n", object->baseTexture.levels);
827 object->baseTexture.levels++;
828 tmpW = Width;
829 tmpH = Height;
830 while (tmpW > 1 || tmpH > 1) {
831 tmpW = max(1, tmpW >> 1);
832 tmpH = max(1, tmpH >> 1);
833 object->baseTexture.levels++;
835 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
838 /* Generate all the surfaces */
839 tmpW = Width;
840 tmpH = Height;
841 for (i = 0; i < object->baseTexture.levels; i++)
843 /* use the callback to create the texture surface */
844 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
845 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
846 int j;
847 FIXME("Failed to create surface %p\n", object);
848 /* clean up */
849 for (j = 0 ; j <= i ; j++) {
850 if(object->surfaces[j]) IWineD3DSurface_Release(object->surfaces[j]);
852 /* heap free object */
853 HeapFree(GetProcessHeap(), 0, object);
855 *ppTexture = NULL;
856 return hr;
859 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
860 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
861 /* calculate the next mipmap level */
862 tmpW = max(1, tmpW >> 1);
863 tmpH = max(1, tmpH >> 1);
866 TRACE("(%p) : Created texture %p\n", This, object);
867 return WINED3D_OK;
870 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
871 UINT Width, UINT Height, UINT Depth,
872 UINT Levels, DWORD Usage,
873 WINED3DFORMAT Format, WINED3DPOOL Pool,
874 IWineD3DVolumeTexture **ppVolumeTexture,
875 HANDLE *pSharedHandle, IUnknown *parent,
876 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
879 IWineD3DVolumeTextureImpl *object;
880 unsigned int i;
881 UINT tmpW;
882 UINT tmpH;
883 UINT tmpD;
885 /* TODO: It should only be possible to create textures for formats
886 that are reported as supported */
887 if (WINED3DFMT_UNKNOWN >= Format) {
888 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
889 return WINED3DERR_INVALIDCALL;
892 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
893 D3DINITIALIZEBASETEXTURE(object->baseTexture);
895 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
896 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
898 object->width = Width;
899 object->height = Height;
900 object->depth = Depth;
902 /* Calculate levels for mip mapping */
903 if (Levels == 0) {
904 object->baseTexture.levels++;
905 tmpW = Width;
906 tmpH = Height;
907 tmpD = Depth;
908 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
909 tmpW = max(1, tmpW >> 1);
910 tmpH = max(1, tmpH >> 1);
911 tmpD = max(1, tmpD >> 1);
912 object->baseTexture.levels++;
914 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
917 /* Generate all the surfaces */
918 tmpW = Width;
919 tmpH = Height;
920 tmpD = Depth;
922 for (i = 0; i < object->baseTexture.levels; i++)
924 /* Create the volume */
925 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
926 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
928 /* Set it's container to this object */
929 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
931 /* calcualte the next mipmap level */
932 tmpW = max(1, tmpW >> 1);
933 tmpH = max(1, tmpH >> 1);
934 tmpD = max(1, tmpD >> 1);
937 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
938 TRACE("(%p) : Created volume texture %p\n", This, object);
939 return WINED3D_OK;
942 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
943 UINT Width, UINT Height, UINT Depth,
944 DWORD Usage,
945 WINED3DFORMAT Format, WINED3DPOOL Pool,
946 IWineD3DVolume** ppVolume,
947 HANDLE* pSharedHandle, IUnknown *parent) {
949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
950 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
952 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
954 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
955 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
957 object->currentDesc.Width = Width;
958 object->currentDesc.Height = Height;
959 object->currentDesc.Depth = Depth;
960 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
962 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
963 object->lockable = TRUE;
964 object->locked = FALSE;
965 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
966 object->dirty = TRUE;
968 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
971 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
972 UINT Levels, DWORD Usage,
973 WINED3DFORMAT Format, WINED3DPOOL Pool,
974 IWineD3DCubeTexture **ppCubeTexture,
975 HANDLE *pSharedHandle, IUnknown *parent,
976 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
979 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
980 unsigned int i, j;
981 UINT tmpW;
982 HRESULT hr;
983 unsigned int pow2EdgeLength = EdgeLength;
985 /* TODO: It should only be possible to create textures for formats
986 that are reported as supported */
987 if (WINED3DFMT_UNKNOWN >= Format) {
988 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
989 return WINED3DERR_INVALIDCALL;
992 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
993 D3DINITIALIZEBASETEXTURE(object->baseTexture);
995 TRACE("(%p) Create Cube Texture\n", This);
997 /** Non-power2 support **/
999 /* Find the nearest pow2 match */
1000 pow2EdgeLength = 1;
1001 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1003 object->edgeLength = EdgeLength;
1004 /* TODO: support for native non-power 2 */
1005 /* Precalculated scaling for 'faked' non power of two texture coords */
1006 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1008 /* Calculate levels for mip mapping */
1009 if (Levels == 0) {
1010 object->baseTexture.levels++;
1011 tmpW = EdgeLength;
1012 while (tmpW > 1) {
1013 tmpW = max(1, tmpW >> 1);
1014 object->baseTexture.levels++;
1016 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1019 /* Generate all the surfaces */
1020 tmpW = EdgeLength;
1021 for (i = 0; i < object->baseTexture.levels; i++) {
1023 /* Create the 6 faces */
1024 for (j = 0; j < 6; j++) {
1026 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1027 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1029 if(hr!= WINED3D_OK) {
1030 /* clean up */
1031 int k;
1032 int l;
1033 for (l = 0; l < j; l++) {
1034 IWineD3DSurface_Release(object->surfaces[j][i]);
1036 for (k = 0; k < i; k++) {
1037 for (l = 0; l < 6; l++) {
1038 IWineD3DSurface_Release(object->surfaces[l][j]);
1042 FIXME("(%p) Failed to create surface\n",object);
1043 HeapFree(GetProcessHeap(),0,object);
1044 *ppCubeTexture = NULL;
1045 return hr;
1047 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1048 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1050 tmpW = max(1, tmpW >> 1);
1053 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1054 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1055 return WINED3D_OK;
1058 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1059 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1060 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1062 if (NULL == ppQuery) {
1063 /* Just a check to see if we support this type of query */
1064 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1065 switch(Type) {
1066 case WINED3DQUERYTYPE_OCCLUSION:
1067 TRACE("(%p) occlusion query\n", This);
1068 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1069 hr = WINED3D_OK;
1070 else
1071 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1072 break;
1073 case WINED3DQUERYTYPE_VCACHE:
1074 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1075 case WINED3DQUERYTYPE_VERTEXSTATS:
1076 case WINED3DQUERYTYPE_EVENT:
1077 case WINED3DQUERYTYPE_TIMESTAMP:
1078 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1079 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1080 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1081 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1082 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1083 case WINED3DQUERYTYPE_PIXELTIMINGS:
1084 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1085 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1086 default:
1087 FIXME("(%p) Unhandled query type %d\n", This, Type);
1089 return hr;
1092 D3DCREATEOBJECTINSTANCE(object, Query)
1093 object->type = Type;
1094 /* allocated the 'extended' data based on the type of query requested */
1095 switch(Type){
1096 case D3DQUERYTYPE_OCCLUSION:
1097 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1098 TRACE("(%p) Allocating data for an occlusion query\n", This);
1099 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1100 break;
1102 case D3DQUERYTYPE_VCACHE:
1103 case D3DQUERYTYPE_RESOURCEMANAGER:
1104 case D3DQUERYTYPE_VERTEXSTATS:
1105 case D3DQUERYTYPE_EVENT:
1106 case D3DQUERYTYPE_TIMESTAMP:
1107 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1108 case D3DQUERYTYPE_TIMESTAMPFREQ:
1109 case D3DQUERYTYPE_PIPELINETIMINGS:
1110 case D3DQUERYTYPE_INTERFACETIMINGS:
1111 case D3DQUERYTYPE_VERTEXTIMINGS:
1112 case D3DQUERYTYPE_PIXELTIMINGS:
1113 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1114 case D3DQUERYTYPE_CACHEUTILIZATION:
1115 default:
1116 object->extendedData = 0;
1117 FIXME("(%p) Unhandled query type %d\n",This , Type);
1119 TRACE("(%p) : Created Query %p\n", This, object);
1120 return WINED3D_OK;
1123 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1124 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1125 IUnknown* parent,
1126 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1127 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1130 HDC hDc;
1131 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1132 int num;
1133 XVisualInfo template;
1134 GLXContext oldContext;
1135 Drawable oldDrawable;
1136 HRESULT hr = WINED3D_OK;
1138 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1140 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1141 * does a device hold a reference to a swap chain giving them a lifetime of the device
1142 * or does the swap chain notify the device of its destruction.
1143 *******************************/
1145 /* Check the params */
1146 if(*pPresentationParameters->BackBufferCount > 1) {
1147 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1148 return WINED3DERR_INVALIDCALL;
1151 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1153 /*********************
1154 * Lookup the window Handle and the relating X window handle
1155 ********************/
1157 /* Setup hwnd we are using, plus which display this equates to */
1158 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1159 if (!object->win_handle) {
1160 object->win_handle = This->createParms.hFocusWindow;
1163 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1164 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1165 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1166 return WINED3DERR_NOTAVAILABLE;
1168 hDc = GetDC(object->win_handle);
1169 object->display = get_display(hDc);
1170 ReleaseDC(object->win_handle, hDc);
1171 TRACE("Using a display of %p %p\n", object->display, hDc);
1173 if (NULL == object->display || NULL == hDc) {
1174 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1175 return WINED3DERR_NOTAVAILABLE;
1178 if (object->win == 0) {
1179 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1180 return WINED3DERR_NOTAVAILABLE;
1183 * Create an opengl context for the display visual
1184 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1185 * use different properties after that point in time. FIXME: How to handle when requested format
1186 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1187 * it chooses is identical to the one already being used!
1188 **********************************/
1190 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1191 ENTER_GL();
1193 /* Create a new context for this swapchain */
1194 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1195 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1196 (or the best possible if none is requested) */
1197 TRACE("Found x visual ID : %ld\n", template.visualid);
1199 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1200 if (NULL == object->visInfo) {
1201 ERR("cannot really get XVisual\n");
1202 LEAVE_GL();
1203 return WINED3DERR_NOTAVAILABLE;
1204 } else {
1205 int n, value;
1206 /* Write out some debug info about the visual/s */
1207 TRACE("Using x visual ID : %ld\n", template.visualid);
1208 TRACE(" visual info: %p\n", object->visInfo);
1209 TRACE(" num items : %d\n", num);
1210 for (n = 0;n < num; n++) {
1211 TRACE("=====item=====: %d\n", n + 1);
1212 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1213 TRACE(" screen : %d\n", object->visInfo[n].screen);
1214 TRACE(" depth : %u\n", object->visInfo[n].depth);
1215 TRACE(" class : %d\n", object->visInfo[n].class);
1216 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1217 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1218 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1219 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1220 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1221 /* log some extra glx info */
1222 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1223 TRACE(" gl_aux_buffers : %d\n", value);
1224 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1225 TRACE(" gl_buffer_size : %d\n", value);
1226 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1227 TRACE(" gl_red_size : %d\n", value);
1228 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1229 TRACE(" gl_green_size : %d\n", value);
1230 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1231 TRACE(" gl_blue_size : %d\n", value);
1232 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1233 TRACE(" gl_alpha_size : %d\n", value);
1234 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1235 TRACE(" gl_depth_size : %d\n", value);
1236 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1237 TRACE(" gl_stencil_size : %d\n", value);
1239 /* Now choose a simila visual ID*/
1241 #ifdef USE_CONTEXT_MANAGER
1243 /** TODO: use a context mamager **/
1244 #endif
1247 IWineD3DSwapChain *implSwapChain;
1248 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1249 /* The first time around we create the context that is shared with all other swapchains and render targets */
1250 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1251 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1252 } else {
1254 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1255 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1256 /* and create a new context with the implicit swapchains context as the shared context */
1257 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1258 IWineD3DSwapChain_Release(implSwapChain);
1262 /* Cleanup */
1263 XFree(object->visInfo);
1264 object->visInfo = NULL;
1266 if (NULL == object->glCtx) {
1267 ERR("cannot create glxContext\n");
1268 LEAVE_GL();
1269 return WINED3DERR_NOTAVAILABLE;
1272 LEAVE_GL();
1273 if (object->glCtx == NULL) {
1274 ERR("Error in context creation !\n");
1275 return WINED3DERR_INVALIDCALL;
1276 } else {
1277 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1278 object->win_handle, object->glCtx, object->win, object->visInfo);
1281 /*********************
1282 * Windowed / Fullscreen
1283 *******************/
1286 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1287 * so we should really check to see if there is a fullscreen swapchain already
1288 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1289 **************************************/
1291 if (!*(pPresentationParameters->Windowed)) {
1293 DEVMODEW devmode;
1294 HDC hdc;
1295 int bpp = 0;
1297 /* Get info on the current display setup */
1298 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1299 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1300 DeleteDC(hdc);
1302 /* Change the display settings */
1303 memset(&devmode, 0, sizeof(DEVMODEW));
1304 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1305 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1306 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1307 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1308 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1309 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1311 /* Make popup window */
1312 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1313 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1314 *(pPresentationParameters->BackBufferWidth),
1315 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1317 /* For GetDisplayMode */
1318 This->ddraw_width = devmode.dmPelsWidth;
1319 This->ddraw_height = devmode.dmPelsHeight;
1320 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1324 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1325 * then the corresponding dimension of the client area of the hDeviceWindow
1326 * (or the focus window, if hDeviceWindow is NULL) is taken.
1327 **********************/
1329 if (*(pPresentationParameters->Windowed) &&
1330 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1331 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1333 RECT Rect;
1334 GetClientRect(object->win_handle, &Rect);
1336 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1337 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1338 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1340 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1341 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1342 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1346 /*********************
1347 * finish off parameter initialization
1348 *******************/
1350 /* Put the correct figures in the presentation parameters */
1351 TRACE("Coppying accross presentaion paraneters\n");
1352 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1353 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1354 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1355 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1356 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1357 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1358 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1359 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1360 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1361 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1362 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1363 object->presentParms.Flags = *(pPresentationParameters->Flags);
1364 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1365 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1368 /*********************
1369 * Create the back, front and stencil buffers
1370 *******************/
1372 TRACE("calling rendertarget CB\n");
1373 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1374 object->presentParms.BackBufferWidth,
1375 object->presentParms.BackBufferHeight,
1376 object->presentParms.BackBufferFormat,
1377 object->presentParms.MultiSampleType,
1378 object->presentParms.MultiSampleQuality,
1379 TRUE /* Lockable */,
1380 &object->frontBuffer,
1381 NULL /* pShared (always null)*/);
1382 if (object->frontBuffer != NULL)
1383 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1384 if(object->presentParms.BackBufferCount > 0) {
1385 TRACE("calling rendertarget CB\n");
1386 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1387 object->presentParms.BackBufferWidth,
1388 object->presentParms.BackBufferHeight,
1389 object->presentParms.BackBufferFormat,
1390 object->presentParms.MultiSampleType,
1391 object->presentParms.MultiSampleQuality,
1392 TRUE /* Lockable */,
1393 &object->backBuffer,
1394 NULL /* pShared (always null)*/);
1395 } else {
1396 object->backBuffer = NULL;
1399 if (object->backBuffer != NULL) {
1400 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1401 ENTER_GL();
1402 glDrawBuffer(GL_BACK);
1403 checkGLcall("glDrawBuffer(GL_BACK)");
1404 LEAVE_GL();
1405 } else {
1406 /* Single buffering - draw to front buffer */
1407 ENTER_GL();
1408 glDrawBuffer(GL_FRONT);
1409 checkGLcall("glDrawBuffer(GL_FRONT)");
1410 LEAVE_GL();
1413 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1414 if (pPresentationParameters->EnableAutoDepthStencil) {
1415 TRACE("Creating depth stencil buffer\n");
1416 if (This->depthStencilBuffer == NULL ) {
1417 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1418 object->presentParms.BackBufferWidth,
1419 object->presentParms.BackBufferHeight,
1420 object->presentParms.AutoDepthStencilFormat,
1421 object->presentParms.MultiSampleType,
1422 object->presentParms.MultiSampleQuality,
1423 FALSE /* FIXME: Discard */,
1424 &This->depthStencilBuffer,
1425 NULL /* pShared (always null)*/ );
1426 if (This->depthStencilBuffer != NULL)
1427 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1430 /** TODO: A check on width, height and multisample types
1431 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1432 ****************************/
1433 object->wantsDepthStencilBuffer = TRUE;
1434 } else {
1435 object->wantsDepthStencilBuffer = FALSE;
1438 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1441 /*********************
1442 * init the default renderTarget management
1443 *******************/
1444 object->drawable = object->win;
1445 object->render_ctx = object->glCtx;
1447 if (hr == WINED3D_OK) {
1448 /*********************
1449 * Setup some defaults and clear down the buffers
1450 *******************/
1451 ENTER_GL();
1452 /** save current context and drawable **/
1453 oldContext = glXGetCurrentContext();
1454 oldDrawable = glXGetCurrentDrawable();
1456 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1457 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1458 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1460 checkGLcall("glXMakeCurrent");
1462 TRACE("Setting up the screen\n");
1463 /* Clear the screen */
1464 glClearColor(1.0, 0.0, 0.0, 0.0);
1465 checkGLcall("glClearColor");
1466 glClearIndex(0);
1467 glClearDepth(1);
1468 glClearStencil(0xffff);
1470 checkGLcall("glClear");
1472 glColor3f(1.0, 1.0, 1.0);
1473 checkGLcall("glColor3f");
1475 glEnable(GL_LIGHTING);
1476 checkGLcall("glEnable");
1478 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1479 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1481 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1482 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1484 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1487 /* switch back to the original context (if there was one)*/
1488 if (This->swapchains) {
1489 /** TODO: restore the context and drawable **/
1490 glXMakeCurrent(object->display, oldDrawable, oldContext);
1493 LEAVE_GL();
1495 TRACE("Set swapchain to %p\n", object);
1496 } else { /* something went wrong so clean up */
1497 IUnknown* bufferParent;
1498 if (object->frontBuffer) {
1500 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1501 IUnknown_Release(bufferParent); /* once for the get parent */
1502 if (IUnknown_Release(bufferParent) > 0) {
1503 FIXME("(%p) Something's still holding the front buffer\n",This);
1506 if (object->backBuffer) {
1507 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1508 IUnknown_Release(bufferParent); /* once for the get parent */
1509 if (IUnknown_Release(bufferParent) > 0) {
1510 FIXME("(%p) Something's still holding the back buffer\n",This);
1513 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1514 /* Clean up the context */
1515 /* check that we are the current context first (we shouldn't be though!) */
1516 if (object->glCtx != 0) {
1517 if(glXGetCurrentContext() == object->glCtx) {
1518 glXMakeCurrent(object->display, None, NULL);
1520 glXDestroyContext(object->display, object->glCtx);
1522 HeapFree(GetProcessHeap(), 0, object);
1526 return hr;
1529 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1530 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1532 TRACE("(%p)\n", This);
1534 return This->NumberOfSwapChains;
1537 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1538 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1539 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1541 if(iSwapChain < This->NumberOfSwapChains) {
1542 *pSwapChain = This->swapchains[iSwapChain];
1543 IWineD3DSwapChain_AddRef(*pSwapChain);
1544 TRACE("(%p) returning %p\n", This, *pSwapChain);
1545 return WINED3D_OK;
1546 } else {
1547 TRACE("Swapchain out of range\n");
1548 *pSwapChain = NULL;
1549 return WINED3DERR_INVALIDCALL;
1553 /*****
1554 * Vertex Declaration
1555 *****/
1556 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1558 IWineD3DVertexDeclarationImpl *object = NULL;
1559 HRESULT hr = WINED3D_OK;
1560 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1561 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1562 object->allFVF = 0;
1564 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1566 return hr;
1569 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1570 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1571 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1572 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1573 HRESULT hr = WINED3D_OK;
1574 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1575 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1577 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1579 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1580 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1581 if (pDeclaration != NULL) {
1582 IWineD3DVertexDeclaration *vertexDeclaration;
1583 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1584 if (WINED3D_OK == hr) {
1585 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1586 object->vertexDeclaration = vertexDeclaration;
1587 } else {
1588 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1589 IWineD3DVertexShader_Release(*ppVertexShader);
1590 return WINED3DERR_INVALIDCALL;
1594 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1596 if (WINED3D_OK != hr) {
1597 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1598 IWineD3DVertexShader_Release(*ppVertexShader);
1599 return WINED3DERR_INVALIDCALL;
1602 #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. */
1603 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1604 /* Foo */
1605 } else {
1606 /* Bar */
1609 #endif
1611 return WINED3D_OK;
1614 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1616 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1617 HRESULT hr = WINED3D_OK;
1619 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1620 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1621 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1622 if (WINED3D_OK == hr) {
1623 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1624 } else {
1625 WARN("(%p) : Failed to create pixel shader\n", This);
1628 return hr;
1631 HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1633 IWineD3DPaletteImpl *object;
1634 HRESULT hr;
1635 TRACE("(%p)->(%lx, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1637 /* Create the new object */
1638 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1639 if(!object) {
1640 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1641 return E_OUTOFMEMORY;
1644 object->lpVtbl = &IWineD3DPalette_Vtbl;
1645 object->ref = 1;
1646 object->Flags = Flags;
1647 object->parent = Parent;
1648 object->wineD3DDevice = This;
1649 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1651 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1653 if(!object->hpal) {
1654 HeapFree( GetProcessHeap(), 0, object);
1655 return E_OUTOFMEMORY;
1658 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1659 if(FAILED(hr)) {
1660 IWineD3DPalette_Release((IWineD3DPalette *) object);
1661 return hr;
1664 *Palette = (IWineD3DPalette *) object;
1666 return WINED3D_OK;
1669 HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1670 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1671 IWineD3DSwapChainImpl *swapchain;
1673 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1674 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1676 /* TODO: Test if OpenGL is compiled in and loaded */
1678 /* Setup the implicit swapchain */
1679 TRACE("Creating implicit swapchain\n");
1680 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
1681 WARN("Failed to create implicit swapchain\n");
1682 return WINED3DERR_INVALIDCALL;
1685 This->NumberOfSwapChains = 1;
1686 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1687 if(!This->swapchains) {
1688 ERR("Out of memory!\n");
1689 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1690 return E_OUTOFMEMORY;
1692 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1694 if(swapchain->backBuffer) {
1695 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1696 This->renderTarget = swapchain->backBuffer;
1698 else {
1699 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1700 This->renderTarget = swapchain->frontBuffer;
1702 IWineD3DSurface_AddRef(This->renderTarget);
1703 /* Depth Stencil support */
1704 This->stencilBufferTarget = This->depthStencilBuffer;
1705 if (NULL != This->stencilBufferTarget) {
1706 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1709 /* Set up some starting GL setup */
1710 ENTER_GL();
1712 * Initialize openGL extension related variables
1713 * with Default values
1716 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( &((IWineD3DImpl *) This->wineD3D)->gl_info, swapchain->display);
1717 /* Setup all the devices defaults */
1718 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1719 #if 0
1720 IWineD3DImpl_CheckGraphicsMemory();
1721 #endif
1722 LEAVE_GL();
1724 { /* Set a default viewport */
1725 D3DVIEWPORT9 vp;
1726 vp.X = 0;
1727 vp.Y = 0;
1728 vp.Width = *(pPresentationParameters->BackBufferWidth);
1729 vp.Height = *(pPresentationParameters->BackBufferHeight);
1730 vp.MinZ = 0.0f;
1731 vp.MaxZ = 1.0f;
1732 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1735 /* Initialize the current view state */
1736 This->modelview_valid = 1;
1737 This->proj_valid = 0;
1738 This->view_ident = 1;
1739 This->last_was_rhw = 0;
1740 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1741 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1743 /* Clear the screen */
1744 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
1746 This->d3d_initialized = TRUE;
1747 return WINED3D_OK;
1750 HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
1751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1752 int texstage;
1753 IUnknown* stencilBufferParent;
1754 IUnknown* swapChainParent;
1755 uint i;
1756 TRACE("(%p)\n", This);
1758 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1760 for(texstage = 0; texstage < GL_LIMITS(textures); texstage++) {
1761 IWineD3DDevice_SetTexture(iface, texstage, NULL);
1764 /* Release the buffers (with sanity checks)*/
1765 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1766 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1767 if(This->depthStencilBuffer != This->stencilBufferTarget)
1768 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1770 This->stencilBufferTarget = NULL;
1772 TRACE("Releasing the render target at %p\n", This->renderTarget);
1773 if(IWineD3DSurface_Release(This->renderTarget) >0){
1774 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1776 TRACE("Setting rendertarget to NULL\n");
1777 This->renderTarget = NULL;
1779 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
1780 IUnknown_Release(stencilBufferParent); /* once for the get parent */
1781 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
1782 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1784 This->depthStencilBuffer = NULL;
1786 for(i=0; i < This->NumberOfSwapChains; i++) {
1787 TRACE("Releasing the implicit swapchain %d\n", i);
1788 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
1789 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
1790 IUnknown_Release(swapChainParent); /* once for the get parent */
1791 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
1792 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1796 HeapFree(GetProcessHeap(), 0, This->swapchains);
1797 This->swapchains = NULL;
1798 This->NumberOfSwapChains = 0;
1800 This->d3d_initialized = FALSE;
1801 return WINED3D_OK;
1804 HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
1805 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1807 DEVMODEW DevModeW;
1808 int i;
1810 TRACE("(%p)->(%lx,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
1812 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
1813 /* Ignore some modes if a description was passed */
1814 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
1815 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
1816 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( D3DFmtGetBpp(NULL, pixelformat) != DevModeW.dmBitsPerPel) ) continue;
1818 TRACE("Enumerating %ldx%ld@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
1820 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
1821 return D3D_OK;
1824 return D3D_OK;
1827 HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
1828 DEVMODEW devmode;
1829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1830 LONG ret;
1832 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1834 /* Resize the screen even without a window:
1835 * The app could have unset it with SetCooperativeLevel, but not called
1836 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1837 * but we don't have any hwnd
1840 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1841 devmode.dmBitsPerPel = D3DFmtGetBpp(This, pMode->Format) * 8;
1842 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
1843 devmode.dmPelsWidth = pMode->Width;
1844 devmode.dmPelsHeight = pMode->Height;
1846 devmode.dmDisplayFrequency = pMode->RefreshRate;
1847 if (pMode->RefreshRate != 0) {
1848 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1851 /* Only change the mode if necessary */
1852 if( (This->ddraw_width == pMode->Width) &&
1853 (This->ddraw_height == pMode->Height) &&
1854 (This->ddraw_format == pMode->Format) &&
1855 (pMode->RefreshRate == 0) ) {
1856 return D3D_OK;
1859 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1860 if (ret != DISP_CHANGE_SUCCESSFUL) {
1861 if(devmode.dmDisplayFrequency != 0) {
1862 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1863 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1864 devmode.dmDisplayFrequency = 0;
1865 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1867 if(ret != DISP_CHANGE_SUCCESSFUL) {
1868 return DDERR_INVALIDMODE;
1872 /* Store the new values */
1873 This->ddraw_width = pMode->Width;
1874 This->ddraw_height = pMode->Height;
1875 This->ddraw_format = pMode->Format;
1877 /* Only do this with a window of course */
1878 if(This->ddraw_window)
1879 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
1881 return WINED3D_OK;
1884 HRESULT WINAPI IWineD3DDeviceImpl_EnumZBufferFormats(IWineD3DDevice *iface, D3DCB_ENUMPIXELFORMATS Callback, void *Context) {
1885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1886 HRESULT ret;
1887 int i = 0;
1888 WINED3DFORMAT FormatList[] = {
1889 WINED3DFMT_D16,
1890 WINED3DFMT_D32,
1891 WINED3DFMT_D24X4S4,
1892 WINED3DFMT_D24S8,
1893 WINED3DFMT_D24X8,
1894 WINED3DFMT_D15S1,
1895 WINED3DFMT_UNKNOWN /* Terminate the list */
1898 TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
1900 while(FormatList[i] != WINED3DFMT_UNKNOWN) {
1901 TRACE("Enumerating %s\n", debug_d3dformat(FormatList[i]));
1902 ret = Callback((IUnknown *) This, FormatList[i], Context);
1903 if(ret != DDENUMRET_OK) {
1904 TRACE("Enumeration cancelled by Application\n");
1905 return WINED3D_OK;
1907 i++;
1910 TRACE("End of Enumeration\n");
1912 return WINED3D_OK;
1915 HRESULT WINAPI IWineD3DDeviceImpl_EnumTextureFormats(IWineD3DDevice *iface, D3DCB_ENUMPIXELFORMATS Callback, void *Context) {
1916 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1917 HRESULT ret;
1918 int i = 0;
1920 /* From old ddraw:
1921 * WINED3DFMT_A1R5G5B5 needs to be the first 16 bit format, as some dumb apps depend on this
1923 * Do not enumerate RGBA pixel formats: "some games choose the first 16 bit texture format
1924 * with alpha they find enumerated, others the last one. And both want to have the ARGB one."
