Release 1.6-rc2.
[wine/testsucceed.git] / dlls / wined3d / device.c
blob464181f1d87bbddb49e8ac9e806507872a35f591
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch(primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 default:
93 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
94 return GL_NONE;
98 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
100 switch(primitive_type)
102 case GL_POINTS:
103 return WINED3D_PT_POINTLIST;
105 case GL_LINES:
106 return WINED3D_PT_LINELIST;
108 case GL_LINE_STRIP:
109 return WINED3D_PT_LINESTRIP;
111 case GL_TRIANGLES:
112 return WINED3D_PT_TRIANGLELIST;
114 case GL_TRIANGLE_STRIP:
115 return WINED3D_PT_TRIANGLESTRIP;
117 case GL_TRIANGLE_FAN:
118 return WINED3D_PT_TRIANGLEFAN;
120 case GL_LINES_ADJACENCY_ARB:
121 return WINED3D_PT_LINELIST_ADJ;
123 case GL_LINE_STRIP_ADJACENCY_ARB:
124 return WINED3D_PT_LINESTRIP_ADJ;
126 case GL_TRIANGLES_ADJACENCY_ARB:
127 return WINED3D_PT_TRIANGLELIST_ADJ;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ;
132 default:
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
134 return WINED3D_PT_UNDEFINED;
138 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
140 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
141 *regnum = WINED3D_FFP_POSITION;
142 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
143 *regnum = WINED3D_FFP_BLENDWEIGHT;
144 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
145 *regnum = WINED3D_FFP_BLENDINDICES;
146 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
147 *regnum = WINED3D_FFP_NORMAL;
148 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
149 *regnum = WINED3D_FFP_PSIZE;
150 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
151 *regnum = WINED3D_FFP_DIFFUSE;
152 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
153 *regnum = WINED3D_FFP_SPECULAR;
154 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
155 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
156 else
158 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
159 *regnum = ~0U;
160 return FALSE;
163 return TRUE;
166 /* Context activation is done by the caller. */
167 static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
169 const struct wined3d_state *state = &device->stateBlock->state;
170 /* We need to deal with frequency data! */
171 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
172 BOOL use_vshader;
173 unsigned int i;
174 WORD map;
176 stream_info->use_map = 0;
177 stream_info->swizzle_map = 0;
178 stream_info->all_vbo = 1;
180 /* Check for transformed vertices, disable vertex shader if present. */
181 stream_info->position_transformed = declaration->position_transformed;
182 use_vshader = state->vertex_shader && !declaration->position_transformed;
184 /* Translate the declaration into strided data. */
185 for (i = 0; i < declaration->element_count; ++i)
187 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
188 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
189 struct wined3d_buffer *buffer = stream->buffer;
190 struct wined3d_bo_address data;
191 BOOL stride_used;
192 unsigned int idx;
193 DWORD stride;
195 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
196 element, i + 1, declaration->element_count);
198 if (!buffer) continue;
200 stride = stream->stride;
202 TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
203 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
205 /* We can't use VBOs if the base vertex index is negative. OpenGL
206 * doesn't accept negative offsets (or rather offsets bigger than the
207 * VBO, because the pointer is unsigned), so use system memory
208 * sources. In most sane cases the pointer - offset will still be > 0,
209 * otherwise it will wrap around to some big value. Hope that with the
210 * indices, the driver wraps it back internally. If not,
211 * drawStridedSlow() is needed, including a vertex buffer path. */
212 if (state->load_base_vertex_index < 0)
214 WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
215 data.buffer_object = 0;
216 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
217 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
218 FIXME("System memory vertex data load offset is negative!\n");
220 data.addr += element->offset;
222 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
224 if (use_vshader)
226 if (element->output_slot == ~0U)