1925 * But WineD3D doesn't support RGBA formats anyway...
1928 WINED3DFORMAT FormatList[] = {
1929 /* 32 bit */
1930 WINED3DFMT_A8R8G8B8,
1931 WINED3DFMT_X8R8G8B8,
1932 /* 24 bit */
1933 WINED3DFMT_R8G8B8,
1934 /* 16 Bit */
1935 WINED3DFMT_A1R5G5B5,
1936 WINED3DFMT_A4R4G4B4,
1937 WINED3DFMT_R5G6B5,
1938 WINED3DFMT_X1R5G5B5,
1939 /* 8 Bit */
1940 WINED3DFMT_R3G3B2,
1941 WINED3DFMT_P8,
1942 /* FOURCC codes */
1943 WINED3DFMT_DXT1,
1944 WINED3DFMT_DXT3,
1945 WINED3DFMT_DXT5,
1946 /* Terminate the list */
1947 WINED3DFMT_UNKNOWN
1950 TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
1952 while(FormatList[i] != WINED3DFMT_UNKNOWN) {
1953 TRACE("Enumerating %s\n", debug_d3dformat(FormatList[i]));
1954 ret = Callback((IUnknown *) This, FormatList[i], Context);
1955 if(ret != DDENUMRET_OK) {
1956 TRACE("Enumeration cancelled by Application\n");
1957 return WINED3D_OK;
1959 i++;
1962 TRACE("End of Enumeration\n");
1964 return WINED3D_OK;
1967 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1968 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1969 *ppD3D= This->wineD3D;
1970 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1971 IWineD3D_AddRef(*ppD3D);
1972 return WINED3D_OK;
1975 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1976 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1977 * Into the video ram as possible and seeing how many fit
1978 * you can also get the correct initial value from via X and ATI's driver
1979 *******************/
1980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1981 static BOOL showfixmes = TRUE;
1982 if (showfixmes) {
1983 FIXME("(%p) : stub, emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
1984 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1985 showfixmes = FALSE;
1987 TRACE("(%p) : emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
1988 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1989 /* videomemory is simulated videomemory + AGP memory left */
1990 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1995 /*****
1996 * Get / Set FVF
1997 *****/
1998 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2000 HRESULT hr = WINED3D_OK;
2002 /* Update the current state block */
2003 This->updateStateBlock->fvf = fvf;
2004 This->updateStateBlock->changed.fvf = TRUE;
2005 This->updateStateBlock->set.fvf = TRUE;
2007 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
2009 if (0 != fvf) {
2010 /* clear down the vertex declaration
2011 NOTE: Axis and Allies doesn't work properly otherwise
2012 (may be a stateblock problem though!)
2014 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
2017 return hr;
2021 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2022 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2023 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
2024 *pfvf = This->stateBlock->fvf;
2025 return WINED3D_OK;
2028 /*****
2029 * Get / Set Stream Source
2030 *****/
2031 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2033 IWineD3DVertexBuffer *oldSrc;
2035 /**TODO: instance and index data, see
2036 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2038 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2039 **************/
2041 /* D3d9 only, but shouldn't hurt d3d8 */
2042 UINT streamFlags;
2044 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2045 if (streamFlags) {
2046 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2047 FIXME("stream index data not supported\n");
2049 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2050 FIXME("stream instance data not supported\n");
2054 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2056 if (StreamNumber >= MAX_STREAMS) {
2057 WARN("Stream out of range %d\n", StreamNumber);
2058 return WINED3DERR_INVALIDCALL;
2061 oldSrc = This->stateBlock->streamSource[StreamNumber];
2062 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2064 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2065 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2066 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2067 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2068 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2069 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2071 /* Handle recording of state blocks */
2072 if (This->isRecordingState) {
2073 TRACE("Recording... not performing anything\n");
2074 return WINED3D_OK;
2077 /* Not recording... */
2078 /* Need to do a getParent and pass the reffs up */
2079 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2080 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2081 so for now, just count internally */
2082 if (pStreamData != NULL) {
2083 IWineD3DVertexBuffer_AddRef(pStreamData);
2085 if (oldSrc != NULL) {
2086 IWineD3DVertexBuffer_Release(oldSrc);
2089 return WINED3D_OK;
2092 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2093 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2094 UINT streamFlags;
2096 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2097 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2100 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2101 if (streamFlags) {
2102 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2103 FIXME("stream index data not supported\n");
2105 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2106 FIXME("stream instance data not supported\n");
2110 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2112 if (StreamNumber >= MAX_STREAMS) {
2113 WARN("Stream out of range %d\n", StreamNumber);
2114 return WINED3DERR_INVALIDCALL;
2116 *pStream = This->stateBlock->streamSource[StreamNumber];
2117 *pStride = This->stateBlock->streamStride[StreamNumber];
2118 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2120 if (*pStream == NULL) {
2121 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2122 return WINED3DERR_INVALIDCALL;
2125 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2126 return WINED3D_OK;
2129 /*Should be quite easy, just an extension of vertexdata
2130 ref...
2131 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2133 The divider is a bit odd though
2135 VertexOffset = StartVertex / Divider * StreamStride +
2136 VertexIndex / Divider * StreamStride + StreamOffset
2139 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2142 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2143 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
2145 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2146 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2147 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2149 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2150 FIXME("Stream indexing not fully supported\n");
2153 return WINED3D_OK;
2156 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2157 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2159 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2160 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2162 TRACE("(%p) : returning %d\n", This, *Divider);
2164 return WINED3D_OK;
2167 /*****
2168 * Get / Set & Multiply Transform
2169 *****/
2170 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
2171 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2173 /* Most of this routine, comments included copied from ddraw tree initially: */
2174 TRACE("(%p) : Transform State=%d\n", This, d3dts);
2176 /* Handle recording of state blocks */
2177 if (This->isRecordingState) {
2178 TRACE("Recording... not performing anything\n");
2179 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2180 This->updateStateBlock->set.transform[d3dts] = TRUE;
2181 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
2182 return WINED3D_OK;
2186 * If the new matrix is the same as the current one,
2187 * we cut off any further processing. this seems to be a reasonable
2188 * optimization because as was noticed, some apps (warcraft3 for example)
2189 * tend towards setting the same matrix repeatedly for some reason.
2191 * From here on we assume that the new matrix is different, wherever it matters.
2193 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
2194 TRACE("The app is setting the same matrix over again\n");
2195 return WINED3D_OK;
2196 } else {
2197 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2201 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2202 where ViewMat = Camera space, WorldMat = world space.
2204 In OpenGL, camera and world space is combined into GL_MODELVIEW
2205 matrix. The Projection matrix stay projection matrix.
2208 /* Capture the times we can just ignore the change for now */
2209 if (d3dts == D3DTS_WORLDMATRIX(0)) {
2210 This->modelview_valid = FALSE;
2211 return WINED3D_OK;
2213 } else if (d3dts == D3DTS_PROJECTION) {
2214 This->proj_valid = FALSE;
2215 return WINED3D_OK;
2217 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
2218 /* Indexed Vertex Blending Matrices 256 -> 511 */
2219 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2220 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
2221 return WINED3D_OK;
2224 /* Now we really are going to have to change a matrix */
2225 ENTER_GL();
2227 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
2228 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2229 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
2230 unsigned int k;
2232 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2233 * NOTE: We have to reset the positions even if the light/plane is not currently
2234 * enabled, since the call to enable it will not reset the position.
2235 * NOTE2: Apparently texture transforms do NOT need reapplying
2238 PLIGHTINFOEL *lightChain = NULL;
2239 This->modelview_valid = FALSE;
2240 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2242 glMatrixMode(GL_MODELVIEW);
2243 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2244 glPushMatrix();
2245 glLoadMatrixf((float *)lpmatrix);
2246 checkGLcall("glLoadMatrixf(...)");
2248 /* Reset lights */
2249 lightChain = This->stateBlock->lights;
2250 while (lightChain && lightChain->glIndex != -1) {
2251 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2252 checkGLcall("glLightfv posn");
2253 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2254 checkGLcall("glLightfv dirn");
2255 lightChain = lightChain->next;
2258 /* Reset Clipping Planes if clipping is enabled */
2259 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2260 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2261 checkGLcall("glClipPlane");
2263 glPopMatrix();
2265 } else { /* What was requested!?? */
2266 WARN("invalid matrix specified: %i\n", d3dts);
2269 /* Release lock, all done */
2270 LEAVE_GL();
2271 return WINED3D_OK;
2274 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
2275 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2276 TRACE("(%p) : for Transform State %d\n", This, State);
2277 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
2278 return WINED3D_OK;
2281 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
2282 D3DMATRIX *mat = NULL;
2283 D3DMATRIX temp;
2285 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2286 * below means it will be recorded in a state block change, but it
2287 * works regardless where it is recorded.
2288 * If this is found to be wrong, change to StateBlock.
2290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2291 TRACE("(%p) : For state %u\n", This, State);
2293 if (State < HIGHEST_TRANSFORMSTATE)
2295 mat = &This->updateStateBlock->transforms[State];
2296 } else {
2297 FIXME("Unhandled transform state!!\n");
2300 multiply_matrix(&temp, mat, (D3DMATRIX *) pMatrix);
2302 /* Apply change via set transform - will reapply to eg. lights this way */
2303 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2306 /*****
2307 * Get / Set Light
2308 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2309 *****/
2310 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2311 you can reference any indexes you want as long as that number max are enabled at any
2312 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2313 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2314 but when recording, just build a chain pretty much of commands to be replayed. */
2316 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2317 float rho;
2318 PLIGHTINFOEL *object, *temp;
2320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2321 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2323 /* If recording state block, just add to end of lights chain */
2324 if (This->isRecordingState) {
2325 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2326 if (NULL == object) {
2327 return WINED3DERR_OUTOFVIDEOMEMORY;
2329 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2330 object->OriginalIndex = Index;
2331 object->glIndex = -1;
2332 object->changed = TRUE;
2334 /* Add to the END of the chain of lights changes to be replayed */
2335 if (This->updateStateBlock->lights == NULL) {
2336 This->updateStateBlock->lights = object;
2337 } else {
2338 temp = This->updateStateBlock->lights;
2339 while (temp->next != NULL) temp=temp->next;
2340 temp->next = object;
2342 TRACE("Recording... not performing anything more\n");
2343 return WINED3D_OK;
2346 /* Ok, not recording any longer so do real work */
2347 object = This->stateBlock->lights;
2348 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2350 /* If we didn't find it in the list of lights, time to add it */
2351 if (object == NULL) {
2352 PLIGHTINFOEL *insertAt,*prevPos;
2354 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2355 if (NULL == object) {
2356 return WINED3DERR_OUTOFVIDEOMEMORY;
2358 object->OriginalIndex = Index;
2359 object->glIndex = -1;
2361 /* Add it to the front of list with the idea that lights will be changed as needed
2362 BUT after any lights currently assigned GL indexes */
2363 insertAt = This->stateBlock->lights;
2364 prevPos = NULL;
2365 while (insertAt != NULL && insertAt->glIndex != -1) {
2366 prevPos = insertAt;
2367 insertAt = insertAt->next;
2370 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2371 This->stateBlock->lights = object;
2372 } else if (insertAt == NULL) { /* End of list */
2373 prevPos->next = object;
2374 object->prev = prevPos;
2375 } else { /* Middle of chain */
2376 if (prevPos == NULL) {
2377 This->stateBlock->lights = object;
2378 } else {
2379 prevPos->next = object;
2381 object->prev = prevPos;
2382 object->next = insertAt;
2383 insertAt->prev = object;
2387 /* Initialize the object */
2388 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,
2389 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2390 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2391 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2392 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2393 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2394 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2396 /* Save away the information */
2397 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2399 switch (pLight->Type) {
2400 case D3DLIGHT_POINT:
2401 /* Position */
2402 object->lightPosn[0] = pLight->Position.x;
2403 object->lightPosn[1] = pLight->Position.y;
2404 object->lightPosn[2] = pLight->Position.z;
2405 object->lightPosn[3] = 1.0f;
2406 object->cutoff = 180.0f;
2407 /* FIXME: Range */
2408 break;
2410 case D3DLIGHT_DIRECTIONAL:
2411 /* Direction */
2412 object->lightPosn[0] = -pLight->Direction.x;
2413 object->lightPosn[1] = -pLight->Direction.y;
2414 object->lightPosn[2] = -pLight->Direction.z;
2415 object->lightPosn[3] = 0.0;
2416 object->exponent = 0.0f;
2417 object->cutoff = 180.0f;
2418 break;
2420 case D3DLIGHT_SPOT:
2421 /* Position */
2422 object->lightPosn[0] = pLight->Position.x;
2423 object->lightPosn[1] = pLight->Position.y;
2424 object->lightPosn[2] = pLight->Position.z;
2425 object->lightPosn[3] = 1.0;
2427 /* Direction */
2428 object->lightDirn[0] = pLight->Direction.x;
2429 object->lightDirn[1] = pLight->Direction.y;
2430 object->lightDirn[2] = pLight->Direction.z;
2431 object->lightDirn[3] = 1.0;
2434 * opengl-ish and d3d-ish spot lights use too different models for the
2435 * light "intensity" as a function of the angle towards the main light direction,
2436 * so we only can approximate very roughly.
2437 * however spot lights are rather rarely used in games (if ever used at all).
2438 * furthermore if still used, probably nobody pays attention to such details.
2440 if (pLight->Falloff == 0) {
2441 rho = 6.28f;
2442 } else {
2443 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2445 if (rho < 0.0001) rho = 0.0001f;
2446 object->exponent = -0.3/log(cos(rho/2));
2447 object->cutoff = pLight->Phi*90/M_PI;
2449 /* FIXME: Range */
2450 break;
2452 default:
2453 FIXME("Unrecognized light type %d\n", pLight->Type);
2456 /* Update the live definitions if the light is currently assigned a glIndex */
2457 if (object->glIndex != -1) {
2458 setup_light(iface, object->glIndex, object);
2460 return WINED3D_OK;
2463 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2464 PLIGHTINFOEL *lightInfo = NULL;
2465 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2466 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2468 /* Locate the light in the live lights */
2469 lightInfo = This->stateBlock->lights;
2470 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2472 if (lightInfo == NULL) {
2473 TRACE("Light information requested but light not defined\n");
2474 return WINED3DERR_INVALIDCALL;
2477 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2478 return WINED3D_OK;
2481 /*****
2482 * Get / Set Light Enable
2483 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2484 *****/
2485 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2486 PLIGHTINFOEL *lightInfo = NULL;
2487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2488 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2490 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2491 if (This->isRecordingState) {
2492 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2493 if (NULL == lightInfo) {
2494 return WINED3DERR_OUTOFVIDEOMEMORY;
2496 lightInfo->OriginalIndex = Index;
2497 lightInfo->glIndex = -1;
2498 lightInfo->enabledChanged = TRUE;
2500 /* Add to the END of the chain of lights changes to be replayed */
2501 if (This->updateStateBlock->lights == NULL) {
2502 This->updateStateBlock->lights = lightInfo;
2503 } else {
2504 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2505 while (temp->next != NULL) temp=temp->next;
2506 temp->next = lightInfo;
2508 TRACE("Recording... not performing anything more\n");
2509 return WINED3D_OK;
2512 /* Not recording... So, locate the light in the live lights */
2513 lightInfo = This->stateBlock->lights;
2514 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2516 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2517 if (lightInfo == NULL) {
2518 D3DLIGHT9 lightParms;
2519 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2520 wait until someone confirms it seems to work! */
2521 TRACE("Light enabled requested but light not defined, so defining one!\n");
2522 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2523 lightParms.Diffuse.r = 1.0;
2524 lightParms.Diffuse.g = 1.0;
2525 lightParms.Diffuse.b = 1.0;
2526 lightParms.Diffuse.a = 0.0;
2527 lightParms.Specular.r = 0.0;
2528 lightParms.Specular.g = 0.0;
2529 lightParms.Specular.b = 0.0;
2530 lightParms.Specular.a = 0.0;
2531 lightParms.Ambient.r = 0.0;
2532 lightParms.Ambient.g = 0.0;
2533 lightParms.Ambient.b = 0.0;
2534 lightParms.Ambient.a = 0.0;
2535 lightParms.Position.x = 0.0;
2536 lightParms.Position.y = 0.0;
2537 lightParms.Position.z = 0.0;
2538 lightParms.Direction.x = 0.0;
2539 lightParms.Direction.y = 0.0;
2540 lightParms.Direction.z = 1.0;
2541 lightParms.Range = 0.0;
2542 lightParms.Falloff = 0.0;
2543 lightParms.Attenuation0 = 0.0;
2544 lightParms.Attenuation1 = 0.0;
2545 lightParms.Attenuation2 = 0.0;
2546 lightParms.Theta = 0.0;
2547 lightParms.Phi = 0.0;
2548 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2550 /* Search for it again! Should be fairly quick as near head of list */
2551 lightInfo = This->stateBlock->lights;
2552 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2553 if (lightInfo == NULL) {
2554 FIXME("Adding default lights has failed dismally\n");
2555 return WINED3DERR_INVALIDCALL;
2559 /* OK, we now have a light... */
2560 if (Enable == FALSE) {
2562 /* If we are disabling it, check it was enabled, and
2563 still only do something if it has assigned a glIndex (which it should have!) */
2564 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2565 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2566 ENTER_GL();
2567 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2568 checkGLcall("glDisable GL_LIGHT0+Index");
2569 LEAVE_GL();
2570 } else {
2571 TRACE("Nothing to do as light was not enabled\n");
2573 lightInfo->lightEnabled = FALSE;
2574 } else {
2576 /* We are enabling it. If it is enabled, it's really simple */
2577 if (lightInfo->lightEnabled) {
2578 /* nop */
2579 TRACE("Nothing to do as light was enabled\n");
2581 /* If it already has a glIndex, it's still simple */
2582 } else if (lightInfo->glIndex != -1) {
2583 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2584 lightInfo->lightEnabled = TRUE;
2585 ENTER_GL();
2586 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2587 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2588 LEAVE_GL();
2590 /* Otherwise got to find space - lights are ordered gl indexes first */
2591 } else {
2592 PLIGHTINFOEL *bsf = NULL;
2593 PLIGHTINFOEL *pos = This->stateBlock->lights;
2594 PLIGHTINFOEL *prev = NULL;
2595 int Index= 0;
2596 int glIndex = -1;
2598 /* Try to minimize changes as much as possible */
2599 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2601 /* Try to remember which index can be replaced if necessary */
2602 if (bsf==NULL && pos->lightEnabled == FALSE) {
2603 /* Found a light we can replace, save as best replacement */
2604 bsf = pos;
2607 /* Step to next space */
2608 prev = pos;
2609 pos = pos->next;
2610 Index ++;
2613 /* If we have too many active lights, fail the call */
2614 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2615 FIXME("Program requests too many concurrent lights\n");
2616 return WINED3DERR_INVALIDCALL;
2618 /* If we have allocated all lights, but not all are enabled,
2619 reuse one which is not enabled */
2620 } else if (Index == This->maxConcurrentLights) {
2621 /* use bsf - Simply swap the new light and the BSF one */
2622 PLIGHTINFOEL *bsfNext = bsf->next;
2623 PLIGHTINFOEL *bsfPrev = bsf->prev;
2625 /* Sort out ends */
2626 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2627 if (bsf->prev != NULL) {
2628 bsf->prev->next = lightInfo;
2629 } else {
2630 This->stateBlock->lights = lightInfo;
2633 /* If not side by side, lots of chains to update */
2634 if (bsf->next != lightInfo) {
2635 lightInfo->prev->next = bsf;
2636 bsf->next->prev = lightInfo;
2637 bsf->next = lightInfo->next;
2638 bsf->prev = lightInfo->prev;
2639 lightInfo->next = bsfNext;
2640 lightInfo->prev = bsfPrev;
2642 } else {
2643 /* Simple swaps */
2644 bsf->prev = lightInfo;
2645 bsf->next = lightInfo->next;
2646 lightInfo->next = bsf;
2647 lightInfo->prev = bsfPrev;
2651 /* Update states */
2652 glIndex = bsf->glIndex;
2653 bsf->glIndex = -1;
2654 lightInfo->glIndex = glIndex;
2655 lightInfo->lightEnabled = TRUE;
2657 /* Finally set up the light in gl itself */
2658 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2659 ENTER_GL();
2660 setup_light(iface, glIndex, lightInfo);
2661 glEnable(GL_LIGHT0 + glIndex);
2662 checkGLcall("glEnable GL_LIGHT0 new setup");
2663 LEAVE_GL();
2665 /* If we reached the end of the allocated lights, with space in the
2666 gl lights, setup a new light */
2667 } else if (pos->glIndex == -1) {
2669 /* We reached the end of the allocated gl lights, so already
2670 know the index of the next one! */
2671 glIndex = Index;
2672 lightInfo->glIndex = glIndex;
2673 lightInfo->lightEnabled = TRUE;
2675 /* In an ideal world, it's already in the right place */
2676 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2677 /* No need to move it */
2678 } else {
2679 /* Remove this light from the list */
2680 lightInfo->prev->next = lightInfo->next;
2681 if (lightInfo->next != NULL) {
2682 lightInfo->next->prev = lightInfo->prev;
2685 /* Add in at appropriate place (inbetween prev and pos) */
2686 lightInfo->prev = prev;
2687 lightInfo->next = pos;
2688 if (prev == NULL) {
2689 This->stateBlock->lights = lightInfo;
2690 } else {
2691 prev->next = lightInfo;
2693 if (pos != NULL) {
2694 pos->prev = lightInfo;
2698 /* Finally set up the light in gl itself */
2699 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2700 ENTER_GL();
2701 setup_light(iface, glIndex, lightInfo);
2702 glEnable(GL_LIGHT0 + glIndex);
2703 checkGLcall("glEnable GL_LIGHT0 new setup");
2704 LEAVE_GL();
2709 return WINED3D_OK;
2712 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2714 PLIGHTINFOEL *lightInfo = NULL;
2715 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2716 TRACE("(%p) : for idx(%ld)\n", This, Index);
2718 /* Locate the light in the live lights */
2719 lightInfo = This->stateBlock->lights;
2720 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2722 if (lightInfo == NULL) {
2723 TRACE("Light enabled state requested but light not defined\n");
2724 return WINED3DERR_INVALIDCALL;
2726 *pEnable = lightInfo->lightEnabled;
2727 return WINED3D_OK;
2730 /*****
2731 * Get / Set Clip Planes
2732 *****/
2733 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2735 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2737 /* Validate Index */
2738 if (Index >= GL_LIMITS(clipplanes)) {
2739 TRACE("Application has requested clipplane this device doesn't support\n");
2740 return WINED3DERR_INVALIDCALL;
2743 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2744 This->updateStateBlock->set.clipplane[Index] = TRUE;
2745 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2746 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2747 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2748 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2750 /* Handle recording of state blocks */
2751 if (This->isRecordingState) {
2752 TRACE("Recording... not performing anything\n");
2753 return WINED3D_OK;
2756 /* Apply it */
2758 ENTER_GL();
2760 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2761 glMatrixMode(GL_MODELVIEW);
2762 glPushMatrix();
2763 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2765 TRACE("Clipplane [%f,%f,%f,%f]\n",
2766 This->updateStateBlock->clipplane[Index][0],
2767 This->updateStateBlock->clipplane[Index][1],
2768 This->updateStateBlock->clipplane[Index][2],
2769 This->updateStateBlock->clipplane[Index][3]);
2770 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2771 checkGLcall("glClipPlane");
2773 glPopMatrix();
2774 LEAVE_GL();
2776 return WINED3D_OK;
2779 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2781 TRACE("(%p) : for idx %ld\n", This, Index);
2783 /* Validate Index */
2784 if (Index >= GL_LIMITS(clipplanes)) {
2785 TRACE("Application has requested clipplane this device doesn't support\n");
2786 return WINED3DERR_INVALIDCALL;
2789 pPlane[0] = This->stateBlock->clipplane[Index][0];
2790 pPlane[1] = This->stateBlock->clipplane[Index][1];
2791 pPlane[2] = This->stateBlock->clipplane[Index][2];
2792 pPlane[3] = This->stateBlock->clipplane[Index][3];
2793 return WINED3D_OK;
2796 /*****
2797 * Get / Set Clip Plane Status
2798 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2799 *****/
2800 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2801 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2802 FIXME("(%p) : stub\n", This);
2803 if (NULL == pClipStatus) {
2804 return WINED3DERR_INVALIDCALL;
2806 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2807 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2808 return WINED3D_OK;
2811 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2813 FIXME("(%p) : stub\n", This);
2814 if (NULL == pClipStatus) {
2815 return WINED3DERR_INVALIDCALL;
2817 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2818 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2819 return WINED3D_OK;
2822 /*****
2823 * Get / Set Material
2824 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2825 *****/
2826 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2829 This->updateStateBlock->changed.material = TRUE;
2830 This->updateStateBlock->set.material = TRUE;
2831 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2833 /* Handle recording of state blocks */
2834 if (This->isRecordingState) {
2835 TRACE("Recording... not performing anything\n");
2836 return WINED3D_OK;
2839 ENTER_GL();
2840 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2841 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2842 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2843 pMaterial->Ambient.b, pMaterial->Ambient.a);
2844 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2845 pMaterial->Specular.b, pMaterial->Specular.a);
2846 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2847 pMaterial->Emissive.b, pMaterial->Emissive.a);
2848 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2850 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2851 checkGLcall("glMaterialfv(GL_AMBIENT)");
2852 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2853 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2855 /* Only change material color if specular is enabled, otherwise it is set to black */
2856 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2857 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2858 checkGLcall("glMaterialfv(GL_SPECULAR");
2859 } else {
2860 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2861 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2862 checkGLcall("glMaterialfv(GL_SPECULAR");
2864 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2865 checkGLcall("glMaterialfv(GL_EMISSION)");
2866 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2867 checkGLcall("glMaterialf(GL_SHININESS");
2869 LEAVE_GL();
2870 return WINED3D_OK;
2873 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2875 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2876 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2877 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2878 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2879 pMaterial->Ambient.b, pMaterial->Ambient.a);
2880 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2881 pMaterial->Specular.b, pMaterial->Specular.a);
2882 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2883 pMaterial->Emissive.b, pMaterial->Emissive.a);
2884 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2886 return WINED3D_OK;
2889 /*****
2890 * Get / Set Indices
2891 *****/
2892 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2893 UINT BaseVertexIndex) {
2894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2895 IWineD3DIndexBuffer *oldIdxs;
2897 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2898 oldIdxs = This->updateStateBlock->pIndexData;
2900 This->updateStateBlock->changed.indices = TRUE;
2901 This->updateStateBlock->set.indices = TRUE;
2902 This->updateStateBlock->pIndexData = pIndexData;
2903 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2905 /* Handle recording of state blocks */
2906 if (This->isRecordingState) {
2907 TRACE("Recording... not performing anything\n");
2908 return WINED3D_OK;
2911 if (NULL != pIndexData) {
2912 IWineD3DIndexBuffer_AddRef(pIndexData);
2914 if (NULL != oldIdxs) {
2915 IWineD3DIndexBuffer_Release(oldIdxs);
2917 return WINED3D_OK;
2920 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2921 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2923 *ppIndexData = This->stateBlock->pIndexData;
2925 /* up ref count on ppindexdata */
2926 if (*ppIndexData) {
2927 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2928 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2929 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2930 }else{
2931 TRACE("(%p) No index data set\n", This);
2933 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2935 return WINED3D_OK;
2938 /*****
2939 * Get / Set Viewports
2940 *****/
2941 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2944 TRACE("(%p)\n", This);
2945 This->updateStateBlock->changed.viewport = TRUE;
2946 This->updateStateBlock->set.viewport = TRUE;
2947 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2949 /* Handle recording of state blocks */
2950 if (This->isRecordingState) {
2951 TRACE("Recording... not performing anything\n");
2952 return WINED3D_OK;
2954 This->viewport_changed = TRUE;
2956 ENTER_GL();
2958 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2959 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2961 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2962 checkGLcall("glDepthRange");
2963 /* Note: GL requires lower left, DirectX supplies upper left */
2964 /* TODO: replace usage of renderTarget with context management */
2965 glViewport(pViewport->X,
2966 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2967 pViewport->Width, pViewport->Height);
2969 checkGLcall("glViewport");
2971 LEAVE_GL();
2973 return WINED3D_OK;
2977 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2979 TRACE("(%p)\n", This);
2980 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2981 return WINED3D_OK;
2984 /*****
2985 * Get / Set Render States
2986 * TODO: Verify against dx9 definitions
2987 *****/
2988 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2990 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2991 DWORD OldValue = This->stateBlock->renderState[State];
2993 /* Simple way of referring to either a DWORD or a 4 byte float */
2994 union {
2995 DWORD d;
2996 float f;
2997 } tmpvalue;
2999 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
3000 This->updateStateBlock->changed.renderState[State] = TRUE;
3001 This->updateStateBlock->set.renderState[State] = TRUE;
3002 This->updateStateBlock->renderState[State] = Value;
3004 /* Handle recording of state blocks */
3005 if (This->isRecordingState) {
3006 TRACE("Recording... not performing anything\n");
3007 return WINED3D_OK;
3010 ENTER_GL();
3012 switch (State) {
3013 case WINED3DRS_FILLMODE :
3014 switch ((D3DFILLMODE) Value) {
3015 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
3016 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
3017 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
3018 default:
3019 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
3021 checkGLcall("glPolygonMode (fillmode)");
3022 break;
3024 case WINED3DRS_LIGHTING :
3025 if (Value) {
3026 glEnable(GL_LIGHTING);
3027 checkGLcall("glEnable GL_LIGHTING");
3028 } else {
3029 glDisable(GL_LIGHTING);
3030 checkGLcall("glDisable GL_LIGHTING");
3032 break;
3034 case WINED3DRS_ZENABLE :
3035 switch ((D3DZBUFFERTYPE) Value) {
3036 case D3DZB_FALSE:
3037 glDisable(GL_DEPTH_TEST);
3038 checkGLcall("glDisable GL_DEPTH_TEST");
3039 break;
3040 case D3DZB_TRUE:
3041 glEnable(GL_DEPTH_TEST);
3042 checkGLcall("glEnable GL_DEPTH_TEST");
3043 break;
3044 case D3DZB_USEW:
3045 glEnable(GL_DEPTH_TEST);
3046 checkGLcall("glEnable GL_DEPTH_TEST");
3047 FIXME("W buffer is not well handled\n");
3048 break;
3049 default:
3050 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
3052 break;
3054 case WINED3DRS_CULLMODE :
3056 /* If we are culling "back faces with clockwise vertices" then
3057 set front faces to be counter clockwise and enable culling
3058 of back faces */
3059 switch ((D3DCULL) Value) {
3060 case D3DCULL_NONE:
3061 glDisable(GL_CULL_FACE);
3062 checkGLcall("glDisable GL_CULL_FACE");
3063 break;
3064 case D3DCULL_CW:
3065 glEnable(GL_CULL_FACE);
3066 checkGLcall("glEnable GL_CULL_FACE");
3067 if (This->renderUpsideDown) {
3068 glFrontFace(GL_CW);
3069 checkGLcall("glFrontFace GL_CW");
3070 } else {
3071 glFrontFace(GL_CCW);
3072 checkGLcall("glFrontFace GL_CCW");
3074 glCullFace(GL_BACK);
3075 break;
3076 case D3DCULL_CCW:
3077 glEnable(GL_CULL_FACE);
3078 checkGLcall("glEnable GL_CULL_FACE");
3079 if (This->renderUpsideDown) {
3080 glFrontFace(GL_CCW);
3081 checkGLcall("glFrontFace GL_CCW");
3082 } else {
3083 glFrontFace(GL_CW);
3084 checkGLcall("glFrontFace GL_CW");
3086 glCullFace(GL_BACK);
3087 break;
3088 default:
3089 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
3091 break;
3093 case WINED3DRS_SHADEMODE :
3094 switch ((D3DSHADEMODE) Value) {
3095 case D3DSHADE_FLAT:
3096 glShadeModel(GL_FLAT);
3097 checkGLcall("glShadeModel");
3098 break;
3099 case D3DSHADE_GOURAUD:
3100 glShadeModel(GL_SMOOTH);
3101 checkGLcall("glShadeModel");
3102 break;
3103 case D3DSHADE_PHONG:
3104 FIXME("D3DSHADE_PHONG isn't supported?\n");
3106 LEAVE_GL();
3107 return WINED3DERR_INVALIDCALL;
3108 default:
3109 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
3111 break;
3113 case WINED3DRS_DITHERENABLE :
3114 if (Value) {
3115 glEnable(GL_DITHER);
3116 checkGLcall("glEnable GL_DITHER");
3117 } else {
3118 glDisable(GL_DITHER);
3119 checkGLcall("glDisable GL_DITHER");
3121 break;
3123 case WINED3DRS_ZWRITEENABLE :
3124 if (Value) {
3125 glDepthMask(1);
3126 checkGLcall("glDepthMask");
3127 } else {
3128 glDepthMask(0);
3129 checkGLcall("glDepthMask");
3131 break;
3133 case WINED3DRS_ZFUNC :
3135 int glParm = GL_LESS;
3137 switch ((D3DCMPFUNC) Value) {
3138 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3139 case D3DCMP_LESS: glParm=GL_LESS; break;
3140 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3141 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3142 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3143 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3144 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3145 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3146 default:
3147 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3149 glDepthFunc(glParm);
3150 checkGLcall("glDepthFunc");
3152 break;
3154 case WINED3DRS_AMBIENT :
3156 float col[4];
3157 D3DCOLORTOGLFLOAT4(Value, col);
3158 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
3159 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
3160 checkGLcall("glLightModel for MODEL_AMBIENT");
3163 break;
3165 case WINED3DRS_ALPHABLENDENABLE :
3166 if (Value) {
3167 glEnable(GL_BLEND);
3168 checkGLcall("glEnable GL_BLEND");
3169 } else {
3170 glDisable(GL_BLEND);
3171 checkGLcall("glDisable GL_BLEND");
3173 break;
3175 case WINED3DRS_SRCBLEND :
3176 case WINED3DRS_DESTBLEND :
3178 int newVal = GL_ZERO;
3179 switch (Value) {
3180 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
3181 case D3DBLEND_ONE : newVal = GL_ONE; break;
3182 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
3183 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
3184 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
3185 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
3186 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
3187 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
3188 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
3189 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
3190 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
3192 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
3193 This->srcBlend = newVal;
3194 This->dstBlend = newVal;
3195 break;
3197 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
3198 This->srcBlend = newVal;
3199 This->dstBlend = newVal;
3200 break;
3201 default:
3202 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
3205 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
3206 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
3207 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
3208 glBlendFunc(This->srcBlend, This->dstBlend);
3210 checkGLcall("glBlendFunc");
3212 break;
3214 case WINED3DRS_ALPHATESTENABLE :
3215 case WINED3DRS_ALPHAFUNC :
3216 case WINED3DRS_ALPHAREF :
3217 case WINED3DRS_COLORKEYENABLE :
3219 int glParm = 0.0;
3220 float ref = GL_LESS;
3221 BOOL enable_ckey = FALSE;
3223 IWineD3DSurfaceImpl *surf;
3225 /* Find out if the texture on the first stage has a ckey set */
3226 if(This->stateBlock->textures[0]) {
3227 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)This->stateBlock->textures[0])->surfaces[0];
3228 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
3231 if (This->stateBlock->renderState[WINED3DRS_ALPHATESTENABLE] ||
3232 (This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
3233 glEnable(GL_ALPHA_TEST);
3234 checkGLcall("glEnable GL_ALPHA_TEST");
3235 } else {
3236 glDisable(GL_ALPHA_TEST);
3237 checkGLcall("glDisable GL_ALPHA_TEST");
3238 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
3239 * enable call
3241 break;
3244 if(This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
3245 glParm = GL_NOTEQUAL;
3246 ref = 0.0;
3247 } else {
3248 ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
3250 switch ((D3DCMPFUNC) This->stateBlock->renderState[WINED3DRS_ALPHAFUNC]) {
3251 case D3DCMP_NEVER: glParm = GL_NEVER; break;
3252 case D3DCMP_LESS: glParm = GL_LESS; break;
3253 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
3254 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
3255 case D3DCMP_GREATER: glParm = GL_GREATER; break;
3256 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
3257 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
3258 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
3259 default:
3260 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3263 This->alphafunc = glParm;
3264 glAlphaFunc(glParm, ref);
3265 checkGLcall("glAlphaFunc");
3267 break;
3269 case WINED3DRS_CLIPPLANEENABLE :
3270 case WINED3DRS_CLIPPING :
3272 /* Ensure we only do the changed clip planes */
3273 DWORD enable = 0xFFFFFFFF;
3274 DWORD disable = 0x00000000;
3276 /* If enabling / disabling all */
3277 if (State == WINED3DRS_CLIPPING) {
3278 if (Value) {
3279 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3280 disable = 0x00;
3281 } else {
3282 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3283 enable = 0x00;
3285 } else {
3286 enable = Value & ~OldValue;
3287 disable = ~Value & OldValue;
3290 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3291 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3292 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3293 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3294 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3295 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3297 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3298 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3299 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3300 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3301 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3302 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3304 /** update clipping status */
3305 if (enable) {
3306 This->stateBlock->clip_status.ClipUnion = 0;
3307 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3308 } else {
3309 This->stateBlock->clip_status.ClipUnion = 0;
3310 This->stateBlock->clip_status.ClipIntersection = 0;
3313 break;
3315 case WINED3DRS_BLENDOP :
3317 int glParm = GL_FUNC_ADD;
3319 switch ((D3DBLENDOP) Value) {
3320 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3321 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3322 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3323 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3324 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3325 default:
3326 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3329 if(GL_SUPPORT(ARB_IMAGING)) {
3330 TRACE("glBlendEquation(%x)\n", glParm);
3331 GL_EXTCALL(glBlendEquation(glParm));
3332 checkGLcall("glBlendEquation");
3333 } else {
3334 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
3337 break;
3339 case WINED3DRS_TEXTUREFACTOR :
3341 unsigned int i;
3343 /* Note the texture color applies to all textures whereas
3344 GL_TEXTURE_ENV_COLOR applies to active only */
3345 float col[4];
3346 D3DCOLORTOGLFLOAT4(Value, col);
3347 /* Set the default alpha blend color */
3348 if (GL_SUPPORT(ARB_IMAGING)) {
3349 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
3350 checkGLcall("glBlendColor");
3351 } else {
3352 WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
3355 /* And now the default texture color as well */
3356 for (i = 0; i < GL_LIMITS(textures); i++) {
3358 /* Note the D3DRS value applies to all textures, but GL has one
3359 per texture, so apply it now ready to be used! */
3360 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3361 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
3362 checkGLcall("glActiveTextureARB");
3363 } else if (i>0) {
3364 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3367 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3368 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3371 break;
3373 case WINED3DRS_SPECULARENABLE :
3375 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3376 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3377 specular color. This is wrong:
3378 Separate specular color means the specular colour is maintained separately, whereas
3379 single color means it is merged in. However in both cases they are being used to
3380 some extent.
3381 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3382 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3383 running 1.4 yet!