228 /* TODO: Assuming vertexdeclarations are usually used with the
229 * same or a similar shader, it might be worth it to store the
230 * last used output slot and try that one first. */
231 stride_used = vshader_get_input(state->vertex_shader,
232 element->usage, element->usage_idx, &idx);
234 else
236 idx = element->output_slot;
237 stride_used = TRUE;
240 else
242 if (!element->ffp_valid)
244 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
245 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
246 stride_used = FALSE;
248 else
250 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
254 if (stride_used)
256 TRACE("Load %s array %u [usage %s, usage_idx %u, "
257 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
258 use_vshader ? "shader": "fixed function", idx,
259 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
260 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
262 data.addr += stream->offset;
264 stream_info->elements[idx].format = element->format;
265 stream_info->elements[idx].data = data;
266 stream_info->elements[idx].stride = stride;
267 stream_info->elements[idx].stream_idx = element->input_slot;
269 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
270 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
272 stream_info->swizzle_map |= 1 << idx;
274 stream_info->use_map |= 1 << idx;
278 /* Preload the vertex buffers. */
279 device->num_buffer_queries = 0;
280 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
282 struct wined3d_stream_info_element *element;
283 struct wined3d_buffer *buffer;
285 if (!(map & 1))
286 continue;
288 element = &stream_info->elements[i];
289 buffer = state->streams[element->stream_idx].buffer;
290 wined3d_buffer_preload(buffer);
292 /* If the preload dropped the buffer object, update the stream info. */
293 if (buffer->buffer_object != element->data.buffer_object)
295 element->data.buffer_object = 0;
296 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data.addr;
299 if (!buffer->buffer_object)
300 stream_info->all_vbo = 0;
302 if (buffer->query)
303 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
307 /* Context activation is done by the caller. */
308 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
310 struct wined3d_stream_info *stream_info = &device->stream_info;
311 const struct wined3d_state *state = &device->stateBlock->state;
312 DWORD prev_all_vbo = stream_info->all_vbo;
314 TRACE("============================= Vertex Declaration =============================\n");
315 device_stream_info_from_declaration(device, stream_info);
317 if (state->vertex_shader && !stream_info->position_transformed)
319 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
321 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
322 device->useDrawStridedSlow = TRUE;
324 else
326 device->useDrawStridedSlow = FALSE;
329 else
331 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
332 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
333 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
335 if (((stream_info->position_transformed && !device->adapter->d3d_info.xyzrhw)
336 || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
337 device->useDrawStridedSlow = TRUE;
338 else
339 device->useDrawStridedSlow = FALSE;
342 if (prev_all_vbo != stream_info->all_vbo)
343 device_invalidate_state(device, STATE_INDEXBUFFER);
346 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
348 struct wined3d_texture *texture;
349 enum WINED3DSRGB srgb;
351 if (!(texture = state->textures[idx])) return;
352 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
353 texture->texture_ops->texture_preload(texture, srgb);
356 void device_preload_textures(const struct wined3d_device *device)
358 const struct wined3d_state *state = &device->stateBlock->state;
359 unsigned int i;
361 if (use_vs(state))
363 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
365 if (state->vertex_shader->reg_maps.sampler_type[i])
366 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
370 if (use_ps(state))
372 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
374 if (state->pixel_shader->reg_maps.sampler_type[i])
375 device_preload_texture(state, i);
378 else
380 WORD ffu_map = device->fixed_function_usage_map;
382 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
384 if (ffu_map & 1)