3385 if (Value) {
3386 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3387 checkGLcall("glMaterialfv");
3388 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3389 glEnable(GL_COLOR_SUM_EXT);
3390 } else {
3391 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3393 checkGLcall("glEnable(GL_COLOR_SUM)");
3394 } else {
3395 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3397 /* for the case of enabled lighting: */
3398 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3399 checkGLcall("glMaterialfv");
3401 /* for the case of disabled lighting: */
3402 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3403 glDisable(GL_COLOR_SUM_EXT);
3404 } else {
3405 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3407 checkGLcall("glDisable(GL_COLOR_SUM)");
3410 break;
3412 case WINED3DRS_STENCILENABLE :
3413 if (Value) {
3414 glEnable(GL_STENCIL_TEST);
3415 checkGLcall("glEnable GL_STENCIL_TEST");
3416 } else {
3417 glDisable(GL_STENCIL_TEST);
3418 checkGLcall("glDisable GL_STENCIL_TEST");
3420 break;
3422 case WINED3DRS_STENCILFUNC :
3424 GLint func;
3425 GLint ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3426 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3428 func = GL_ALWAYS;
3429 switch ((D3DCMPFUNC)Value) {
3430 case D3DCMP_NEVER: func = GL_NEVER; break;
3431 case D3DCMP_LESS: func = GL_LESS; break;
3432 case D3DCMP_EQUAL: func = GL_EQUAL; break;
3433 case D3DCMP_LESSEQUAL: func = GL_LEQUAL; break;
3434 case D3DCMP_GREATER: func = GL_GREATER; break;
3435 case D3DCMP_NOTEQUAL: func = GL_NOTEQUAL; break;
3436 case D3DCMP_GREATEREQUAL: func = GL_GEQUAL; break;
3437 case D3DCMP_ALWAYS: func = GL_ALWAYS; break;
3438 default:
3439 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3441 This->stencilfunc = func;
3442 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3443 #if 0 /* Don't use OpenGL 2.0 calls for now */
3444 if(GL_EXTCALL(glStencilFuncSeparate)) {
3445 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
3446 checkGLcall("glStencilFuncSeparate(GL_FRONT,...)");
3448 else
3449 #endif
3450 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3451 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3452 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3453 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
3454 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
3455 glStencilFunc(func, ref, mask);
3456 checkGLcall("glStencilFunc(...)");
3458 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3459 GL_EXTCALL(glStencilFuncSeparateATI(GL_FRONT, func, ref, mask));
3460 checkGLcall("glStencilFuncSeparateATI(GL_FRONT,...)");
3461 } else {
3462 TRACE("Separate stencil function not supported on this version of opengl");
3463 glStencilFunc(func, ref, mask);
3464 checkGLcall("glStencilFunc(...)");
3466 } else {
3467 glStencilFunc(func, ref, mask);
3468 checkGLcall("glStencilFunc(...)");
3470 break;
3472 case WINED3DRS_STENCILREF :
3474 int glParm = This->stencilfunc;
3475 int ref = 0;
3476 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3478 ref = Value;
3479 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3480 glStencilFunc(glParm, ref, mask);
3481 checkGLcall("glStencilFunc");
3483 break;
3485 case WINED3DRS_STENCILMASK :
3487 int glParm = This->stencilfunc;
3488 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3489 GLuint mask = Value;
3491 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3492 glStencilFunc(glParm, ref, mask);
3493 checkGLcall("glStencilFunc");
3495 break;
3497 case WINED3DRS_STENCILFAIL :
3498 case WINED3DRS_STENCILZFAIL :
3499 case WINED3DRS_STENCILPASS :
3501 GLint stencilFail;
3502 GLint depthFail;
3503 GLint stencilPass;
3505 GLint action = StencilOp(Value);
3507 glGetIntegerv(GL_STENCIL_FAIL, &stencilFail);
3508 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &depthFail);
3509 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &stencilPass);
3511 if(WINED3DRS_STENCILFAIL == State) {
3512 stencilFail = action;
3514 else if(WINED3DRS_STENCILZFAIL == State) {
3515 depthFail = action;
3517 else if(WINED3DRS_STENCILPASS == State) {
3518 stencilPass = action;
3521 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3522 #if 0 /* Don't use OpenGL 2.0 calls for now */
3523 if(GL_EXTCALL(glStencilOpSeparate)) {
3524 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
3525 checkGLcall("glStencilOpSeparate(GL_FRONT,...)");
3527 else
3528 #endif
3529 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3530 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3531 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3532 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
3533 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
3534 glStencilOp(stencilFail, depthFail, stencilPass);
3535 checkGLcall("glStencilOp(...)");
3537 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3538 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
3539 checkGLcall("glStencilOpSeparateATI(GL_FRONT,...)");
3540 } else {
3541 TRACE("Separate stencil operation not supported on this version of opengl");
3542 glStencilOp(stencilFail, depthFail, stencilPass);
3543 checkGLcall("glStencilOp(...)");
3545 } else {
3546 glStencilOp(stencilFail, depthFail, stencilPass);
3547 checkGLcall("glStencilOp(...)");
3549 break;
3551 case WINED3DRS_STENCILWRITEMASK :
3553 glStencilMask(Value);
3554 TRACE("glStencilMask(%lu)\n", Value);
3555 checkGLcall("glStencilMask");
3557 break;
3559 case WINED3DRS_FOGENABLE :
3561 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3562 glEnable(GL_FOG);
3563 checkGLcall("glEnable GL_FOG");
3564 } else {
3565 glDisable(GL_FOG);
3566 checkGLcall("glDisable GL_FOG");
3569 break;
3571 case WINED3DRS_RANGEFOGENABLE :
3573 if (Value) {
3574 TRACE("Enabled RANGEFOG");
3575 } else {
3576 TRACE("Disabled RANGEFOG");
3579 break;
3581 case WINED3DRS_FOGCOLOR :
3583 float col[4];
3584 D3DCOLORTOGLFLOAT4(Value, col);
3585 /* Set the default alpha blend color */
3586 glFogfv(GL_FOG_COLOR, &col[0]);
3587 checkGLcall("glFog GL_FOG_COLOR");
3589 break;
3591 case WINED3DRS_FOGTABLEMODE :
3593 glHint(GL_FOG_HINT, GL_NICEST);
3594 switch (Value) {
3595 case D3DFOG_NONE: {
3596 if(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == D3DFOG_NONE) {
3597 glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3599 /* Otherwise leave the vertex fog value */
3600 break;
3602 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3603 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3604 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3605 default:
3606 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3608 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3609 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3612 break;
3614 case WINED3DRS_FOGVERTEXMODE :
3616 glHint(GL_FOG_HINT, GL_FASTEST);
3617 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
3618 if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
3619 switch (Value) {
3620 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3621 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3622 case D3DFOG_NONE:
3623 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3624 default:
3625 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3627 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3628 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3632 break;
3634 case WINED3DRS_FOGSTART :
3636 tmpvalue.d = Value;
3637 glFogfv(GL_FOG_START, &tmpvalue.f);
3638 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3639 TRACE("Fog Start == %f\n", tmpvalue.f);
3641 break;
3643 case WINED3DRS_FOGEND :
3645 tmpvalue.d = Value;
3646 glFogfv(GL_FOG_END, &tmpvalue.f);
3647 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3648 TRACE("Fog End == %f\n", tmpvalue.f);
3650 break;
3652 case WINED3DRS_FOGDENSITY :
3654 tmpvalue.d = Value;
3655 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3656 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3658 break;
3660 case WINED3DRS_VERTEXBLEND :
3662 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3663 TRACE("Vertex Blending state to %ld\n", Value);
3665 break;
3667 case WINED3DRS_TWEENFACTOR :
3669 tmpvalue.d = Value;
3670 This->updateStateBlock->tween_factor = tmpvalue.f;
3671 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3673 break;
3675 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3677 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3679 break;
3681 case WINED3DRS_COLORVERTEX :
3682 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3683 case WINED3DRS_SPECULARMATERIALSOURCE :
3684 case WINED3DRS_AMBIENTMATERIALSOURCE :
3685 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3687 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3689 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3690 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3691 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3692 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3693 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3694 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3696 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3697 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3698 Parm = GL_AMBIENT_AND_DIFFUSE;
3699 } else {
3700 Parm = GL_DIFFUSE;
3702 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3703 Parm = GL_AMBIENT;
3704 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3705 Parm = GL_EMISSION;
3706 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3707 Parm = GL_SPECULAR;
3708 } else {
3709 Parm = -1;
3712 if (Parm == -1) {
3713 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3714 } else {
3715 This->tracking_color = NEEDS_TRACKING;
3716 This->tracking_parm = Parm;
3719 } else {
3720 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3723 break;
3725 case WINED3DRS_LINEPATTERN :
3727 union {
3728 DWORD d;
3729 D3DLINEPATTERN lp;
3730 } tmppattern;
3731 tmppattern.d = Value;
3733 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3735 if (tmppattern.lp.wRepeatFactor) {
3736 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3737 checkGLcall("glLineStipple(repeat, linepattern)");
3738 glEnable(GL_LINE_STIPPLE);
3739 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3740 } else {
3741 glDisable(GL_LINE_STIPPLE);
3742 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3745 break;
3747 case WINED3DRS_ZBIAS : /* D3D8 only */
3749 if (Value) {
3750 tmpvalue.d = Value;
3751 TRACE("ZBias value %f\n", tmpvalue.f);
3752 glPolygonOffset(0, -tmpvalue.f);
3753 checkGLcall("glPolygonOffset(0, -Value)");
3754 glEnable(GL_POLYGON_OFFSET_FILL);
3755 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3756 glEnable(GL_POLYGON_OFFSET_LINE);
3757 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3758 glEnable(GL_POLYGON_OFFSET_POINT);
3759 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3760 } else {
3761 glDisable(GL_POLYGON_OFFSET_FILL);
3762 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3763 glDisable(GL_POLYGON_OFFSET_LINE);
3764 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3765 glDisable(GL_POLYGON_OFFSET_POINT);
3766 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3769 break;
3771 case WINED3DRS_NORMALIZENORMALS :
3772 if (Value) {
3773 glEnable(GL_NORMALIZE);
3774 checkGLcall("glEnable(GL_NORMALIZE);");
3775 } else {
3776 glDisable(GL_NORMALIZE);
3777 checkGLcall("glDisable(GL_NORMALIZE);");
3779 break;
3781 case WINED3DRS_POINTSIZE :
3782 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3783 tmpvalue.d = Value;
3784 TRACE("Set point size to %f\n", tmpvalue.f);
3785 glPointSize(tmpvalue.f);
3786 checkGLcall("glPointSize(...);");
3787 break;
3789 case WINED3DRS_POINTSIZE_MIN :
3790 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3791 tmpvalue.d = Value;
3792 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3793 checkGLcall("glPointParameterfEXT(...);");
3794 } else {
3795 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3797 break;
3799 case WINED3DRS_POINTSIZE_MAX :
3800 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3801 tmpvalue.d = Value;
3802 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3803 checkGLcall("glPointParameterfEXT(...);");
3804 } else {
3805 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3807 break;
3809 case WINED3DRS_POINTSCALE_A :
3810 case WINED3DRS_POINTSCALE_B :
3811 case WINED3DRS_POINTSCALE_C :
3812 case WINED3DRS_POINTSCALEENABLE :
3815 * POINTSCALEENABLE controls how point size value is treated. If set to
3816 * true, the point size is scaled with respect to height of viewport.
3817 * When set to false point size is in pixels.
3819 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3822 /* Default values */
3823 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3826 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3827 * This means that OpenGL will clamp really small point sizes to 1.0f.
3828 * To correct for this we need to multiply by the scale factor when sizes
3829 * are less than 1.0f. scale_factor = 1.0f / point_size.
3831 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
3832 if(pointSize > 0.0f) {
3833 GLfloat scaleFactor;
3835 if(pointSize < 1.0f) {
3836 scaleFactor = pointSize * pointSize;
3837 } else {
3838 scaleFactor = 1.0f;
3841 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3842 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3843 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3844 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3845 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3846 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3847 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3851 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3852 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3853 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3855 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3856 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3857 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3858 } else {
3859 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3861 break;
3863 case WINED3DRS_COLORWRITEENABLE :
3865 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3866 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3867 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3868 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3869 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3870 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3871 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3872 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3873 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3874 checkGLcall("glColorMask(...)");
3876 break;
3878 case WINED3DRS_LOCALVIEWER :
3880 GLint state = (Value) ? 1 : 0;
3881 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3882 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3884 break;
3886 case WINED3DRS_LASTPIXEL :
3888 if (Value) {
3889 TRACE("Last Pixel Drawing Enabled\n");
3890 } else {
3891 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3894 break;
3896 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3898 if (Value) {
3899 TRACE("Software Processing Enabled\n");
3900 } else {
3901 TRACE("Software Processing Disabled\n");
3904 break;
3906 /** not supported */
3907 case WINED3DRS_ZVISIBLE :
3909 LEAVE_GL();
3910 return WINED3DERR_INVALIDCALL;
3912 case WINED3DRS_POINTSPRITEENABLE :
3914 /* TODO: NV_POINT_SPRITE */
3915 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3916 TRACE("Point sprites not supported\n");
3917 break;
3921 * Point sprites are always enabled. Value controls texture coordinate
3922 * replacement mode. Must be set true for point sprites to use
3923 * textures.
3925 glEnable(GL_POINT_SPRITE_ARB);
3926 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3928 if (Value) {
3929 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3930 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3931 } else {
3932 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3933 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3935 break;
3937 case WINED3DRS_EDGEANTIALIAS :
3939 if(Value) {
3940 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3941 glEnable(GL_BLEND);
3942 checkGLcall("glEnable(GL_BLEND)");
3943 glEnable(GL_LINE_SMOOTH);
3944 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3945 } else {
3946 if(!This->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE])
3947 glDisable(GL_BLEND);
3948 checkGLcall("glDisable(GL_BLEND)");
3949 glDisable(GL_LINE_SMOOTH);
3950 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3952 break;
3954 case WINED3DRS_WRAP0 :
3955 case WINED3DRS_WRAP1 :
3956 case WINED3DRS_WRAP2 :
3957 case WINED3DRS_WRAP3 :
3958 case WINED3DRS_WRAP4 :
3959 case WINED3DRS_WRAP5 :
3960 case WINED3DRS_WRAP6 :
3961 case WINED3DRS_WRAP7 :
3962 case WINED3DRS_WRAP8 :
3963 case WINED3DRS_WRAP9 :
3964 case WINED3DRS_WRAP10 :
3965 case WINED3DRS_WRAP11 :
3966 case WINED3DRS_WRAP12 :
3967 case WINED3DRS_WRAP13 :
3968 case WINED3DRS_WRAP14 :
3969 case WINED3DRS_WRAP15 :
3971 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3972 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3973 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3974 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3975 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3977 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3979 TRACE("(%p)->(%s,%ld) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
3980 break;
3981 case WINED3DRS_MULTISAMPLEANTIALIAS :
3983 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3984 TRACE("Multisample antialiasing not supported\n");
3985 break;
3988 if(Value) {
3989 glEnable(GL_MULTISAMPLE_ARB);
3990 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3991 } else {
3992 glDisable(GL_MULTISAMPLE_ARB);
3993 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3995 break;
3997 case WINED3DRS_SCISSORTESTENABLE :
3999 if(Value) {
4000 glEnable(GL_SCISSOR_TEST);
4001 checkGLcall("glEnable(GL_SCISSOR_TEST)");
4002 } else {
4003 glDisable(GL_SCISSOR_TEST);
4004 checkGLcall("glDisable(GL_SCISSOR_TEST)");
4006 break;
4008 case WINED3DRS_SLOPESCALEDEPTHBIAS :
4010 if(Value) {
4011 tmpvalue.d = Value;
4012 glEnable(GL_POLYGON_OFFSET_FILL);
4013 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4014 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
4015 checkGLcall("glPolygonOffset(...)");
4016 } else {
4017 glDisable(GL_POLYGON_OFFSET_FILL);
4018 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4020 break;
4022 case WINED3DRS_ANTIALIASEDLINEENABLE :
4024 if(Value) {
4025 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4026 glEnable(GL_BLEND);
4027 checkGLcall("glEnable(GL_BLEND)");
4028 glEnable(GL_LINE_SMOOTH);
4029 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4030 } else {
4031 glDisable(GL_BLEND);
4032 checkGLcall("glDisable(GL_BLEND)");
4033 glDisable(GL_LINE_SMOOTH);
4034 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4036 break;
4038 case WINED3DRS_TWOSIDEDSTENCILMODE :
4040 if(Value) {
4041 TRACE("Two-sided stencil mode enabled\n");
4042 } else {
4043 TRACE("Two-sided stencil mode disabled\n");
4045 break;
4047 case WINED3DRS_CCW_STENCILFAIL :
4048 case WINED3DRS_CCW_STENCILZFAIL :
4049 case WINED3DRS_CCW_STENCILPASS :
4051 GLint stencilFail;
4052 GLint depthFail;
4053 GLint stencilPass;
4055 GLint action = StencilOp(Value);
4057 glGetIntegerv(GL_STENCIL_BACK_FAIL, &stencilFail);
4058 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &depthFail);
4059 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &stencilPass);
4061 if(WINED3DRS_CCW_STENCILFAIL == State) {
4062 stencilFail = action;
4064 else if(WINED3DRS_CCW_STENCILZFAIL == State) {
4065 depthFail = action;
4067 else if(WINED3DRS_CCW_STENCILPASS == State) {
4068 stencilPass = action;
4071 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
4072 #if 0 /* Don't use OpenGL 2.0 calls for now */
4073 if(GL_EXTCALL(glStencilOpSeparate)) {
4074 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail, depthFail, stencilPass));
4075 checkGLcall("glStencilOpSeparate(GL_BACK,...)");
4077 else
4078 #endif
4079 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
4080 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
4081 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
4082 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
4083 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
4084 glStencilOp(stencilFail, depthFail, stencilPass);
4085 checkGLcall("glStencilOp(...)");
4087 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4088 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail, depthFail, stencilPass));
4089 checkGLcall("glStencilOpSeparateATI(GL_BACK,...)");
4090 } else {
4091 TRACE("Separate stencil operation not supported on this version of opengl");
4092 glStencilOp(stencilFail, depthFail, stencilPass);
4093 checkGLcall("glStencilOp(...)");
4095 } else {
4096 glStencilOp(stencilFail, depthFail, stencilPass);
4097 checkGLcall("glStencilOp(...)");
4099 break;
4101 case WINED3DRS_CCW_STENCILFUNC :
4103 GLint func;
4104 GLint ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
4105 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
4107 func = GL_ALWAYS;
4108 switch ((D3DCMPFUNC)Value) {
4109 case D3DCMP_NEVER: func = GL_NEVER; break;
4110 case D3DCMP_LESS: func = GL_LESS; break;
4111 case D3DCMP_EQUAL: func = GL_EQUAL; break;
4112 case D3DCMP_LESSEQUAL: func = GL_LEQUAL; break;
4113 case D3DCMP_GREATER: func = GL_GREATER; break;
4114 case D3DCMP_NOTEQUAL: func = GL_NOTEQUAL; break;
4115 case D3DCMP_GREATEREQUAL: func = GL_GEQUAL; break;
4116 case D3DCMP_ALWAYS: func = GL_ALWAYS; break;
4117 default:
4118 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
4120 This->stencilfunc = func;
4121 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
4122 #if 0 /* Don't use OpenGL 2.0 calls for now */
4123 if(GL_EXTCALL(glStencilFuncSeparate)) {
4124 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func, ref, mask));
4125 checkGLcall("glStencilFuncSeparate(GL_BACK,...)");
4127 else
4128 #endif
4129 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
4130 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
4131 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
4132 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
4133 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
4134 glStencilFunc(func, ref, mask);
4135 checkGLcall("glStencilFunc(...)");
4137 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4138 GL_EXTCALL(glStencilFuncSeparateATI(GL_BACK, func, ref, mask));
4139 checkGLcall("glStencilFuncSeparateATI(GL_BACK,...)");
4140 } else {
4141 TRACE("Separate stencil function not supported on this version of opengl");
4142 glStencilFunc(func, ref, mask);
4143 checkGLcall("glStencilFunc(...)");
4145 } else {
4146 glStencilFunc(func, ref, mask);
4147 checkGLcall("glStencilFunc(...)");
4149 break;
4151 case WINED3DRS_DEPTHBIAS :
4153 if(Value) {
4154 tmpvalue.d = Value;
4155 glEnable(GL_POLYGON_OFFSET_FILL);
4156 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4157 glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
4158 checkGLcall("glPolygonOffset(...)");
4159 } else {
4160 glDisable(GL_POLYGON_OFFSET_FILL);
4161 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4163 break;
4166 case WINED3DRS_TEXTUREPERSPECTIVE :
4168 if (Value)
4169 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
4170 else
4171 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
4172 break;
4175 case WINED3DRS_STIPPLEDALPHA :
4177 if (Value)
4178 ERR(" Stippled Alpha not supported yet.\n");
4179 break;
4181 case WINED3DRS_ANTIALIAS :
4183 if (Value)
4184 ERR(" Antialias not supported yet.\n");
4185 break;
4187 default:
4188 FIXME("(%p)->(%s,%ld) not handled yet\n", This, debug_d3drenderstate(State), Value);
4191 LEAVE_GL();
4193 return WINED3D_OK;
4196 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
4197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4198 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
4199 *pValue = This->stateBlock->renderState[State];
4200 return WINED3D_OK;
4203 /*****
4204 * Get / Set Sampler States
4205 * TODO: Verify against dx9 definitions
4206 *****/
4208 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
4209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4211 * SetSampler is designed to allow for more than the standard up to 8 textures
4212 * and Geforce has stopped supporting more than 6 standard textures in openGL.
4213 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
4215 * http://developer.nvidia.com/object/General_FAQ.html#t6
4217 * There are two new settings for GForce
4218 * the sampler one:
4219 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
4220 * and the texture one:
4221 * GL_MAX_TEXTURE_COORDS_ARB.