385 device_preload_texture(state, i);
390 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
392 struct wined3d_context **new_array;
394 TRACE("Adding context %p.\n", context);
396 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
397 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
398 sizeof(*new_array) * (device->context_count + 1));
400 if (!new_array)
402 ERR("Failed to grow the context array.\n");
403 return FALSE;
406 new_array[device->context_count++] = context;
407 device->contexts = new_array;
408 return TRUE;
411 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
413 struct wined3d_context **new_array;
414 BOOL found = FALSE;
415 UINT i;
417 TRACE("Removing context %p.\n", context);
419 for (i = 0; i < device->context_count; ++i)
421 if (device->contexts[i] == context)
423 found = TRUE;
424 break;
428 if (!found)
430 ERR("Context %p doesn't exist in context array.\n", context);
431 return;
434 if (!--device->context_count)
436 HeapFree(GetProcessHeap(), 0, device->contexts);
437 device->contexts = NULL;
438 return;
441 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
442 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
443 if (!new_array)
445 ERR("Failed to shrink context array. Oh well.\n");
446 return;
449 device->contexts = new_array;
452 /* Do not call while under the GL lock. */
453 void device_switch_onscreen_ds(struct wined3d_device *device,
454 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
456 if (device->onscreen_depth_stencil)
458 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
460 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
461 device->onscreen_depth_stencil->ds_current_size.cx,
462 device->onscreen_depth_stencil->ds_current_size.cy);
463 wined3d_surface_decref(device->onscreen_depth_stencil);
465 device->onscreen_depth_stencil = depth_stencil;
466 wined3d_surface_incref(device->onscreen_depth_stencil);
469 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
471 /* partial draw rect */
472 if (draw_rect->left || draw_rect->top
473 || draw_rect->right < target->resource.width
474 || draw_rect->bottom < target->resource.height)
475 return FALSE;
477 /* partial clear rect */
478 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
479 || clear_rect->right < target->resource.width
480 || clear_rect->bottom < target->resource.height))
481 return FALSE;
483 return TRUE;
486 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
487 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
489 RECT current_rect, r;
491 if (ds->flags & SFLAG_DISCARDED)
493 /* Depth buffer was discarded, make it entirely current in its new location since
494 * there is no other place where we would get data anyway. */
495 SetRect(out_rect, 0, 0, ds->resource.width, ds->resource.height);
496 return;
499 if (ds->flags & location)
500 SetRect(&current_rect, 0, 0,
501 ds->ds_current_size.cx,
502 ds->ds_current_size.cy);
503 else
504 SetRectEmpty(&current_rect);
506 IntersectRect(&r, draw_rect, &current_rect);
507 if (EqualRect(&r, draw_rect))
509 /* current_rect ⊇ draw_rect, modify only. */
510 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
511 return;
514 if (EqualRect(&r, &current_rect))
516 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
518 if (!clear_rect)
520 /* Full clear, modify only. */
521 *out_rect = *draw_rect;
522 return;
525 IntersectRect(&r, draw_rect, clear_rect);
526 if (EqualRect(&r, draw_rect))
528 /* clear_rect ⊇ draw_rect, modify only. */
529 *out_rect = *draw_rect;
530 return;
534 /* Full load. */
535 surface_load_ds_location(ds, context, location);
536 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
539 /* Do not call while under the GL lock. */
540 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
541 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
542 float depth, DWORD stencil)
544 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
545 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
546 const struct wined3d_gl_info *gl_info;
547 UINT drawable_width, drawable_height;
548 struct wined3d_context *context;
549 GLbitfield clear_mask = 0;
550 BOOL render_offscreen;
551 unsigned int i;
552 RECT ds_rect;
554 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
555 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
556 * for the cleared parts, and the untouched parts.
558 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
559 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
560 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
561 * checking all this if the dest surface is in the drawable anyway. */
562 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
564 for (i = 0; i < rt_count; ++i)
566 struct wined3d_surface *rt = fb->render_targets[i];
567 if (rt)
568 surface_load_location(rt, rt->draw_binding, NULL);
572 context = context_acquire(device, target);
573 if (!context->valid)
575 context_release(context);
576 WARN("Invalid context, skipping clear.\n");
577 return;
579 gl_info = context->gl_info;
581 if (target)
583 render_offscreen = context->render_offscreen;
584 target->get_drawable_size(context, &drawable_width, &drawable_height);
586 else
588 render_offscreen = TRUE;
589 drawable_width = fb->depth_stencil->pow2Width;
590 drawable_height = fb->depth_stencil->pow2Height;
593 if (flags & WINED3DCLEAR_ZBUFFER)
595 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
597 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
598 device_switch_onscreen_ds(device, context, fb->depth_stencil);
599 prepare_ds_clear(fb->depth_stencil, context, location,
600 draw_rect, rect_count, clear_rect, &ds_rect);
603 if (!context_apply_clear_state(context, device, rt_count, fb))
605 context_release(context);
606 WARN("Failed to apply clear state, skipping clear.\n");
607 return;
610 /* Only set the values up once, as they are not changing. */
611 if (flags & WINED3DCLEAR_STENCIL)
613 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
615 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
616 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
618 gl_info->gl_ops.gl.p_glStencilMask(~0U);
619 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
620 gl_info->gl_ops.gl.p_glClearStencil(stencil);
621 checkGLcall("glClearStencil");
622 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
625 if (flags & WINED3DCLEAR_ZBUFFER)
627 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
629 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
631 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
632 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
633 gl_info->gl_ops.gl.p_glClearDepth(depth);
634 checkGLcall("glClearDepth");
635 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
638 if (flags & WINED3DCLEAR_TARGET)
640 for (i = 0; i < rt_count; ++i)
642 struct wined3d_surface *rt = fb->render_targets[i];
644 if (rt)
645 surface_modify_location(rt, rt->draw_binding, TRUE);
648 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
649 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
650 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
651 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
652 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
653 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
654 checkGLcall("glClearColor");
655 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
658 if (!clear_rect)
660 if (render_offscreen)
662 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
663 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
665 else
667 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
668 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
670 checkGLcall("glScissor");
671 gl_info->gl_ops.gl.p_glClear(clear_mask);
672 checkGLcall("glClear");
674 else
676 RECT current_rect;
678 /* Now process each rect in turn. */
679 for (i = 0; i < rect_count; ++i)
681 /* Note that GL uses lower left, width/height. */
682 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
684 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
685 wine_dbgstr_rect(&clear_rect[i]),
686 wine_dbgstr_rect(&current_rect));
688 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
689 * The rectangle is not cleared, no error is returned, but further rectangles are
690 * still cleared if they are valid. */
691 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
693 TRACE("Rectangle with negative dimensions, ignoring.\n");
694 continue;
697 if (render_offscreen)
699 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
700 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
702 else
704 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
705 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
707 checkGLcall("glScissor");
709 gl_info->gl_ops.gl.p_glClear(clear_mask);
710 checkGLcall("glClear");
714 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
715 && target->swapchain && target->swapchain->front_buffer == target))
716 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
718 context_release(context);
721 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
723 ULONG refcount = InterlockedIncrement(&device->ref);
725 TRACE("%p increasing refcount to %u.\n", device, refcount);
727 return refcount;
730 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
732 ULONG refcount = InterlockedDecrement(&device->ref);
734 TRACE("%p decreasing refcount to %u.\n", device, refcount);
736 if (!refcount)
738 struct wined3d_stateblock *stateblock;
739 UINT i;
741 if (wined3d_stateblock_decref(device->updateStateBlock)
742 && device->updateStateBlock != device->stateBlock)
743 FIXME("Something's still holding the update stateblock.\n");
744 device->updateStateBlock = NULL;
746 stateblock = device->stateBlock;
747 device->stateBlock = NULL;
748 if (wined3d_stateblock_decref(stateblock))
749 FIXME("Something's still holding the stateblock.\n");
751 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