4222 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
4223 ******************/
4224 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
4225 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
4227 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
4228 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
4229 return WINED3DERR_INVALIDCALL;
4231 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
4232 This->updateStateBlock->samplerState[Sampler][Type] = Value;
4233 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
4234 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
4236 /* Handle recording of state blocks */
4237 if (This->isRecordingState) {
4238 TRACE("Recording... not performing anything\n");
4239 return WINED3D_OK;
4242 return WINED3D_OK;
4245 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
4246 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4247 /** TODO: check that sampler is in range **/
4248 *Value = This->updateStateBlock->samplerState[Sampler][Type];
4249 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
4251 return WINED3D_OK;
4254 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
4255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4256 ENTER_GL();
4258 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4259 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4260 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4261 LEAVE_GL();
4263 return WINED3D_OK;
4266 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
4267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4268 GLint scissorBox[4];
4270 ENTER_GL();
4271 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4272 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
4273 pRect->left = scissorBox[1];
4274 pRect->top = scissorBox[2];
4275 pRect->right = scissorBox[1] + scissorBox[3];
4276 pRect->bottom = scissorBox[2] + scissorBox[4];
4277 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4278 LEAVE_GL();
4279 return WINED3D_OK;
4282 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
4283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4284 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
4286 TRACE("(%p) : pDecl=%p\n", This, pDecl);
4288 This->updateStateBlock->vertexDecl = pDecl;
4289 This->updateStateBlock->changed.vertexDecl = TRUE;
4290 This->updateStateBlock->set.vertexDecl = TRUE;
4292 if (This->isRecordingState) {
4293 TRACE("Recording... not performing anything\n");
4296 if (NULL != pDecl) {
4297 IWineD3DVertexDeclaration_AddRef(pDecl);
4299 if (NULL != oldDecl) {
4300 IWineD3DVertexDeclaration_Release(oldDecl);
4302 return WINED3D_OK;
4305 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
4306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4308 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
4310 *ppDecl = This->stateBlock->vertexDecl;
4311 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
4312 return WINED3D_OK;
4315 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
4316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4317 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
4319 This->updateStateBlock->vertexShader = pShader;
4320 This->updateStateBlock->changed.vertexShader = TRUE;
4321 This->updateStateBlock->set.vertexShader = TRUE;
4323 if (This->isRecordingState) {
4324 TRACE("Recording... not performing anything\n");
4327 if (NULL != pShader) {
4328 IWineD3DVertexShader_AddRef(pShader);
4330 if (NULL != oldShader) {
4331 IWineD3DVertexShader_Release(oldShader);
4334 if (pShader != NULL && ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration != NULL) {
4335 TRACE("(%p) : setting vertexDeclaration(%p)\n", This, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
4336 IWineD3DDevice_SetVertexDeclaration(iface, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
4339 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4341 * TODO: merge HAL shaders context switching from prototype
4343 return WINED3D_OK;
4346 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4349 if (NULL == ppShader) {
4350 return WINED3DERR_INVALIDCALL;
4352 *ppShader = This->stateBlock->vertexShader;
4353 if( NULL != *ppShader)
4354 IWineD3DVertexShader_AddRef(*ppShader);
4356 TRACE("(%p) : returning %p\n", This, *ppShader);
4357 return WINED3D_OK;
4360 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4361 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4363 int i;
4364 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4366 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4367 iface, dstData, srcData, type, start, count, registersize);
4369 if (type != WINESHADERCNST_NONE) {
4370 if (srcData == NULL || cnt < 0) {
4371 return WINED3DERR_INVALIDCALL;
4374 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4377 for (i = start; i < cnt + start; ++i) {
4378 This->updateStateBlock->changed.vertexShaderConstants[i] = TRUE;
4379 This->updateStateBlock->set.vertexShaderConstants[i] = TRUE;
4380 This->updateStateBlock->vertexShaderConstantT[i] = type;
4383 return WINED3D_OK;
4386 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4389 int i;
4390 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4392 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4393 iface, dstData, srcData, type, start, count, registersize);
4395 /* Verify that the requested shader constant was populated with the correct type */
4396 for (i = start; i < cnt + start; ++i) {
4397 if (This->updateStateBlock->vertexShaderConstantT[i] != type) {
4398 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning WINED3DERR_INVALIDCALL\n",
4399 This, type, This->updateStateBlock->vertexShaderConstantT[i]);
4400 return WINED3DERR_INVALIDCALL;
4404 if (dstData == NULL || cnt < 0) {
4405 return WINED3DERR_INVALIDCALL;
4408 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4410 return WINED3D_OK;
4413 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
4414 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4416 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4417 This->updateStateBlock->vertexShaderConstantB,
4418 pConstantData,
4419 WINESHADERCNST_BOOL,
4420 StartRegister,
4421 BoolCount,
4422 sizeof(*pConstantData));
4425 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
4426 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4428 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4429 pConstantData,
4430 This->updateStateBlock->vertexShaderConstantB,
4431 WINESHADERCNST_BOOL,
4432 StartRegister,
4433 BoolCount,
4434 sizeof(*pConstantData));
4437 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
4438 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4440 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4441 This->updateStateBlock->vertexShaderConstantI,
4442 pConstantData,
4443 WINESHADERCNST_INTEGER,
4444 StartRegister,
4445 Vector4iCount,
4446 4 * sizeof(*pConstantData));
4449 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
4450 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4452 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4453 pConstantData,
4454 This->updateStateBlock->vertexShaderConstantI,
4455 WINESHADERCNST_INTEGER,
4456 StartRegister,
4457 Vector4iCount,
4458 4 * sizeof(*pConstantData));
4462 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
4463 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4465 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4466 This->updateStateBlock->vertexShaderConstantF,
4467 pConstantData,
4468 WINESHADERCNST_FLOAT,
4469 StartRegister,
4470 Vector4fCount,
4471 4 * sizeof(*pConstantData));
4474 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
4475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4477 return IWineD3DDeviceImpl_GetVertexShaderConstant(iface,
4478 pConstantData,
4479 This->updateStateBlock->vertexShaderConstantF,
4480 WINESHADERCNST_FLOAT,
4481 StartRegister,
4482 Vector4fCount,
4483 4 * sizeof(*pConstantData));
4486 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4487 return IWineD3DDeviceImpl_SetVertexShaderConstant(iface,
4488 NULL,
4489 NULL,
4490 WINESHADERCNST_NONE,
4491 StartRegister,
4492 VectorNCount,
4496 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4497 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4498 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4499 This->updateStateBlock->pixelShader = pShader;
4500 This->updateStateBlock->changed.pixelShader = TRUE;
4501 This->updateStateBlock->set.pixelShader = TRUE;
4503 /* Handle recording of state blocks */
4504 if (This->isRecordingState) {
4505 TRACE("Recording... not performing anything\n");
4508 if (NULL != pShader) {
4509 IWineD3DPixelShader_AddRef(pShader);
4511 if (NULL != oldShader) {
4512 IWineD3DPixelShader_Release(oldShader);
4515 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4517 * TODO: merge HAL shaders context switching from prototype
4519 return WINED3D_OK;
4522 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4525 if (NULL == ppShader) {
4526 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4527 return WINED3DERR_INVALIDCALL;
4530 *ppShader = This->stateBlock->pixelShader;
4531 if (NULL != *ppShader) {
4532 IWineD3DPixelShader_AddRef(*ppShader);
4534 TRACE("(%p) : returning %p\n", This, *ppShader);
4535 return WINED3D_OK;
4538 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4541 int i;
4542 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4544 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4545 iface, dstData, srcData, type, start, count, registersize);
4547 if (type != WINESHADERCNST_NONE) {
4548 if (srcData == NULL || cnt < 0) {
4549 return WINED3DERR_INVALIDCALL;
4552 CopyMemory((char *)dstData + (start * registersize), srcData, cnt * registersize);
4555 for (i = start; i < cnt + start; ++i) {
4556 This->updateStateBlock->changed.pixelShaderConstants[i] = TRUE;
4557 This->updateStateBlock->set.pixelShaderConstants[i] = TRUE;
4558 This->updateStateBlock->pixelShaderConstantT[i] = type;
4561 return WINED3D_OK;
4564 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstant(IWineD3DDevice *iface, void *dstData, const void *srcData, UINT type, UINT start, UINT count, UINT registersize) {
4565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4567 int i;
4568 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4570 TRACE("(iface %p, dstData %p, srcData %p, type %d, start %d, count %d, registersize %d)\n",
4571 iface, dstData, srcData, type, start, count, registersize);
4573 /* Verify that the requested shader constant was populated with the correct type */
4574 for (i = start; i < cnt + start; ++i) {
4575 if (This->updateStateBlock->pixelShaderConstantT[i] != type) {
4576 TRACE("(%p) : Caller requested 0x%x while type is 0x%x. Returning WINED3DERR_INVALIDCALL\n",
4577 This, type, This->updateStateBlock->pixelShaderConstantT[i]);
4578 return WINED3DERR_INVALIDCALL;
4582 if (dstData == NULL || cnt < 0) {
4583 return WINED3DERR_INVALIDCALL;
4586 CopyMemory(dstData, (char *)srcData + (start * registersize), cnt * registersize);
4588 return WINED3D_OK;
4591 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
4592 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4594 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4595 This->updateStateBlock->pixelShaderConstantB,
4596 pConstantData,
4597 WINESHADERCNST_BOOL,
4598 StartRegister,
4599 BoolCount,
4600 sizeof(*pConstantData));
4603 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
4604 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4606 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4607 pConstantData,
4608 This->updateStateBlock->pixelShaderConstantB,
4609 WINESHADERCNST_BOOL,
4610 StartRegister,
4611 BoolCount,
4612 sizeof(*pConstantData));
4615 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
4616 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4618 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4619 This->updateStateBlock->pixelShaderConstantI,
4620 pConstantData,
4621 WINESHADERCNST_INTEGER,
4622 StartRegister,
4623 Vector4iCount,
4624 4 * sizeof(*pConstantData));
4627 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
4628 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4630 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4631 pConstantData,
4632 This->updateStateBlock->pixelShaderConstantI,
4633 WINESHADERCNST_INTEGER,
4634 StartRegister,
4635 Vector4iCount,
4636 4 * sizeof(*pConstantData));
4639 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
4640 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4642 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4643 This->updateStateBlock->pixelShaderConstantF,
4644 pConstantData,
4645 WINESHADERCNST_FLOAT,
4646 StartRegister,
4647 Vector4fCount,
4648 4 * sizeof(*pConstantData));
4651 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
4652 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4654 return IWineD3DDeviceImpl_GetPixelShaderConstant(iface,
4655 pConstantData,
4656 This->updateStateBlock->pixelShaderConstantF,
4657 WINESHADERCNST_FLOAT,
4658 StartRegister,
4659 Vector4fCount,
4660 4 * sizeof(*pConstantData));
4663 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantN(IWineD3DDevice *iface, UINT StartRegister, UINT VectorNCount){
4664 return IWineD3DDeviceImpl_SetPixelShaderConstant(iface,
4665 NULL,
4666 NULL,
4667 WINESHADERCNST_NONE,
4668 StartRegister,
4669 VectorNCount,
4673 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
4674 static HRESULT
4675 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
4676 char *dest_ptr;
4677 unsigned int i;
4678 DWORD DestFVF = dest->fvf;
4679 D3DVIEWPORT9 vp;
4680 D3DMATRIX mat, proj_mat, view_mat, world_mat;
4681 BOOL doClip;
4682 int numTextures;
4684 if (SrcFVF & D3DFVF_NORMAL) {
4685 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
4688 if ( (SrcFVF & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
4689 ERR("Source has no position mask\n");
4690 return WINED3DERR_INVALIDCALL;
4693 if (dest->resource.allocatedMemory == NULL) {
4694 ERR("Destination buffer has no memory allocated\n");
4695 return WINED3DERR_INVALIDCALL;
4698 /* Should I clip?
4699 * a) D3DRS_CLIPPING is enabled
4700 * b) WINED3DVOP_CLIP is passed
4702 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
4703 static BOOL warned = FALSE;
4705 * The clipping code is not quite correct. Some things need
4706 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
4707 * so disable clipping for now.
4708 * (The graphics in Half-Life are broken, and my processvertices
4709 * test crashes with IDirect3DDevice3)
4710 doClip = TRUE;
4712 doClip = FALSE;
4713 if(!warned) {
4714 warned = TRUE;
4715 FIXME("Clipping is broken and disabled for now\n");
4717 } else doClip = FALSE;
4718 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4720 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4721 D3DTS_VIEW,
4722 &view_mat);
4723 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4724 D3DTS_PROJECTION,
4725 &proj_mat);
4726 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4727 D3DTS_WORLDMATRIX(0),
4728 &world_mat);
4730 TRACE("View mat: \n");
4731 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); \
4732 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); \
4733 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); \
4734 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); \
4736 TRACE("Proj mat: \n");
4737 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); \
4738 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); \
4739 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); \
4740 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); \
4742 TRACE("World mat: \n");
4743 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); \
4744 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); \
4745 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); \
4746 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); \
4748 /* Get the viewport */
4749 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4750 TRACE("Viewport: X=%ld, Y=%ld, Width=%ld, Height=%ld, MinZ=%f, MaxZ=%f\n",
4751 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4753 multiply_matrix(&mat,&view_mat,&world_mat);
4754 multiply_matrix(&mat,&proj_mat,&mat);
4756 numTextures = (DestFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
4758 for (i = 0; i < dwCount; i+= 1) {
4759 unsigned int tex_index;
4761 if ( ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZ ) ||
4762 ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW ) ) {
4763 /* The position first */
4764 float *p =
4765 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4766 float x, y, z, rhw;
4767 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4769 /* Multiplication with world, view and projection matrix */
4770 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4771 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4772 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4773 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4775 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4777 /* WARNING: The following things are taken from d3d7 and were not yet checked
4778 * against d3d8 or d3d9!
4781 /* Clipping conditions: From
4782 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4784 * A vertex is clipped if it does not match the following requirements
4785 * -rhw < x <= rhw
4786 * -rhw < y <= rhw
4787 * 0 < z <= rhw
4788 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4790 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4791 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4795 if( doClip == FALSE ||
4796 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4797 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4798 ( rhw > eps ) ) ) {
4800 /* "Normal" viewport transformation (not clipped)
4801 * 1) The values are divided trough rhw
4802 * 2) The y axis is negative, so multiply it with -1
4803 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4804 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4805 * 4) Multiply x with Width/2 and add Width/2
4806 * 5) The same for the height
4807 * 6) Add the viewpoint X and Y to the 2D coordinates and
4808 * The minimum Z value to z
4809 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4811 * Well, basically it's simply a linear transformation into viewport
4812 * coordinates
4815 x /= rhw;
4816 y /= rhw;
4817 z /= rhw;
4819 y *= -1;
4821 x *= vp.Width / 2;
4822 y *= vp.Height / 2;
4823 z *= vp.MaxZ - vp.MinZ;
4825 x += vp.Width / 2 + vp.X;
4826 y += vp.Height / 2 + vp.Y;
4827 z += vp.MinZ;
4829 rhw = 1 / rhw;
4830 } else {
4831 /* That vertex got clipped
4832 * Contrary to OpenGL it is not dropped completely, it just
4833 * undergoes a different calculation.
4835 TRACE("Vertex got clipped\n");
4836 x += rhw;
4837 y += rhw;
4839 x /= 2;
4840 y /= 2;
4842 /* Msdn mentiones that Direct3D9 keeps a list of clipped vertices
4843 * outside of the main vertex buffer memory. That needs some more
4844 * investigation...
4848 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4851 ( (float *) dest_ptr)[0] = x;
4852 ( (float *) dest_ptr)[1] = y;
4853 ( (float *) dest_ptr)[2] = z;
4854 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4856 dest_ptr += 3 * sizeof(float);
4858 if((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
4859 dest_ptr += sizeof(float);
4862 if (DestFVF & D3DFVF_PSIZE) {
4863 dest_ptr += sizeof(DWORD);
4865 if (DestFVF & D3DFVF_NORMAL) {
4866 float *normal =
4867 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4868 /* AFAIK this should go into the lighting information */
4869 FIXME("Didn't expect the destination to have a normal\n");
4870 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4873 if (DestFVF & D3DFVF_DIFFUSE) {
4874 DWORD *color_d =
4875 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4876 if(!color_d) {
4877 static BOOL warned = FALSE;
4879 if(warned == FALSE) {
4880 ERR("No diffuse color in source, but destination has one\n");
4881 warned = TRUE;
4884 *( (DWORD *) dest_ptr) = 0xffffffff;
4885 dest_ptr += sizeof(DWORD);
4887 else
4888 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4891 if (DestFVF & D3DFVF_SPECULAR) {
4892 /* What's the color value in the feedback buffer? */
4893 DWORD *color_s =
4894 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4895 if(!color_s) {
4896 static BOOL warned = FALSE;
4898 if(warned == FALSE) {
4899 ERR("No specular color in source, but destination has one\n");
4900 warned = TRUE;
4903 *( (DWORD *) dest_ptr) = 0xFF000000;
4904 dest_ptr += sizeof(DWORD);
4906 else {
4907 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4911 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4912 float *tex_coord =
4913 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4914 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4915 if(!tex_coord) {
4916 ERR("No source texture, but destination requests one\n");
4917 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4919 else {
4920 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4925 return WINED3D_OK;
4927 #undef copy_and_next
4929 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4931 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4932 WineDirect3DVertexStridedData strided;
4933 HRESULT hr;
4934 TRACE("(%p)->(%d,%d,%d,%p,%p,%ld\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4936 hr = IWineD3DDevice_SetFVF(iface, SrcImpl->fvf);
4937 hr = IWineD3DDevice_SetStreamSource(iface, 0, pVertexDecl, get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, get_flexible_vertex_size(SrcImpl->fvf));
4939 memset(&strided, 0, sizeof(strided));
4940 primitiveConvertToStridedData(iface, &strided, 0);
4942 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4945 /*****
4946 * Apply / Get / Set Texture Stage States
4947 * TODO: Verify against dx9 definitions
4948 *****/
4950 /* 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 */
4951 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4952 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4953 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4954 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4956 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4958 /* Check that the stage is within limits */
4959 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4960 TRACE("Attempt to access invalid texture rejected\n");
4961 return;
4964 ENTER_GL();
4966 switch (Type) {
4967 case WINED3DTSS_ALPHAOP :
4968 case WINED3DTSS_COLOROP :
4969 /* nothing to do as moved to drawprim for now */
4970 break;
4971 case WINED3DTSS_ADDRESSW :
4972 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4973 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4974 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4976 } else {
4977 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4978 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4979 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4980 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4982 #endif
4983 case WINED3DTSS_TEXCOORDINDEX :
4985 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4987 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4988 one flag, you can still specify an index value, which the system uses to
4989 determine the texture wrapping mode.