753 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
754 device->multistate_funcs[i] = NULL;
757 if (!list_empty(&device->resources))
759 struct wined3d_resource *resource;
761 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
763 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
765 FIXME("Leftover resource %p with type %s (%#x).\n",
766 resource, debug_d3dresourcetype(resource->type), resource->type);
770 if (device->contexts)
771 ERR("Context array not freed!\n");
772 if (device->hardwareCursor)
773 DestroyCursor(device->hardwareCursor);
774 device->hardwareCursor = 0;
776 wined3d_decref(device->wined3d);
777 device->wined3d = NULL;
778 HeapFree(GetProcessHeap(), 0, device);
779 TRACE("Freed device %p.\n", device);
782 return refcount;
785 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
787 TRACE("device %p.\n", device);
789 return device->swapchain_count;
792 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
794 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
796 if (swapchain_idx >= device->swapchain_count)
798 WARN("swapchain_idx %u >= swapchain_count %u.\n",
799 swapchain_idx, device->swapchain_count);
800 return NULL;
803 return device->swapchains[swapchain_idx];
806 static void device_load_logo(struct wined3d_device *device, const char *filename)
808 struct wined3d_color_key color_key;
809 HBITMAP hbm;
810 BITMAP bm;
811 HRESULT hr;
812 HDC dcb = NULL, dcs = NULL;
814 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
815 if(hbm)
817 GetObjectA(hbm, sizeof(BITMAP), &bm);
818 dcb = CreateCompatibleDC(NULL);
819 if(!dcb) goto out;
820 SelectObject(dcb, hbm);
822 else
824 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
825 * couldn't be loaded
827 memset(&bm, 0, sizeof(bm));
828 bm.bmWidth = 32;
829 bm.bmHeight = 32;
832 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0,
833 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_MAPPABLE,
834 NULL, &wined3d_null_parent_ops, &device->logo_surface);
835 if (FAILED(hr))
837 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
838 goto out;
841 if (dcb)
843 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
844 goto out;
845 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
846 wined3d_surface_releasedc(device->logo_surface, dcs);
848 color_key.color_space_low_value = 0;
849 color_key.color_space_high_value = 0;
850 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
852 else
854 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
855 /* Fill the surface with a white color to show that wined3d is there */
856 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
859 out:
860 if (dcb) DeleteDC(dcb);
861 if (hbm) DeleteObject(hbm);
864 /* Context activation is done by the caller. */
865 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
867 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
868 unsigned int i, j, count;
869 /* Under DirectX you can sample even if no texture is bound, whereas
870 * OpenGL will only allow that when a valid texture is bound.
871 * We emulate this by creating dummy textures and binding them
872 * to each texture stage when the currently set D3D texture is NULL. */
874 if (gl_info->supported[APPLE_CLIENT_STORAGE])
876 /* The dummy texture does not have client storage backing */
877 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
878 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
881 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
882 for (i = 0; i < count; ++i)
884 DWORD color = 0x000000ff;
886 /* Make appropriate texture active */
887 context_active_texture(context, gl_info, i);
889 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
890 checkGLcall("glGenTextures");
891 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
893 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
894 checkGLcall("glBindTexture");
896 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
897 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
898 checkGLcall("glTexImage2D");
900 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
902 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
903 checkGLcall("glGenTextures");
904 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
906 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
907 checkGLcall("glBindTexture");
909 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
910 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
911 checkGLcall("glTexImage2D");
914 if (gl_info->supported[EXT_TEXTURE3D])
916 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
917 checkGLcall("glGenTextures");
918 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
920 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
921 checkGLcall("glBindTexture");
923 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
924 checkGLcall("glTexImage3D");
927 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
929 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
930 checkGLcall("glGenTextures");
931 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
933 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
934 checkGLcall("glBindTexture");
936 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
938 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
939 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
940 checkGLcall("glTexImage2D");
945 if (gl_info->supported[APPLE_CLIENT_STORAGE])
947 /* Re-enable because if supported it is enabled by default */
948 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
949 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
953 /* Context activation is done by the caller. */