4990 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4991 means use the vertex position (camera-space) as the input texture coordinates
4992 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4993 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4994 to the TEXCOORDINDEX value */
4997 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4999 switch (Value & 0xFFFF0000) {
5000 case D3DTSS_TCI_PASSTHRU:
5001 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
5002 glDisable(GL_TEXTURE_GEN_S);
5003 glDisable(GL_TEXTURE_GEN_T);
5004 glDisable(GL_TEXTURE_GEN_R);
5005 glDisable(GL_TEXTURE_GEN_Q);
5006 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
5007 break;
5009 case D3DTSS_TCI_CAMERASPACEPOSITION:
5010 /* CameraSpacePosition means use the vertex position, transformed to camera space,
5011 as the input texture coordinates for this stage's texture transformation. This
5012 equates roughly to EYE_LINEAR */
5014 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5015 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5016 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5017 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5018 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
5020 glMatrixMode(GL_MODELVIEW);
5021 glPushMatrix();
5022 glLoadIdentity();
5023 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5024 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5025 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5026 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5027 glPopMatrix();
5029 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
5030 glEnable(GL_TEXTURE_GEN_S);
5031 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5032 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5033 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5034 glEnable(GL_TEXTURE_GEN_T);
5035 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5036 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5037 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5038 glEnable(GL_TEXTURE_GEN_R);
5039 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5040 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5041 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5043 break;
5045 case D3DTSS_TCI_CAMERASPACENORMAL:
5047 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5048 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5049 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5050 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5051 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5052 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
5054 glMatrixMode(GL_MODELVIEW);
5055 glPushMatrix();
5056 glLoadIdentity();
5057 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5058 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5059 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5060 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5061 glPopMatrix();
5063 glEnable(GL_TEXTURE_GEN_S);
5064 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5065 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5066 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5067 glEnable(GL_TEXTURE_GEN_T);
5068 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5069 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5070 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5071 glEnable(GL_TEXTURE_GEN_R);
5072 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5073 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5074 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5077 break;
5079 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5081 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5082 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5083 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5084 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5085 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5086 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
5088 glMatrixMode(GL_MODELVIEW);
5089 glPushMatrix();
5090 glLoadIdentity();
5091 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5092 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5093 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5094 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5095 glPopMatrix();
5097 glEnable(GL_TEXTURE_GEN_S);
5098 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5099 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5100 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5101 glEnable(GL_TEXTURE_GEN_T);
5102 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5103 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5104 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5105 glEnable(GL_TEXTURE_GEN_R);
5106 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5107 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5108 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5111 break;
5113 /* Unhandled types: */
5114 default:
5115 /* Todo: */
5116 /* ? disable GL_TEXTURE_GEN_n ? */
5117 glDisable(GL_TEXTURE_GEN_S);
5118 glDisable(GL_TEXTURE_GEN_T);
5119 glDisable(GL_TEXTURE_GEN_R);
5120 glDisable(GL_TEXTURE_GEN_Q);
5121 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
5122 break;
5125 break;
5127 /* Unhandled */
5128 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
5129 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);
5130 break;
5132 case WINED3DTSS_BUMPENVMAT00 :
5133 case WINED3DTSS_BUMPENVMAT01 :
5134 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
5135 break;
5136 case WINED3DTSS_BUMPENVMAT10 :
5137 case WINED3DTSS_BUMPENVMAT11 :
5138 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
5139 break;
5141 case WINED3DTSS_BUMPENVLSCALE :
5142 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5143 break;
5145 case WINED3DTSS_BUMPENVLOFFSET :
5146 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5147 break;
5149 case WINED3DTSS_RESULTARG :
5150 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5151 break;
5153 default:
5154 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
5155 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5158 LEAVE_GL();
5160 return;
5163 /*****
5164 * Get / Set Texture Stage States
5165 * TODO: Verify against dx9 definitions
5166 *****/
5167 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
5168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5170 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5172 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5174 /* Reject invalid texture units */
5175 if (Stage >= GL_LIMITS(textures)) {
5176 TRACE("Attempt to access invalid texture rejected\n");
5177 return WINED3DERR_INVALIDCALL;
5180 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
5181 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
5182 This->updateStateBlock->textureState[Stage][Type] = Value;
5184 return WINED3D_OK;
5187 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
5188 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5189 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
5190 *pValue = This->updateStateBlock->textureState[Stage][Type];
5191 return WINED3D_OK;
5194 /*****
5195 * Get / Set Texture
5196 *****/
5197 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
5199 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5200 IWineD3DBaseTexture *oldTexture;
5202 oldTexture = This->updateStateBlock->textures[Stage];
5203 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
5205 #if 0 /* TODO: check so vertex textures */
5206 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
5207 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
5208 return WINED3D_OK;
5210 #endif
5212 /* Reject invalid texture units */
5213 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
5214 WARN("Attempt to access invalid texture rejected\n");
5215 return WINED3DERR_INVALIDCALL;
5218 if(pTexture != NULL) {
5219 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
5221 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
5222 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
5223 return WINED3DERR_INVALIDCALL;
5227 oldTexture = This->updateStateBlock->textures[Stage];
5228 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
5229 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
5231 This->updateStateBlock->set.textures[Stage] = TRUE;
5232 This->updateStateBlock->changed.textures[Stage] = TRUE;
5233 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
5234 This->updateStateBlock->textures[Stage] = pTexture;
5236 /* Handle recording of state blocks */
5237 if (This->isRecordingState) {
5238 TRACE("Recording... not performing anything\n");
5239 return WINED3D_OK;
5242 /** NOTE: MSDN says that setTexture increases the reference count,
5243 * and the the application nust set the texture back to null (or have a leaky application),
5244 * This means we should pass the refcount up to the parent
5245 *******************************/
5246 if (NULL != This->updateStateBlock->textures[Stage]) {
5247 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
5250 if (NULL != oldTexture) {
5251 IWineD3DBaseTexture_Release(oldTexture);
5254 /* Reset color keying */
5255 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
5256 BOOL enable_ckey = FALSE;
5258 if(pTexture) {
5259 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
5260 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
5263 if(enable_ckey) {
5264 glAlphaFunc(GL_NOTEQUAL, 0.0);
5265 checkGLcall("glAlphaFunc");
5269 return WINED3D_OK;
5272 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
5273 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5274 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
5276 /* Reject invalid texture units */
5277 if (Stage >= GL_LIMITS(textures)) {
5278 TRACE("Attempt to access invalid texture rejected\n");
5279 return WINED3DERR_INVALIDCALL;
5281 *ppTexture=This->updateStateBlock->textures[Stage];
5282 if (*ppTexture)
5283 IWineD3DBaseTexture_AddRef(*ppTexture);
5284 else
5285 return WINED3DERR_INVALIDCALL;
5286 return WINED3D_OK;
5289 /*****
5290 * Get Back Buffer
5291 *****/
5292 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
5293 IWineD3DSurface **ppBackBuffer) {
5294 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5295 IWineD3DSwapChain *swapChain;
5296 HRESULT hr;
5298 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
5300 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5301 if (hr == WINED3D_OK) {
5302 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
5303 IWineD3DSwapChain_Release(swapChain);
5304 } else {
5305 *ppBackBuffer = NULL;
5307 return hr;
5310 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
5311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5312 WARN("(%p) : stub, calling idirect3d for now\n", This);
5313 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
5316 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
5317 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5318 IWineD3DSwapChain *swapChain;
5319 HRESULT hr;
5321 if(iSwapChain > 0) {
5322 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5323 if (hr == WINED3D_OK) {
5324 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
5325 IWineD3DSwapChain_Release(swapChain);
5326 } else {
5327 FIXME("(%p) Error getting display mode\n", This);
5329 } else {
5330 /* Don't read the real display mode,
5331 but return the stored mode instead. X11 can't change the color
5332 depth, and some apps are pretty angry if they SetDisplayMode from
5333 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
5335 Also don't relay to the swapchain because with ddraw it's possible
5336 that there isn't a swapchain at all */
5337 pMode->Width = This->ddraw_width;
5338 pMode->Height = This->ddraw_height;
5339 pMode->Format = This->ddraw_format;
5340 pMode->RefreshRate = 0;
5341 hr = WINED3D_OK;
5344 return hr;
5347 HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
5348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5349 TRACE("(%p)->(%p)\n", This, hWnd);
5351 This->ddraw_window = hWnd;
5352 return WINED3D_OK;
5355 HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
5356 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5357 TRACE("(%p)->(%p)\n", This, hWnd);
5359 *hWnd = This->ddraw_window;
5360 return WINED3D_OK;
5363 /*****
5364 * Stateblock related functions
5365 *****/
5367 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
5368 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5369 IWineD3DStateBlockImpl *object;
5370 TRACE("(%p)", This);
5372 if (This->isRecordingState) {
5373 return WINED3DERR_INVALIDCALL;
5376 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
5377 if (NULL == object ) {
5378 FIXME("(%p)Error allocating memory for stateblock\n", This);
5379 return E_OUTOFMEMORY;
5381 TRACE("(%p) creted object %p\n", This, object);
5382 object->wineD3DDevice= This;
5383 /** FIXME: object->parent = parent; **/
5384 object->parent = NULL;
5385 object->blockType = WINED3DSBT_ALL;
5386 object->ref = 1;
5387 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
5389 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
5390 This->updateStateBlock = object;
5391 This->isRecordingState = TRUE;
5393 TRACE("(%p) recording stateblock %p\n",This , object);
5394 return WINED3D_OK;
5397 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
5398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5400 if (!This->isRecordingState) {
5401 FIXME("(%p) not recording! returning error\n", This);
5402 *ppStateBlock = NULL;
5403 return WINED3DERR_INVALIDCALL;
5406 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
5407 This->isRecordingState = FALSE;
5408 This->updateStateBlock = This->stateBlock;
5409 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
5410 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
5411 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
5412 return WINED3D_OK;
5415 /*****
5416 * Scene related functions
5417 *****/
5418 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
5419 /* At the moment we have no need for any functionality at the beginning
5420 of a scene */
5421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5422 TRACE("(%p) : stub\n", This);
5423 return WINED3D_OK;
5426 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
5427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5428 TRACE("(%p)\n", This);
5429 ENTER_GL();
5430 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
5431 glFlush();
5432 checkGLcall("glFlush");
5434 TRACE("End Scene\n");
5435 if(This->renderTarget != NULL) {
5437 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
5438 IUnknown *targetContainer = NULL;
5439 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
5440 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
5441 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
5442 /** always dirtify for now. we must find a better way to see that surface have been modified
5443 (Modifications should will only occur via draw-primitive, but we do need better locking
5444 switching to render-to-texture should remove the overhead though.
5446 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
5447 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
5448 IWineD3DSurface_PreLoad(This->renderTarget);
5449 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
5450 IUnknown_Release(targetContainer);
5453 This->sceneEnded = TRUE;
5454 LEAVE_GL();
5455 return WINED3D_OK;
5458 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
5459 CONST RECT* pSourceRect, CONST RECT* pDestRect,
5460 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
5461 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5462 IWineD3DSwapChain *swapChain = NULL;
5463 int i;
5464 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
5466 TRACE("(%p) Presenting the frame\n", This);
5468 for(i = 0 ; i < swapchains ; i ++) {
5470 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
5471 TRACE("presentinng chain %d, %p\n", i, swapChain);
5472 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
5473 IWineD3DSwapChain_Release(swapChain);
5476 return WINED3D_OK;
5479 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
5480 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
5481 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5483 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
5484 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
5485 when the depth-buffer format does not contain stencil buffer information, this method fails. */
5486 GLbitfield glMask = 0;
5487 GLboolean old_ztest;
5488 GLfloat old_z_clear_value;
5489 GLint old_stencil_clear_value;
5490 GLfloat old_color_clear_value[4];
5491 unsigned int i;
5492 CONST D3DRECT* curRect;
5494 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
5495 Count, pRects, Flags, Z, Stencil);
5497 ENTER_GL();
5499 glEnable(GL_SCISSOR_TEST);
5500 checkGLcall("glEnable GL_SCISSOR_TEST");
5502 if (Count > 0 && pRects) {
5503 curRect = pRects;
5504 } else {
5505 curRect = NULL;
5508 /* Only set the values up once, as they are not changing */
5509 if (Flags & D3DCLEAR_STENCIL) {
5510 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
5511 glClearStencil(Stencil);
5512 checkGLcall("glClearStencil");
5513 glMask = glMask | GL_STENCIL_BUFFER_BIT;
5514 glStencilMask(0xFFFFFFFF);
5517 if (Flags & D3DCLEAR_ZBUFFER) {
5518 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
5519 glDepthMask(GL_TRUE);
5520 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
5521 glClearDepth(Z);
5522 checkGLcall("glClearDepth");
5523 glMask = glMask | GL_DEPTH_BUFFER_BIT;
5526 if (Flags & D3DCLEAR_TARGET) {
5527 TRACE("Clearing screen with glClear to color %lx\n", Color);
5528 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
5529 glClearColor(D3DCOLOR_R(Color),
5530 D3DCOLOR_G(Color),
5531 D3DCOLOR_B(Color),
5532 D3DCOLOR_A(Color));
5533 checkGLcall("glClearColor");
5535 /* Clear ALL colors! */
5536 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5537 glMask = glMask | GL_COLOR_BUFFER_BIT;
5540 /* Now process each rect in turn */
5541 for (i = 0; i < Count || i == 0; i++) {
5543 if (curRect) {
5544 /* Note gl uses lower left, width/height */
5545 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
5546 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
5547 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5548 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5549 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5550 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5551 checkGLcall("glScissor");
5552 } else {
5553 glScissor(This->stateBlock->viewport.X,
5554 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
5555 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
5556 This->stateBlock->viewport.Width,
5557 This->stateBlock->viewport.Height);
5558 checkGLcall("glScissor");
5561 /* Clear the selected rectangle (or full screen) */
5562 glClear(glMask);
5563 checkGLcall("glClear");
5565 /* Step to the next rectangle */
5566 if (curRect) curRect = curRect + sizeof(D3DRECT);
5569 /* Restore the old values (why..?) */
5570 if (Flags & D3DCLEAR_STENCIL) {
5571 glClearStencil(old_stencil_clear_value);
5572 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
5574 if (Flags & D3DCLEAR_ZBUFFER) {
5575 glDepthMask(old_ztest);
5576 glClearDepth(old_z_clear_value);
5578 if (Flags & D3DCLEAR_TARGET) {
5579 glClearColor(old_color_clear_value[0],
5580 old_color_clear_value[1],
5581 old_color_clear_value[2],
5582 old_color_clear_value[3]);
5583 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
5584 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
5585 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
5586 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
5589 glDisable(GL_SCISSOR_TEST);
5590 checkGLcall("glDisable");
5591 LEAVE_GL();
5593 return WINED3D_OK;
5596 /*****
5597 * Drawing functions
5598 *****/
5599 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
5600 UINT PrimitiveCount) {
5602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5603 This->stateBlock->streamIsUP = FALSE;
5605 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5606 debug_d3dprimitivetype(PrimitiveType),
5607 StartVertex, PrimitiveCount);
5608 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5609 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
5612 return WINED3D_OK;
5615 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5616 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5617 D3DPRIMITIVETYPE PrimitiveType,
5618 INT baseVIndex, UINT minIndex,
5619 UINT NumVertices, UINT startIndex, UINT primCount) {
5621 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5622 UINT idxStride = 2;
5623 IWineD3DIndexBuffer *pIB;
5624 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5626 pIB = This->stateBlock->pIndexData;
5627 This->stateBlock->streamIsUP = FALSE;
5629 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
5630 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5631 minIndex, NumVertices, startIndex, baseVIndex, primCount);
5633 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5634 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5635 idxStride = 2;
5636 } else {
5637 idxStride = 4;
5640 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
5641 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
5643 return WINED3D_OK;
5646 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5647 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5648 UINT VertexStreamZeroStride) {
5649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5651 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5652 debug_d3dprimitivetype(PrimitiveType),
5653 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5655 /* release the stream source */
5656 if (This->stateBlock->streamSource[0] != NULL) {
5657 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5660 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5661 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5662 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5663 This->stateBlock->streamIsUP = TRUE;
5665 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5666 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
5668 /* MSDN specifies stream zero settings must be set to NULL */
5669 This->stateBlock->streamStride[0] = 0;
5670 This->stateBlock->streamSource[0] = NULL;
5672 /*stream zero settings set to null at end, as per the msdn */
5673 return WINED3D_OK;
5676 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5677 UINT MinVertexIndex, UINT NumVertices,
5678 UINT PrimitiveCount, CONST void* pIndexData,
5679 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5680 UINT VertexStreamZeroStride) {
5681 int idxStride;
5682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5684 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5685 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5686 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5687 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5689 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5690 idxStride = 2;
5691 } else {
5692 idxStride = 4;
5695 /* release the stream and index data */
5696 if (This->stateBlock->streamSource[0] != NULL) {
5697 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5699 if (This->stateBlock->pIndexData) {
5700 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
5703 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5704 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5705 This->stateBlock->streamIsUP = TRUE;
5706 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5708 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
5710 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5711 This->stateBlock->streamSource[0] = NULL;
5712 This->stateBlock->streamStride[0] = 0;
5713 This->stateBlock->pIndexData = NULL;
5715 return WINED3D_OK;
5718 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5720 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
5721 return WINED3D_OK;
5723 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5724 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5725 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5726 HRESULT hr = WINED3D_OK;
5727 WINED3DRESOURCETYPE sourceType;
5728 WINED3DRESOURCETYPE destinationType;
5729 int i ,levels;
5731 /* TODO: think about moving the code into IWineD3DBaseTexture */
5733 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5735 /* verify that the source and destination textures aren't NULL */
5736 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5737 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5738 This, pSourceTexture, pDestinationTexture);
5739 hr = WINED3DERR_INVALIDCALL;
5742 if (pSourceTexture == pDestinationTexture) {
5743 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5744 This, pSourceTexture, pDestinationTexture);
5745 hr = WINED3DERR_INVALIDCALL;
5747 /* Verify that the source and destination textures are the same type */
5748 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5749 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5751 if (sourceType != destinationType) {
5752 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5753 This);
5754 hr = WINED3DERR_INVALIDCALL;
5757 /* check that both textures have the identical numbers of levels */
5758 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5759 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5760 hr = WINED3DERR_INVALIDCALL;
5763 if (WINED3D_OK == hr) {
5765 /* Make sure that the destination texture is loaded */
5766 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5768 /* Update every surface level of the texture */
5769 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5771 switch (sourceType) {
5772 case WINED3DRTYPE_TEXTURE:
5774 IWineD3DSurface *srcSurface;
5775 IWineD3DSurface *destSurface;
5777 for (i = 0 ; i < levels ; ++i) {
5778 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5779 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5780 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5781 IWineD3DSurface_Release(srcSurface);
5782 IWineD3DSurface_Release(destSurface);
5783 if (WINED3D_OK != hr) {
5784 WARN("(%p) : Call to update surface failed\n", This);
5785 return hr;
5789 break;
5790 case WINED3DRTYPE_CUBETEXTURE:
5792 IWineD3DSurface *srcSurface;
5793 IWineD3DSurface *destSurface;
5794 WINED3DCUBEMAP_FACES faceType;
5796 for (i = 0 ; i < levels ; ++i) {
5797 /* Update each cube face */
5798 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5799 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5800 if (WINED3D_OK != hr) {
5801 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5802 } else {
5803 TRACE("Got srcSurface %p\n", srcSurface);
5805 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5806 if (WINED3D_OK != hr) {
5807 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5808 } else {
5809 TRACE("Got desrSurface %p\n", destSurface);
5811 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5812 IWineD3DSurface_Release(srcSurface);
5813 IWineD3DSurface_Release(destSurface);
5814 if (WINED3D_OK != hr) {
5815 WARN("(%p) : Call to update surface failed\n", This);
5816 return hr;
5821 break;
5822 #if 0 /* TODO: Add support for volume textures */
5823 case WINED3DRTYPE_VOLUMETEXTURE:
5825 IWineD3DVolume srcVolume = NULL;
5826 IWineD3DSurface destVolume = NULL;
5828 for (i = 0 ; i < levels ; ++i) {
5829 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5830 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5831 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5832 IWineD3DVolume_Release(srcSurface);
5833 IWineD3DVolume_Release(destSurface);
5834 if (WINED3D_OK != hr) {
5835 WARN("(%p) : Call to update volume failed\n", This);
5836 return hr;
5840 break;
5841 #endif
5842 default:
5843 FIXME("(%p) : Unsupported source and destination type\n", This);
5844 hr = WINED3DERR_INVALIDCALL;
5848 return hr;
5851 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5852 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5853 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
5854 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5856 TRACE("(%p) : stub\n", This);
5857 return WINED3D_OK;
5859 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5860 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5861 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5862 * NOTE It may be best to move the code into surface to occomplish this
5863 ****************************************/
5865 WINED3DSURFACE_DESC surfaceDesc;
5866 unsigned int surfaceWidth, surfaceHeight;
5867 glDescriptor *targetGlDescription = NULL;
5868 glDescriptor *surfaceGlDescription = NULL;
5869 IWineD3DSwapChainImpl *container = NULL;
5871 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5872 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5873 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5875 surfaceDesc.Width = &surfaceWidth;
5876 surfaceDesc.Height = &surfaceHeight;
5877 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5878 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5880 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5881 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5882 ENTER_GL();
5883 /* TODO: opengl Context switching for swapchains etc... */
5884 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5885 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5886 glReadBuffer(GL_BACK);
5887 vcheckGLcall("glReadBuffer(GL_BACK)");
5888 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5889 glReadBuffer(GL_FRONT);
5890 vcheckGLcall("glReadBuffer(GL_FRONT)");
5891 } else if (pRenderTarget == This->depthStencilBuffer) {
5892 FIXME("Reading of depthstencil not yet supported\n");
5895 glReadPixels(surfaceGlDescription->target,
5896 surfaceGlDescription->level,
5897 surfaceWidth,
5898 surfaceHeight,
5899 surfaceGlDescription->glFormat,
5900 surfaceGlDescription->glType,
5901 (void *)IWineD3DSurface_GetData(pSurface));
5902 vcheckGLcall("glReadPixels(...)");
5903 if(NULL != container ){
5904 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5906 } else {
5907 IWineD3DBaseTexture *container;
5908 GLenum textureDimensions = GL_TEXTURE_2D;
5910 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5911 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5912 IWineD3DBaseTexture_Release(container);
5914 /* TODO: 2D -> Cube surface coppies etc.. */
5915 if (surfaceGlDescription->target != textureDimensions) {
5916 FIXME("(%p) : Texture dimension mismatch\n", This);
5918 glEnable(textureDimensions);
5919 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5920 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5921 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5922 vcheckGLcall("glBindTexture");
5923 glGetTexImage(surfaceGlDescription->target,
5924 surfaceGlDescription->level,
5925 surfaceGlDescription->glFormat,
5926 surfaceGlDescription->glType,
5927 (void *)IWineD3DSurface_GetData(pSurface));
5928 glDisable(textureDimensions);
5929 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5932 LEAVE_GL();
5933 return WINED3D_OK;
5936 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5937 IWineD3DSwapChain *swapChain;
5938 HRESULT hr;
5939 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5940 if(hr == WINED3D_OK) {
5941 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5942 IWineD3DSwapChain_Release(swapChain);
5944 return hr;
5947 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5948 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5949 /* return a sensible default */
5950 *pNumPasses = 1;
5951 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5952 FIXME("(%p) : stub\n", This);
5953 return WINED3D_OK;
5956 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5957 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5958 int j;
5959 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5960 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5961 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5962 return WINED3DERR_INVALIDCALL;
5964 for (j = 0; j < 256; ++j) {
5965 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5966 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5967 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5968 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5970 TRACE("(%p) : returning\n", This);
5971 return WINED3D_OK;
5974 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5975 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5976 int j;
5977 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5978 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5979 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5980 return WINED3DERR_INVALIDCALL;
5982 for (j = 0; j < 256; ++j) {
5983 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5984 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5985 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5986 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5988 TRACE("(%p) : returning\n", This);
5989 return WINED3D_OK;
5992 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5994 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5995 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5996 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5997 return WINED3DERR_INVALIDCALL;
5999 /*TODO: stateblocks */
6000 This->currentPalette = PaletteNumber;
6001 TRACE("(%p) : returning\n", This);
6002 return WINED3D_OK;
6005 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
6006 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6007 if (PaletteNumber == NULL) {
6008 WARN("(%p) : returning Invalid Call\n", This);
6009 return WINED3DERR_INVALIDCALL;
6011 /*TODO: stateblocks */
6012 *PaletteNumber = This->currentPalette;
6013 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
6014 return WINED3D_OK;
6017 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
6018 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6019 static BOOL showFixmes = TRUE;
6020 if (showFixmes) {
6021 FIXME("(%p) : stub\n", This);
6022 showFixmes = FALSE;
6025 This->softwareVertexProcessing = bSoftware;
6026 return WINED3D_OK;
6030 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
6031 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6032 static BOOL showFixmes = TRUE;
6033 if (showFixmes) {
6034 FIXME("(%p) : stub\n", This);
6035 showFixmes = FALSE;
6037 return This->softwareVertexProcessing;
6041 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
6042 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6043 IWineD3DSwapChain *swapChain;
6044 HRESULT hr;
6046 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
6048 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6049 if(hr == WINED3D_OK){
6050 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
6051 IWineD3DSwapChain_Release(swapChain);
6052 }else{
6053 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
6055 return hr;
6059 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
6060 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6061 static BOOL showfixmes = TRUE;
6062 if(nSegments != 0.0f) {
6063 if( showfixmes) {
6064 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
6065 showfixmes = FALSE;
6068 return WINED3D_OK;
6071 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
6072 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6073 static BOOL showfixmes = TRUE;
6074 if( showfixmes) {
6075 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
6076 showfixmes = FALSE;
6078 return 0.0f;
6081 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
6082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6083 /** TODO: remove casts to IWineD3DSurfaceImpl
6084 * NOTE: move code to surface to accomplish this
6085 ****************************************/
6086 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
6087 int srcWidth, srcHeight;
6088 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
6089 WINED3DFORMAT destFormat, srcFormat;
6090 UINT destSize;
6091 int destLeft, destTop;
6092 WINED3DPOOL srcPool, destPool;
6093 int offset = 0;
6094 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
6095 glDescriptor *glDescription = NULL;
6096 GLenum textureDimensions = GL_TEXTURE_2D;
6097 IWineD3DBaseTexture *baseTexture;
6099 WINED3DSURFACE_DESC winedesc;
6101 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
6102 memset(&winedesc, 0, sizeof(winedesc));
6103 winedesc.Width = &srcSurfaceWidth;
6104 winedesc.Height = &srcSurfaceHeight;
6105 winedesc.Pool = &srcPool;
6106 winedesc.Format = &srcFormat;
6108 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6110 winedesc.Width = &destSurfaceWidth;
6111 winedesc.Height = &destSurfaceHeight;
6112 winedesc.Pool = &destPool;
6113 winedesc.Format = &destFormat;
6114 winedesc.Size = &destSize;
6116 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6118 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
6119 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
6120 return WINED3DERR_INVALIDCALL;
6123 if (destFormat == WINED3DFMT_UNKNOWN) {
6124 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6125 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6127 /* Get the update surface description */
6128 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6131 /* Make sure the surface is loaded and up to date */
6132 IWineD3DSurface_PreLoad(pDestinationSurface);
6134 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
6136 ENTER_GL();
6138 /* this needs to be done in lines if the sourceRect != the sourceWidth */
6139 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
6140 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
6141 destLeft = pDestPoint ? pDestPoint->x : 0;
6142 destTop = pDestPoint ? pDestPoint->y : 0;
6145 /* This function doesn't support compressed textures
6146 the pitch is just bytesPerPixel * width */
6147 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
6148 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
6149 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
6150 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
6152 /* TODO DXT formats */
6154 if(pSourceRect != NULL && pSourceRect->top != 0){
6155 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
6157 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
6158 ,This
6159 ,glDescription->level
6160 ,destLeft
6161 ,destTop
6162 ,srcWidth
6163 ,srcHeight
6164 ,glDescription->glFormat
6165 ,glDescription->glType
6166 ,IWineD3DSurface_GetData(pSourceSurface)
6169 /* Sanity check */
6170 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
6172 /* need to lock the surface to get the data */
6173 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
6176 /* TODO: Cube and volume support */
6177 if(rowoffset != 0){
6178 /* not a whole row so we have to do it a line at a time */
6179 int j;
6181 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
6182 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
6184 for(j = destTop ; j < (srcHeight + destTop) ; j++){
6186 glTexSubImage2D(glDescription->target
6187 ,glDescription->level
6188 ,destLeft
6190 ,srcWidth
6192 ,glDescription->glFormat
6193 ,glDescription->glType
6194 ,data /* could be quicker using */
6196 data += rowoffset;
6199 } else { /* Full width, so just write out the whole texture */
6201 if (WINED3DFMT_DXT1 == destFormat ||
6202 WINED3DFMT_DXT2 == destFormat ||
6203 WINED3DFMT_DXT3 == destFormat ||
6204 WINED3DFMT_DXT4 == destFormat ||
6205 WINED3DFMT_DXT5 == destFormat) {
6206 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
6207 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
6208 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
6209 FIXME("Updating part of a compressed texture is not supported at the moment\n");
6210 } if (destFormat != srcFormat) {
6211 FIXME("Updating mixed format compressed texture is not curretly support\n");
6212 } else {
6213 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
6214 glDescription->level,
6215 glDescription->glFormatInternal,
6216 srcWidth,
6217 srcHeight,
6219 destSize,
6220 IWineD3DSurface_GetData(pSourceSurface));
6222 } else {
6223 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
6227 } else {
6228 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
6230 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
6231 to repack the data from pow2Width/Height to expected Width,Height, this makes the
6232 data returned by GetData non-power2 width/height with hardware non-power2
6233 pow2Width/height are set to surface width height, repacking isn't needed so it
6234 doesn't matter which function gets called. */
6235 glTexSubImage2D(glDescription->target
6236 ,glDescription->level
6237 ,destLeft
6238 ,destTop
6239 ,srcWidth
6240 ,srcHeight
6241 ,glDescription->glFormat
6242 ,glDescription->glType
6243 ,IWineD3DSurface_GetData(pSourceSurface)
6245 } else {
6247 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
6248 glTexSubImage2D(glDescription->target
6249 ,glDescription->level
6250 ,destLeft
6251 ,destTop
6252 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
6253 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
6254 ,glDescription->glFormat
6255 ,glDescription->glType
6256 ,IWineD3DSurface_GetData(pSourceSurface)
6262 checkGLcall("glTexSubImage2D");
6264 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
6265 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
6266 * surface bigger than it needs to be hmm.. */
6267 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
6268 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
6269 IWineD3DBaseTexture_Release(baseTexture);
6272 glDisable(textureDimensions); /* This needs to be managed better.... */
6273 LEAVE_GL();
6275 return WINED3D_OK;
6278 /* Used by DirectX 8 */
6279 HRESULT WINAPI IWineD3DDeviceImpl_CopyRects(IWineD3DDevice *iface,
6280 IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
6281 IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPointsArray) {
6283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6284 HRESULT hr = WINED3D_OK;
6285 WINED3DFORMAT srcFormat, destFormat;
6286 UINT srcWidth, destWidth;
6287 UINT srcHeight, destHeight;
6288 UINT srcSize;
6289 WINED3DSURFACE_DESC winedesc;
6291 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
6292 pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
6295 /* Check that the source texture is in WINED3DPOOL_SYSTEMMEM and the destination texture is in WINED3DPOOL_DEFAULT */
6296 memset(&winedesc, 0, sizeof(winedesc));
6298 winedesc.Format = &srcFormat;
6299 winedesc.Width = &srcWidth;
6300 winedesc.Height = &srcHeight;
6301 winedesc.Size = &srcSize;
6302 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6304 winedesc.Format = &destFormat;
6305 winedesc.Width = &destWidth;
6306 winedesc.Height = &destHeight;
6307 winedesc.Size = NULL;
6308 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6310 /* Check that the source and destination formats match */
6311 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
6312 WARN("(%p) source %p format must match the dest %p format, returning WINED3DERR_INVALIDCALL\n", This, pSourceSurface, pDestinationSurface);
6313 return WINED3DERR_INVALIDCALL;
6314 } else if (WINED3DFMT_UNKNOWN == destFormat) {
6315 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6316 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6317 destFormat = srcFormat;
6320 /* Quick if complete copy ... */
6321 if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
6323 if (srcWidth == destWidth && srcHeight == destHeight) {
6324 WINED3DLOCKED_RECT lrSrc;
6325 WINED3DLOCKED_RECT lrDst;
6326 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, NULL, WINED3DLOCK_READONLY);
6327 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, NULL, 0L);
6328 TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", srcWidth, srcHeight);
6330 memcpy(lrDst.pBits, lrSrc.pBits, srcSize);
6332 IWineD3DSurface_UnlockRect(pSourceSurface);
6333 IWineD3DSurface_UnlockRect(pDestinationSurface);
6334 TRACE("Unlocked src and dst\n");
6336 } else {
6338 FIXME("Wanted to copy all surfaces but size not compatible, returning WINED3DERR_INVALIDCALL\n");
6339 hr = WINED3DERR_INVALIDCALL;
6342 } else {
6344 if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
6346 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
6347 unsigned int i;
6349 /* Copy rect by rect */
6350 for (i = 0; i < cRects; ++i) {
6351 CONST RECT* r = &pSourceRectsArray[i];
6352 CONST POINT* p = &pDestPointsArray[i];
6353 int copyperline;
6354 int j;
6355 WINED3DLOCKED_RECT lrSrc;
6356 WINED3DLOCKED_RECT lrDst;
6357 RECT dest_rect;
6359 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
6360 if (srcFormat == WINED3DFMT_DXT1) {
6361 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
6362 } else {
6363 copyperline = ((r->right - r->left) * bytesPerPixel);
6366 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, WINED3DLOCK_READONLY);
6367 dest_rect.left = p->x;
6368 dest_rect.top = p->y;
6369 dest_rect.right = p->x + (r->right - r->left);
6370 dest_rect.bottom= p->y + (r->bottom - r->top);
6371 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
6372 TRACE("Locked src and dst\n");
6374 /* Find where to start */
6375 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
6376 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
6378 IWineD3DSurface_UnlockRect(pSourceSurface);
6379 IWineD3DSurface_UnlockRect(pDestinationSurface);
6380 TRACE("Unlocked src and dst\n");
6382 } else {
6383 FIXME("Wanted to copy partial surfaces not implemented, returning WINED3DERR_INVALIDCALL\n");
6384 hr = WINED3DERR_INVALIDCALL;
6388 return hr;