954 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
956 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
958 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
960 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
961 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
964 if (gl_info->supported[EXT_TEXTURE3D])
966 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
967 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
970 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
972 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
973 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
976 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
977 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
979 memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
980 memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
981 memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
982 memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
985 static LONG fullscreen_style(LONG style)
987 /* Make sure the window is managed, otherwise we won't get keyboard input. */
988 style |= WS_POPUP | WS_SYSMENU;
989 style &= ~(WS_CAPTION | WS_THICKFRAME);
991 return style;
994 static LONG fullscreen_exstyle(LONG exstyle)
996 /* Filter out window decorations. */
997 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
999 return exstyle;
1002 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1004 BOOL filter_messages;
1005 LONG style, exstyle;
1007 TRACE("Setting up window %p for fullscreen mode.\n", window);
1009 if (device->style || device->exStyle)
1011 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1012 window, device->style, device->exStyle);
1015 device->style = GetWindowLongW(window, GWL_STYLE);
1016 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1018 style = fullscreen_style(device->style);
1019 exstyle = fullscreen_exstyle(device->exStyle);
1021 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1022 device->style, device->exStyle, style, exstyle);
1024 filter_messages = device->filter_messages;
1025 device->filter_messages = TRUE;
1027 SetWindowLongW(window, GWL_STYLE, style);
1028 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1029 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1031 device->filter_messages = filter_messages;
1034 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1036 BOOL filter_messages;
1037 LONG style, exstyle;
1039 if (!device->style && !device->exStyle) return;
1041 style = GetWindowLongW(window, GWL_STYLE);
1042 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1044 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
1045 * application, and we want to ignore them in the test below, since it's
1046 * not the application's fault that they changed. Additionally, we want to
1047 * preserve the current status of these flags (i.e. don't restore them) to
1048 * more closely emulate the behavior of Direct3D, which leaves these flags
1049 * alone when returning to windowed mode. */
1050 device->style ^= (device->style ^ style) & WS_VISIBLE;
1051 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
1053 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1054 window, device->style, device->exStyle);
1056 filter_messages = device->filter_messages;
1057 device->filter_messages = TRUE;
1059 /* Only restore the style if the application didn't modify it during the
1060 * fullscreen phase. Some applications change it before calling Reset()
1061 * when switching between windowed and fullscreen modes (HL2), some
1062 * depend on the original style (Eve Online). */
1063 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1065 SetWindowLongW(window, GWL_STYLE, device->style);
1066 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1068 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1070 device->filter_messages = filter_messages;
1072 /* Delete the old values. */
1073 device->style = 0;
1074 device->exStyle = 0;
1077 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1079 TRACE("device %p, window %p.\n", device, window);
1081 if (!wined3d_register_window(window, device))
1083 ERR("Failed to register window %p.\n", window);
1084 return E_FAIL;
1087 InterlockedExchangePointer((void **)&device->focus_window, window);
1088 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1090 return WINED3D_OK;
1093 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1095 TRACE("device %p.\n", device);
1097 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1098 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1101 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1102 struct wined3d_swapchain_desc *swapchain_desc)
1104 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1105 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1106 struct wined3d_swapchain *swapchain = NULL;
1107 struct wined3d_context *context;
1108 HRESULT hr;
1109 DWORD state;
1111 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1113 if (device->d3d_initialized)
1114 return WINED3DERR_INVALIDCALL;
1115 if (device->wined3d->flags & WINED3D_NO3D)
1116 return WINED3DERR_INVALIDCALL;
1118 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1119 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1121 /* Initialize the texture unit mapping to a 1:1 mapping */
1122 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1124 if (state < gl_info->limits.fragment_samplers)
1126 device->texUnitMap[state] = state;
1127 device->rev_tex_unit_map[state] = state;
1129 else