6391 /* Implementation details at http://developer.nvidia.com/attach/6494
6393 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
6394 hmm.. no longer supported use
6395 OpenGL evaluators or tessellate surfaces within your application.
6398 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
6399 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
6400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6401 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
6402 FIXME("(%p) : Stub\n", This);
6403 return WINED3D_OK;
6407 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
6408 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6410 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6411 FIXME("(%p) : Stub\n", This);
6412 return WINED3D_OK;
6415 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6416 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6417 TRACE("(%p) Handle(%d)\n", This, Handle);
6418 FIXME("(%p) : Stub\n", This);
6419 return WINED3D_OK;
6422 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
6423 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
6424 fill a surface with a block of color! */
6425 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6426 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
6427 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
6428 IWineD3DSwapChainImpl *container = NULL;
6429 BOOL isRenderTarget = FALSE;
6430 unsigned int width, height;
6431 unsigned int top, left;
6432 unsigned int u, v;
6433 DWORD *data;
6434 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
6436 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6437 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6438 return WINED3DERR_INVALIDCALL;
6441 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
6442 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
6443 if (WINED3DUSAGE_RENDERTARGET & surface->resource.usage) {
6444 /* TODO: make sure we set everything back to the way it was, and context management!
6445 glGetIntegerv(GL_READ_BUFFER, &prev_read);
6446 vcheckGLcall("glIntegerv");
6447 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
6448 vcheckGLcall("glIntegerv");
6450 TRACE("Color fill to render targets may cause some graphics issues\n");
6451 if (pSurface == container->frontBuffer) {
6452 glDrawBuffer(GL_FRONT);
6453 } else {
6454 glDrawBuffer(GL_BACK);
6456 } else {
6457 if (WINED3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
6458 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
6459 } else {
6460 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
6462 if (container != NULL) {
6463 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
6465 /* we can use GL_STENCIL_INDEX etc...*/
6466 return WINED3D_OK;
6468 if (container != NULL) {
6469 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
6471 isRenderTarget = TRUE;
6473 /* TODO: drawing to GL_FRONT and GL_BACK */
6474 /* TODO: see if things can be speeded up by using the correct
6475 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
6476 if (pRect == NULL) {
6477 top = 0;
6478 left = 0;
6479 width = surface->currentDesc.Width;
6480 height = surface->currentDesc.Height;
6481 } else {
6482 left = pRect->x1;
6483 top = pRect->y1;
6484 width = pRect->x2 - left;
6485 height = pRect->y2 - top;
6488 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
6489 /* Create a 'line' of color color, in the correct format for the surface */
6490 for (u = 0 ; u < width ; u ++) {
6491 data[u] = color;
6494 ENTER_GL();
6495 if (isRenderTarget == FALSE) {
6496 glDescriptor *glDesc;
6497 IWineD3DSurface_PreLoad(pSurface);
6499 /* draw a block of the coloured line on the sufrace */
6500 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
6501 for (v = 0 ; v< height;v++) {
6502 glTexSubImage2D(glDesc->target
6503 ,glDesc->level /* level */
6504 ,left
6505 ,top + v
6506 ,width
6507 ,1 /* height */
6508 ,GL_RGBA
6509 ,GL_UNSIGNED_BYTE
6510 ,data
6513 checkGLcall("glTexSubImage2D");
6514 /* clean up */
6515 glDisable(glDesc->target);
6516 } else {
6517 /** FIXME: Using GLClear may be faster **/
6518 glRasterPos2i(left, top);
6519 glPixelZoom((float)width ,(float)height);
6520 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
6521 checkGLcall("glDrawPixels");
6523 HeapFree(GetProcessHeap(), 0, data);
6524 LEAVE_GL();
6525 return WINED3D_OK;
6529 /* rendertarget and deptth stencil functions */
6530 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6533 /* FIXME: Implelent RenderTargetIndex >0 */
6534 if(RenderTargetIndex > 0)
6535 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
6537 *ppRenderTarget = This->renderTarget;
6538 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6539 /* Note inc ref on returned surface */
6540 if(*ppRenderTarget != NULL)
6541 IWineD3DSurface_AddRef(*ppRenderTarget);
6542 return WINED3D_OK;
6545 HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6547 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6548 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6549 IWineD3DSwapChainImpl *Swapchain;
6550 HRESULT hr;
6552 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6554 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6555 if(hr != WINED3D_OK) {
6556 ERR("Can't get the swapchain\n");
6557 return hr;
6560 /* Make sure to release the swapchain */
6561 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6563 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6564 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6565 return WINED3DERR_INVALIDCALL;
6567 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6568 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6569 return WINED3DERR_INVALIDCALL;
6572 if(Swapchain->frontBuffer != Front) {
6573 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6575 if(Swapchain->frontBuffer)
6576 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6577 Swapchain->frontBuffer = Front;
6579 if(Swapchain->frontBuffer) {
6580 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6583 if(Swapchain->backBuffer != Back) {
6584 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6585 ENTER_GL();
6586 if(!Swapchain->backBuffer) {
6587 /* GL was told to draw to the front buffer at creation,
6588 * undo that
6590 glDrawBuffer(GL_BACK);
6591 checkGLcall("glDrawBuffer(GL_BACK)");
6592 } else if (!Back) {
6593 /* That makes problems - disable for now */
6594 /* glDrawBuffer(GL_FRONT); */
6595 checkGLcall("glDrawBuffer(GL_FRONT)");
6597 LEAVE_GL();
6599 if(Swapchain->backBuffer)
6600 IWineD3DSurface_SetContainer(Swapchain->backBuffer, NULL);
6601 Swapchain->backBuffer = Back;
6603 if(Swapchain->backBuffer) {
6604 IWineD3DSurface_SetContainer(Swapchain->backBuffer, (IWineD3DBase *) Swapchain);
6609 return WINED3D_OK;
6612 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6613 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6614 *ppZStencilSurface = This->depthStencilBuffer;
6615 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6617 if(*ppZStencilSurface != NULL) {
6618 /* Note inc ref on returned surface */
6619 IWineD3DSurface_AddRef(*ppZStencilSurface);
6621 return WINED3D_OK;
6624 /* internal static helper functions */
6625 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6626 IWineD3DSurface *RenderSurface);
6628 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6630 HRESULT hr = WINED3D_OK;
6631 WINED3DVIEWPORT viewport;
6633 TRACE("(%p) Swapping rendertarget\n",This);
6634 if (RenderTargetIndex > 0) {
6635 FIXME("(%p) Render targets other than the first are not supported\n",This);
6636 RenderTargetIndex = 0;
6639 /* MSDN says that null disables the render target
6640 but a device must always be associated with a render target
6641 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6643 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6644 for more details
6646 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6647 FIXME("Trying to set render target 0 to NULL\n");
6648 return WINED3DERR_INVALIDCALL;
6650 /* TODO: replace Impl* usage with interface usage */
6651 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
6652 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6653 return WINED3DERR_INVALIDCALL;
6655 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
6656 * builds, but I think wine counts as a 'debug' build for now.
6657 ******************************/
6658 /* If we are trying to set what we already have, don't bother */
6659 if (pRenderTarget == This->renderTarget) {
6660 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6661 } else {
6662 /* Otherwise, set the render target up */
6664 if (FALSE == This->sceneEnded) {
6665 IWineD3DDevice_EndScene(iface);
6667 TRACE("clearing renderer\n");
6668 /* IWineD3DDeviceImpl_CleanRender(iface); */
6669 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6670 depending on the renter target implementation being used.
6671 A shared context implementation will share all buffers between all rendertargets (including swapchains),
6672 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6673 stencil buffer and incure an extra memory overhead */
6674 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
6677 if (SUCCEEDED(hr)) {
6678 /* Finally, reset the viewport as the MSDN states. */
6679 /* TODO: Replace impl usage */
6680 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
6681 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
6682 viewport.X = 0;
6683 viewport.Y = 0;
6684 viewport.MaxZ = 1.0f;
6685 viewport.MinZ = 0.0f;
6686 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6687 } else {
6688 FIXME("Unknown error setting the render target\n");
6690 This->sceneEnded = FALSE;
6691 return hr;
6694 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6695 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6696 HRESULT hr = WINED3D_OK;
6697 IWineD3DSurface *tmp;
6699 TRACE("(%p) Swapping z-buffer\n",This);
6701 if (pNewZStencil == This->stencilBufferTarget) {
6702 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6703 } else {
6704 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6705 * depending on the renter target implementation being used.
6706 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6707 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6708 * stencil buffer and incure an extra memory overhead
6709 ******************************************************/
6712 tmp = This->stencilBufferTarget;
6713 This->stencilBufferTarget = pNewZStencil;
6714 /* should we be calling the parent or the wined3d surface? */
6715 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6716 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6717 hr = WINED3D_OK;
6718 /** TODO: glEnable/glDisable on depth/stencil depending on
6719 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
6720 **********************************************************/
6723 return hr;
6727 #ifdef GL_VERSION_1_3
6728 /* Internal functions not in DirectX */
6729 /** TODO: move this off to the opengl context manager
6730 *(the swapchain doesn't need to know anything about offscreen rendering!)
6731 ****************************************************/
6733 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
6735 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6737 TRACE("(%p), %p\n", This, swapchain);
6739 if (swapchain->win != swapchain->drawable) {
6740 /* Set everything back the way it ws */
6741 swapchain->render_ctx = swapchain->glCtx;
6742 swapchain->drawable = swapchain->win;
6744 return WINED3D_OK;
6747 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
6748 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
6749 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6750 int i;
6751 unsigned int width;
6752 unsigned int height;
6753 WINED3DFORMAT format;
6754 WINED3DSURFACE_DESC surfaceDesc;
6755 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6756 surfaceDesc.Width = &width;
6757 surfaceDesc.Height = &height;
6758 surfaceDesc.Format = &format;
6759 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6760 *context = NULL;
6761 /* I need a get width/height function (and should do something with the format) */
6762 for (i = 0; i < CONTEXT_CACHE; ++i) {
6763 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
6764 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
6765 the pSurface can be set to 0 allowing it to be reused from cache **/
6766 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
6767 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
6768 *context = &This->contextCache[i];
6769 break;
6771 if (This->contextCache[i].Width == 0) {
6772 This->contextCache[i].pSurface = pSurface;
6773 This->contextCache[i].Width = width;
6774 This->contextCache[i].Height = height;
6775 *context = &This->contextCache[i];
6776 break;
6779 if (i == CONTEXT_CACHE) {
6780 int minUsage = 0x7FFFFFFF; /* MAX_INT */
6781 glContext *dropContext = 0;
6782 for (i = 0; i < CONTEXT_CACHE; i++) {
6783 if (This->contextCache[i].usedcount < minUsage) {
6784 dropContext = &This->contextCache[i];
6785 minUsage = This->contextCache[i].usedcount;
6788 /* clean up the context (this doesn't work for ATI at the moment */
6789 #if 0
6790 glXDestroyContext(swapchain->display, dropContext->context);
6791 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
6792 #endif
6793 FIXME("Leak\n");
6794 dropContext->Width = 0;
6795 dropContext->pSurface = pSurface;
6796 *context = dropContext;
6797 } else {
6798 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
6799 for (i = 0; i < CONTEXT_CACHE; i++) {
6800 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
6804 if (*context != NULL)
6805 return WINED3D_OK;
6806 else
6807 return E_OUTOFMEMORY;
6809 #endif
6811 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6812 * the functionality needs splitting up so that we don't do more than we should do.
6813 * this only seems to impact performance a little.
6814 ******************************/
6815 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6816 IWineD3DSurface *RenderSurface) {
6817 HRESULT ret = WINED3DERR_INVALIDCALL;
6820 * Currently only active for GLX >= 1.3
6821 * for others versions we'll have to use GLXPixmaps
6823 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6824 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6825 * so only check OpenGL version
6826 * ..........................
6827 * I don't believe that it is a problem with NVidia headers,
6828 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6829 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6830 * ATI Note:
6831 * Your application will report GLX version 1.2 on glXQueryVersion.
6832 * However, it is safe to call the GLX 1.3 functions as described below.
6834 #if defined(GL_VERSION_1_3)
6836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6837 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
6838 IWineD3DSurface *tmp;
6839 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
6840 GLXFBConfig* cfgs = NULL;
6841 int nCfgs = 0;
6842 int attribs[256];
6843 int nAttribs = 0;
6844 IWineD3DSwapChain *currentSwapchain;
6845 IWineD3DSwapChainImpl *swapchain;
6846 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
6847 * but switch them off if the StencilSurface is set to NULL
6848 ** *********************************************************/
6849 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
6850 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
6852 /**TODO:
6853 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
6854 it StencilSurface != NULL && zBufferTarget == NULL switch it on
6857 #define PUSH1(att) attribs[nAttribs++] = (att);
6858 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
6860 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
6862 /** TODO: remove the reff to Impl (context manager should fix this!) **/
6863 IWineD3DSwapChainImpl *impSwapChain;
6864 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
6865 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
6866 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
6869 ENTER_GL();
6871 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
6872 PUSH2(GLX_X_RENDERABLE, TRUE);
6873 PUSH2(GLX_DOUBLEBUFFER, TRUE);
6874 TRACE("calling makeglcfg\n");
6875 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
6876 PUSH1(None);
6878 TRACE("calling chooseFGConfig\n");
6879 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6880 attribs, &nCfgs);
6882 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
6883 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
6884 why we failed and only show this message once! */
6885 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"); /**/
6886 nAttribs = 0;
6887 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
6888 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
6889 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
6890 PUSH2(GLX_DOUBLEBUFFER, FALSE);
6891 TRACE("calling makeglcfg\n");
6892 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6893 PUSH1(None);
6894 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6895 attribs, &nCfgs);
6898 if (NULL != cfgs) {
6899 #ifdef EXTRA_TRACES
6900 int i;
6901 for (i = 0; i < nCfgs; ++i) {
6902 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6903 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6904 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6907 if (NULL != This->renderTarget) {
6908 glFlush();
6909 vcheckGLcall("glFlush");
6910 /** This is only useful if the old render target was a swapchain,
6911 * we need to supercede this with a function that displays
6912 * the current buffer on the screen. This is easy to do in glx1.3 but
6913 * we need to do copy-write pixels in glx 1.2.
6914 ************************************************/
6915 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
6917 printf("Hit Enter to get next frame ...\n");
6918 getchar();
6920 #endif
6923 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain) != WINED3D_OK) {
6924 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
6925 IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
6929 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6930 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
6931 **********************************************************************/
6932 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == WINED3D_OK) {
6933 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6934 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
6935 TRACE("making swapchain active\n");
6936 if (RenderSurface != This->renderTarget) {
6937 if (RenderSurface == swapchain->backBuffer) {
6938 } else {
6939 /* This could be flagged so that some operations work directly with the front buffer */
6940 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6942 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
6943 == False) {
6944 TRACE("Error in setting current context: context %p drawable %ld !\n",
6945 impSwapChain->glCtx, impSwapChain->win);
6948 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6950 checkGLcall("glXMakeContextCurrent");
6952 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6954 else if (pbuffer_support && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
6956 /** ********************************************************************
6957 * This is a quickly hacked out implementation of offscreen textures.
6958 * It will work in most cases but there may be problems if the client
6959 * modifies the texture directly, or expects the contents of the rendertarget
6960 * to be persistent.
6962 * There are some real speed vs compatibility issues here:
6963 * we should really use a new context for every texture, but that eats ram.
6964 * we should also be restoring the texture to the pbuffer but that eats CPU
6965 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6966 * but if this means reusing the display backbuffer then we need to make sure that
6967 * states are correctly preserved.
6968 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6969 * and gain a good performance increase at the cost of compatibility.
6970 * I would suggest that, when this is the case, a user configurable flag be made
6971 * available, allowing the user to choose the best emulated experience for them.
6972 *********************************************************************/
6974 XVisualInfo *visinfo;
6975 glContext *newContext;
6977 /* Here were using a shared context model */
6978 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6979 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6982 /* If the context doesn't exist then create a new one */
6983 /* TODO: This should really be part of findGlContext */
6984 if (NULL == newContext->context) {
6986 TRACE("making new buffer\n");
6987 nAttribs = 0;
6988 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
6989 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
6990 PUSH1(None);
6992 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
6994 /** ****************************************
6995 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6996 *they note:
6997 * In future releases, we may provide the calls glXCreateNewContext,
6998 * glXQueryDrawable and glXMakeContextCurrent.
6999 * so until then we have to use glXGetVisualFromFBConfig &co..
7000 ********************************************/
7003 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
7004 if (!visinfo) {
7005 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
7006 } else {
7007 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
7008 XFree(visinfo);
7011 if (NULL == newContext || NULL == newContext->context) {
7012 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7013 } else {
7014 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
7015 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
7016 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
7019 /* Clean up the old context */
7020 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
7021 /* Set the current context of the swapchain to the new context */
7022 impSwapChain->drawable = newContext->drawable;
7023 impSwapChain->render_ctx = newContext->context;
7027 #if 1 /* Apply the stateblock to the new context
7028 FIXME: This is a bit of a hack, each context should know it's own state,
7029 the directX current directX state should then be applied to the context */
7031 BOOL oldRecording;
7032 IWineD3DStateBlockImpl *oldUpdateStateBlock;
7033 oldUpdateStateBlock = This->updateStateBlock;
7034 oldRecording= This->isRecordingState;
7035 This->isRecordingState = FALSE;
7036 This->updateStateBlock = This->stateBlock;
7037 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
7039 This->isRecordingState = oldRecording;
7040 This->updateStateBlock = oldUpdateStateBlock;
7042 #endif
7045 /* clean up the current rendertargets swapchain (if it belonged to one) */
7046 if (currentSwapchain != NULL) {
7047 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
7050 /* Were done with the opengl context management, setup the rendertargets */
7052 tmp = This->renderTarget;
7053 This->renderTarget = RenderSurface;
7054 IWineD3DSurface_AddRef(This->renderTarget);
7055 IWineD3DSurface_Release(tmp);
7060 DWORD value;
7061 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
7062 /* Check that the container is not a swapchain member */
7064 IWineD3DSwapChain *tmpSwapChain;
7065 if (WINED3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
7066 This->renderUpsideDown = TRUE;
7067 }else{
7068 This->renderUpsideDown = FALSE;
7069 IWineD3DSwapChain_Release(tmpSwapChain);
7071 /* Force updating the cull mode */
7072 TRACE("setting render state\n");
7073 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
7074 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
7076 /* Force updating projection matrix */
7077 This->last_was_rhw = FALSE;
7078 This->proj_valid = FALSE;
7081 ret = WINED3D_OK;
7083 if (cfgs != NULL) {
7084 XFree(cfgs);
7085 } else {
7086 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
7087 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
7090 #undef PUSH1
7091 #undef PUSH2
7092 if ( NULL != impSwapChain) {
7093 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
7095 LEAVE_GL();
7097 #endif
7098 return ret;
7101 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
7102 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
7103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7104 /* TODO: the use of Impl is deprecated. */
7105 /* some basic validation checks */
7106 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
7108 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
7110 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
7111 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
7112 return WINED3DERR_INVALIDCALL;
7114 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
7115 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
7116 return WINED3DERR_INVALIDCALL;
7118 /* TODO: make the cursor 'real' */
7120 This->xHotSpot = XHotSpot;
7121 This->yHotSpot = YHotSpot;
7123 return WINED3D_OK;
7126 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
7127 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7128 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
7130 This->xScreenSpace = XScreenSpace;
7131 This->yScreenSpace = YScreenSpace;
7133 return;
7137 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
7138 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7139 TRACE("(%p) : visible(%d)\n", This, bShow);
7141 This->bCursorVisible = bShow;
7143 return WINED3D_OK;
7146 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
7147 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7148 TRACE("(%p) : state (%lu)\n", This, This->state);
7149 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
7150 switch (This->state) {
7151 case WINED3D_OK:
7152 return WINED3D_OK;
7153 case WINED3DERR_DEVICELOST:
7155 ResourceList *resourceList = This->resources;
7156 while (NULL != resourceList) {
7157 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
7158 return WINED3DERR_DEVICENOTRESET;
7159 resourceList = resourceList->next;
7161 return WINED3DERR_DEVICELOST;
7163 case WINED3DERR_DRIVERINTERNALERROR:
7164 return WINED3DERR_DRIVERINTERNALERROR;
7167 /* Unknown state */
7168 return WINED3DERR_DRIVERINTERNALERROR;
7172 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7173 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7174 /** FIXME: Resource tracking needs to be done,
7175 * The closes we can do to this is set the priorities of all managed textures low
7176 * and then reset them.
7177 ***********************************************************/
7178 FIXME("(%p) : stub\n", This);
7179 return WINED3D_OK;
7182 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7183 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7184 /** FIXME: Resource trascking needs to be done.
7185 * in effect this pulls all non only default
7186 * textures out of video memory and deletes all glTextures (glDeleteTextures)
7187 * and should clear down the context and set it up according to pPresentationParameters
7188 ***********************************************************/
7189 FIXME("(%p) : stub\n", This);
7190 return WINED3D_OK;
7193 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7194 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7195 /** FIXME: always true at the moment **/
7196 if(bEnableDialogs == FALSE) {
7197 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7199 return WINED3D_OK;
7203 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7205 TRACE("(%p) : pParameters %p\n", This, pParameters);
7207 *pParameters = This->createParms;
7208 return WINED3D_OK;
7211 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7212 IWineD3DSwapChain *swapchain;
7213 HRESULT hrc = WINED3D_OK;
7215 TRACE("Relaying to swapchain\n");
7217 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7218 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7219 IWineD3DSwapChain_Release(swapchain);
7221 return;
7224 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7225 IWineD3DSwapChain *swapchain;
7226 HRESULT hrc = WINED3D_OK;
7228 TRACE("Relaying to swapchain\n");
7230 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7231 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7232 IWineD3DSwapChain_Release(swapchain);
7234 return;
7238 /** ********************************************************
7239 * Notification functions
7240 ** ********************************************************/
7241 /** This function must be called in the release of a resource when ref == 0,
7242 * the contents of resource must still be correct,
7243 * any handels to other resource held by the caller must be closed
7244 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7245 *****************************************************/
7246 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7247 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7248 ResourceList* resourceList;
7250 TRACE("(%p) : resource %p\n", This, resource);
7251 #if 0
7252 EnterCriticalSection(&resourceStoreCriticalSection);
7253 #endif
7254 /* add a new texture to the frot of the linked list */
7255 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
7256 resourceList->resource = resource;
7258 /* Get the old head */
7259 resourceList->next = This->resources;
7261 This->resources = resourceList;
7262 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
7264 #if 0
7265 LeaveCriticalSection(&resourceStoreCriticalSection);
7266 #endif
7267 return;
7270 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7271 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7272 ResourceList* resourceList = NULL;
7273 ResourceList* previousResourceList = NULL;
7275 TRACE("(%p) : resource %p\n", This, resource);
7277 #if 0
7278 EnterCriticalSection(&resourceStoreCriticalSection);
7279 #endif
7280 resourceList = This->resources;
7282 while (resourceList != NULL) {
7283 if(resourceList->resource == resource) break;
7284 previousResourceList = resourceList;
7285 resourceList = resourceList->next;
7288 if (resourceList == NULL) {
7289 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
7290 #if 0
7291 LeaveCriticalSection(&resourceStoreCriticalSection);
7292 #endif
7293 return;
7294 } else {
7295 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
7297 /* make sure we don't leave a hole in the list */
7298 if (previousResourceList != NULL) {
7299 previousResourceList->next = resourceList->next;
7300 } else {
7301 This->resources = resourceList->next;
7304 #if 0
7305 LeaveCriticalSection(&resourceStoreCriticalSection);
7306 #endif
7307 return;
7311 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7312 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7313 int counter;
7315 TRACE("(%p) : resource %p\n", This, resource);
7316 switch(IWineD3DResource_GetType(resource)){
7317 case WINED3DRTYPE_SURFACE:
7318 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7319 break;
7320 case WINED3DRTYPE_TEXTURE:
7321 case WINED3DRTYPE_CUBETEXTURE:
7322 case WINED3DRTYPE_VOLUMETEXTURE:
7323 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
7324 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7325 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7326 This->stateBlock->textures[counter] = NULL;
7328 if (This->updateStateBlock != This->stateBlock ){
7329 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7330 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7331 This->updateStateBlock->textures[counter] = NULL;
7335 break;
7336 case WINED3DRTYPE_VOLUME:
7337 /* TODO: nothing really? */
7338 break;
7339 case WINED3DRTYPE_VERTEXBUFFER:
7340 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7342 int streamNumber;
7343 TRACE("Cleaning up stream pointers\n");
7345 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7346 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7347 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7349 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7350 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7351 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7352 This->updateStateBlock->streamSource[streamNumber] = 0;
7353 /* Set changed flag? */
7356 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) */
7357 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7358 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7359 This->stateBlock->streamSource[streamNumber] = 0;
7362 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7363 else { /* This shouldn't happen */
7364 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7366 #endif
7370 break;
7371 case WINED3DRTYPE_INDEXBUFFER:
7372 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7373 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7374 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7375 This->updateStateBlock->pIndexData = NULL;
7378 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7379 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7380 This->stateBlock->pIndexData = NULL;
7384 break;
7385 default:
7386 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7387 break;
7391 /* Remove the resoruce from the resourceStore */
7392 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7394 TRACE("Resource released\n");
7398 /**********************************************************
7399 * IWineD3DDevice VTbl follows
7400 **********************************************************/
7402 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7404 /*** IUnknown methods ***/
7405 IWineD3DDeviceImpl_QueryInterface,
7406 IWineD3DDeviceImpl_AddRef,
7407 IWineD3DDeviceImpl_Release,
7408 /*** IWineD3DDevice methods ***/
7409 IWineD3DDeviceImpl_GetParent,
7410 /*** Creation methods**/
7411 IWineD3DDeviceImpl_CreateVertexBuffer,
7412 IWineD3DDeviceImpl_CreateIndexBuffer,
7413 IWineD3DDeviceImpl_CreateStateBlock,
7414 IWineD3DDeviceImpl_CreateSurface,
7415 IWineD3DDeviceImpl_CreateTexture,
7416 IWineD3DDeviceImpl_CreateVolumeTexture,
7417 IWineD3DDeviceImpl_CreateVolume,
7418 IWineD3DDeviceImpl_CreateCubeTexture,
7419 IWineD3DDeviceImpl_CreateQuery,
7420 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7421 IWineD3DDeviceImpl_CreateVertexDeclaration,
7422 IWineD3DDeviceImpl_CreateVertexShader,
7423 IWineD3DDeviceImpl_CreatePixelShader,
7424 IWineD3DDeviceImpl_CreatePalette,
7425 /*** Odd functions **/
7426 IWineD3DDeviceImpl_Init3D,
7427 IWineD3DDeviceImpl_Uninit3D,
7428 IWineD3DDeviceImpl_EnumDisplayModes,
7429 IWineD3DDeviceImpl_EvictManagedResources,
7430 IWineD3DDeviceImpl_GetAvailableTextureMem,
7431 IWineD3DDeviceImpl_GetBackBuffer,
7432 IWineD3DDeviceImpl_GetCreationParameters,
7433 IWineD3DDeviceImpl_GetDeviceCaps,
7434 IWineD3DDeviceImpl_GetDirect3D,
7435 IWineD3DDeviceImpl_GetDisplayMode,
7436 IWineD3DDeviceImpl_SetDisplayMode,
7437 IWineD3DDeviceImpl_GetHWND,
7438 IWineD3DDeviceImpl_SetHWND,
7439 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7440 IWineD3DDeviceImpl_GetRasterStatus,
7441 IWineD3DDeviceImpl_GetSwapChain,
7442 IWineD3DDeviceImpl_Reset,
7443 IWineD3DDeviceImpl_SetDialogBoxMode,
7444 IWineD3DDeviceImpl_SetCursorProperties,
7445 IWineD3DDeviceImpl_SetCursorPosition,
7446 IWineD3DDeviceImpl_ShowCursor,
7447 IWineD3DDeviceImpl_TestCooperativeLevel,
7448 IWineD3DDeviceImpl_EnumZBufferFormats,
7449 IWineD3DDeviceImpl_EnumTextureFormats,
7450 /*** Getters and setters **/
7451 IWineD3DDeviceImpl_SetClipPlane,
7452 IWineD3DDeviceImpl_GetClipPlane,
7453 IWineD3DDeviceImpl_SetClipStatus,
7454 IWineD3DDeviceImpl_GetClipStatus,
7455 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7456 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7457 IWineD3DDeviceImpl_SetDepthStencilSurface,
7458 IWineD3DDeviceImpl_GetDepthStencilSurface,
7459 IWineD3DDeviceImpl_SetFVF,
7460 IWineD3DDeviceImpl_GetFVF,
7461 IWineD3DDeviceImpl_SetGammaRamp,
7462 IWineD3DDeviceImpl_GetGammaRamp,
7463 IWineD3DDeviceImpl_SetIndices,
7464 IWineD3DDeviceImpl_GetIndices,
7465 IWineD3DDeviceImpl_SetLight,
7466 IWineD3DDeviceImpl_GetLight,
7467 IWineD3DDeviceImpl_SetLightEnable,
7468 IWineD3DDeviceImpl_GetLightEnable,
7469 IWineD3DDeviceImpl_SetMaterial,
7470 IWineD3DDeviceImpl_GetMaterial,
7471 IWineD3DDeviceImpl_SetNPatchMode,
7472 IWineD3DDeviceImpl_GetNPatchMode,
7473 IWineD3DDeviceImpl_SetPaletteEntries,
7474 IWineD3DDeviceImpl_GetPaletteEntries,
7475 IWineD3DDeviceImpl_SetPixelShader,
7476 IWineD3DDeviceImpl_GetPixelShader,
7477 IWineD3DDeviceImpl_SetPixelShaderConstant,
7478 IWineD3DDeviceImpl_GetPixelShaderConstant,
7479 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7480 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7481 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7482 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7483 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7484 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7485 IWineD3DDeviceImpl_SetPixelShaderConstantN,
7486 IWineD3DDeviceImpl_SetRenderState,
7487 IWineD3DDeviceImpl_GetRenderState,
7488 IWineD3DDeviceImpl_SetRenderTarget,
7489 IWineD3DDeviceImpl_GetRenderTarget,
7490 IWineD3DDeviceImpl_SetFrontBackBuffers,
7491 IWineD3DDeviceImpl_SetSamplerState,
7492 IWineD3DDeviceImpl_GetSamplerState,
7493 IWineD3DDeviceImpl_SetScissorRect,
7494 IWineD3DDeviceImpl_GetScissorRect,
7495 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7496 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7497 IWineD3DDeviceImpl_SetStreamSource,
7498 IWineD3DDeviceImpl_GetStreamSource,
7499 IWineD3DDeviceImpl_SetStreamSourceFreq,
7500 IWineD3DDeviceImpl_GetStreamSourceFreq,
7501 IWineD3DDeviceImpl_SetTexture,
7502 IWineD3DDeviceImpl_GetTexture,
7503 IWineD3DDeviceImpl_SetTextureStageState,
7504 IWineD3DDeviceImpl_GetTextureStageState,
7505 IWineD3DDeviceImpl_SetTransform,
7506 IWineD3DDeviceImpl_GetTransform,
7507 IWineD3DDeviceImpl_SetVertexDeclaration,
7508 IWineD3DDeviceImpl_GetVertexDeclaration,
7509 IWineD3DDeviceImpl_SetVertexShader,
7510 IWineD3DDeviceImpl_GetVertexShader,
7511 IWineD3DDeviceImpl_SetVertexShaderConstant,
7512 IWineD3DDeviceImpl_GetVertexShaderConstant,
7513 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7514 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7515 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7516 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7517 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7518 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7519 IWineD3DDeviceImpl_SetVertexShaderConstantN,
7520 IWineD3DDeviceImpl_SetViewport,
7521 IWineD3DDeviceImpl_GetViewport,
7522 IWineD3DDeviceImpl_MultiplyTransform,
7523 IWineD3DDeviceImpl_ValidateDevice,
7524 IWineD3DDeviceImpl_ProcessVertices,
7525 /*** State block ***/
7526 IWineD3DDeviceImpl_BeginStateBlock,
7527 IWineD3DDeviceImpl_EndStateBlock,
7528 /*** Scene management ***/
7529 IWineD3DDeviceImpl_BeginScene,
7530 IWineD3DDeviceImpl_EndScene,
7531 IWineD3DDeviceImpl_Present,
7532 IWineD3DDeviceImpl_Clear,
7533 /*** Drawing ***/
7534 IWineD3DDeviceImpl_DrawPrimitive,
7535 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7536 IWineD3DDeviceImpl_DrawPrimitiveUP,
7537 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7538 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7539 IWineD3DDeviceImpl_DrawRectPatch,
7540 IWineD3DDeviceImpl_DrawTriPatch,
7541 IWineD3DDeviceImpl_DeletePatch,
7542 IWineD3DDeviceImpl_ColorFill,
7543 IWineD3DDeviceImpl_UpdateTexture,
7544 IWineD3DDeviceImpl_UpdateSurface,
7545 IWineD3DDeviceImpl_CopyRects,
7546 IWineD3DDeviceImpl_StretchRect,
7547 IWineD3DDeviceImpl_GetRenderTargetData,
7548 IWineD3DDeviceImpl_GetFrontBufferData,
7549 /*** Internal use IWineD3DDevice methods ***/
7550 IWineD3DDeviceImpl_SetupTextureStates,
7551 /*** object tracking ***/
7552 IWineD3DDeviceImpl_ResourceReleased
7556 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7557 WINED3DRS_ALPHABLENDENABLE ,
7558 WINED3DRS_ALPHAFUNC ,
7559 WINED3DRS_ALPHAREF ,
7560 WINED3DRS_ALPHATESTENABLE ,
7561 WINED3DRS_BLENDOP ,
7562 WINED3DRS_COLORWRITEENABLE ,
7563 WINED3DRS_DESTBLEND ,
7564 WINED3DRS_DITHERENABLE ,
7565 WINED3DRS_FILLMODE ,
7566 WINED3DRS_FOGDENSITY ,
7567 WINED3DRS_FOGEND ,
7568 WINED3DRS_FOGSTART ,
7569 WINED3DRS_LASTPIXEL ,
7570 WINED3DRS_SHADEMODE ,
7571 WINED3DRS_SRCBLEND ,
7572 WINED3DRS_STENCILENABLE ,
7573 WINED3DRS_STENCILFAIL ,
7574 WINED3DRS_STENCILFUNC ,
7575 WINED3DRS_STENCILMASK ,
7576 WINED3DRS_STENCILPASS ,
7577 WINED3DRS_STENCILREF ,
7578 WINED3DRS_STENCILWRITEMASK ,
7579 WINED3DRS_STENCILZFAIL ,
7580 WINED3DRS_TEXTUREFACTOR ,
7581 WINED3DRS_WRAP0 ,
7582 WINED3DRS_WRAP1 ,
7583 WINED3DRS_WRAP2 ,
7584 WINED3DRS_WRAP3 ,
7585 WINED3DRS_WRAP4 ,
7586 WINED3DRS_WRAP5 ,
7587 WINED3DRS_WRAP6 ,
7588 WINED3DRS_WRAP7 ,
7589 WINED3DRS_ZENABLE ,
7590 WINED3DRS_ZFUNC ,
7591 WINED3DRS_ZWRITEENABLE
7594 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7595 WINED3DTSS_ADDRESSW ,
7596 WINED3DTSS_ALPHAARG0 ,
7597 WINED3DTSS_ALPHAARG1 ,
7598 WINED3DTSS_ALPHAARG2 ,
7599 WINED3DTSS_ALPHAOP ,
7600 WINED3DTSS_BUMPENVLOFFSET ,
7601 WINED3DTSS_BUMPENVLSCALE ,
7602 WINED3DTSS_BUMPENVMAT00 ,
7603 WINED3DTSS_BUMPENVMAT01 ,
7604 WINED3DTSS_BUMPENVMAT10 ,
7605 WINED3DTSS_BUMPENVMAT11 ,
7606 WINED3DTSS_COLORARG0 ,
7607 WINED3DTSS_COLORARG1 ,
7608 WINED3DTSS_COLORARG2 ,
7609 WINED3DTSS_COLOROP ,
7610 WINED3DTSS_RESULTARG ,
7611 WINED3DTSS_TEXCOORDINDEX ,
7612 WINED3DTSS_TEXTURETRANSFORMFLAGS
7615 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7616 WINED3DSAMP_ADDRESSU ,
7617 WINED3DSAMP_ADDRESSV ,
7618 WINED3DSAMP_ADDRESSW ,
7619 WINED3DSAMP_BORDERCOLOR ,
7620 WINED3DSAMP_MAGFILTER ,
7621 WINED3DSAMP_MINFILTER ,
7622 WINED3DSAMP_MIPFILTER ,
7623 WINED3DSAMP_MIPMAPLODBIAS ,
7624 WINED3DSAMP_MAXMIPLEVEL ,
7625 WINED3DSAMP_MAXANISOTROPY ,
7626 WINED3DSAMP_SRGBTEXTURE ,
7627 WINED3DSAMP_ELEMENTINDEX
7630 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7631 WINED3DRS_AMBIENT ,
7632 WINED3DRS_AMBIENTMATERIALSOURCE ,
7633 WINED3DRS_CLIPPING ,
7634 WINED3DRS_CLIPPLANEENABLE ,
7635 WINED3DRS_COLORVERTEX ,
7636 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7637 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7638 WINED3DRS_FOGDENSITY ,
7639 WINED3DRS_FOGEND ,
7640 WINED3DRS_FOGSTART ,
7641 WINED3DRS_FOGTABLEMODE ,
7642 WINED3DRS_FOGVERTEXMODE ,
7643 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7644 WINED3DRS_LIGHTING ,
7645 WINED3DRS_LOCALVIEWER ,
7646 WINED3DRS_MULTISAMPLEANTIALIAS ,
7647 WINED3DRS_MULTISAMPLEMASK ,
7648 WINED3DRS_NORMALIZENORMALS ,
7649 WINED3DRS_PATCHEDGESTYLE ,
7650 WINED3DRS_POINTSCALE_A ,
7651 WINED3DRS_POINTSCALE_B ,
7652 WINED3DRS_POINTSCALE_C ,
7653 WINED3DRS_POINTSCALEENABLE ,
7654 WINED3DRS_POINTSIZE ,
7655 WINED3DRS_POINTSIZE_MAX ,
7656 WINED3DRS_POINTSIZE_MIN ,
7657 WINED3DRS_POINTSPRITEENABLE ,
7658 WINED3DRS_RANGEFOGENABLE ,
7659 WINED3DRS_SPECULARMATERIALSOURCE ,
7660 WINED3DRS_TWEENFACTOR ,
7661 WINED3DRS_VERTEXBLEND
7664 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7665 WINED3DTSS_TEXCOORDINDEX ,
7666 WINED3DTSS_TEXTURETRANSFORMFLAGS
7669 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7670 WINED3DSAMP_DMAPOFFSET