1131 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1132 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1136 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1137 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1139 TRACE("Shader private data couldn't be allocated\n");
1140 goto err_out;
1142 if (FAILED(hr = device->blitter->alloc_private(device)))
1144 TRACE("Blitter private data couldn't be allocated\n");
1145 goto err_out;
1148 /* Setup the implicit swapchain. This also initializes a context. */
1149 TRACE("Creating implicit swapchain\n");
1150 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1151 swapchain_desc, &swapchain);
1152 if (FAILED(hr))
1154 WARN("Failed to create implicit swapchain\n");
1155 goto err_out;
1158 device->swapchain_count = 1;
1159 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1160 if (!device->swapchains)
1162 ERR("Out of memory!\n");
1163 goto err_out;
1165 device->swapchains[0] = swapchain;
1167 if (swapchain->back_buffers && swapchain->back_buffers[0])
1169 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1170 device->fb.render_targets[0] = swapchain->back_buffers[0];
1172 else
1174 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1175 device->fb.render_targets[0] = swapchain->front_buffer;
1177 wined3d_surface_incref(device->fb.render_targets[0]);
1179 /* Depth Stencil support */
1180 device->fb.depth_stencil = device->auto_depth_stencil;
1181 if (device->fb.depth_stencil)
1182 wined3d_surface_incref(device->fb.depth_stencil);
1184 /* Set up some starting GL setup */
1186 /* Setup all the devices defaults */
1187 stateblock_init_default_state(device->stateBlock);
1189 context = context_acquire(device, swapchain->front_buffer);
1191 create_dummy_textures(device, context);
1193 device->contexts[0]->last_was_rhw = 0;
1195 switch (wined3d_settings.offscreen_rendering_mode)
1197 case ORM_FBO:
1198 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1199 break;
1201 case ORM_BACKBUFFER:
1203 if (context_get_current()->aux_buffers > 0)
1205 TRACE("Using auxiliary buffer for offscreen rendering\n");
1206 device->offscreenBuffer = GL_AUX0;
1208 else
1210 TRACE("Using back buffer for offscreen rendering\n");
1211 device->offscreenBuffer = GL_BACK;
1216 TRACE("All defaults now set up, leaving 3D init.\n");
1218 context_release(context);
1220 /* Clear the screen */
1221 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1222 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1223 &black, 1.0f, 0);
1225 device->d3d_initialized = TRUE;
1227 if (wined3d_settings.logo)
1228 device_load_logo(device, wined3d_settings.logo);
1229 return WINED3D_OK;
1231 err_out:
1232 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1233 HeapFree(GetProcessHeap(), 0, device->swapchains);
1234 device->swapchain_count = 0;
1235 if (swapchain)
1236 wined3d_swapchain_decref(swapchain);
1237 if (device->blit_priv)
1238 device->blitter->free_private(device);
1239 if (device->shader_priv)
1240 device->shader_backend->shader_free_private(device);
1242 return hr;
1245 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1246 struct wined3d_swapchain_desc *swapchain_desc)
1248 struct wined3d_swapchain *swapchain = NULL;
1249 HRESULT hr;
1251 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1253 /* Setup the implicit swapchain */
1254 TRACE("Creating implicit swapchain\n");
1255 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1256 swapchain_desc, &swapchain);
1257 if (FAILED(hr))
1259 WARN("Failed to create implicit swapchain\n");
1260 goto err_out;
1263 device->swapchain_count = 1;
1264 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1265 if (!device->swapchains)
1267 ERR("Out of memory!\n");
1268 goto err_out;
1270 device->swapchains[0] = swapchain;
1271 return WINED3D_OK;
1273 err_out:
1274 wined3d_swapchain_decref(swapchain);
1275 return hr;
1278 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1280 struct wined3d_resource *resource, *cursor;
1281 const struct wined3d_gl_info *gl_info;
1282 struct wined3d_context *context;
1283 struct wined3d_surface *surface;
1284 UINT i;
1286 TRACE("device %p.\n", device);
1288 if (!device->d3d_initialized)
1289 return WINED3DERR_INVALIDCALL;
1291 /* Force making the context current again, to verify it is still valid
1292 * (workaround for broken drivers) */
1293 context_set_current(NULL);
1294 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1295 * it was created. Thus make sure a context is active for the glDelete* calls
1297 context = context_acquire(device, NULL);
1298 gl_info = context->gl_info;
1300 if (device->logo_surface)
1301 wined3d_surface_decref(device->logo_surface);
1303 stateblock_unbind_resources(device->stateBlock);
1305 /* Unload resources */
1306 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1308 TRACE("Unloading resource %p.\n", resource);
1310 resource->resource_ops->resource_unload(resource);
1313 /* Delete the mouse cursor texture */
1314 if (device->cursorTexture)
1316 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1317 device->cursorTexture = 0;
1320 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1321 * private data, it might contain opengl pointers
1323 if (device->depth_blt_texture)
1325 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1326 device->depth_blt_texture = 0;
1329 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1330 device->blitter->free_private(device);
1331 device->shader_backend->shader_free_private(device);
1333 /* Release the buffers (with sanity checks)*/
1334 if (device->onscreen_depth_stencil)
1336 surface = device->onscreen_depth_stencil;
1337 device->onscreen_depth_stencil = NULL;
1338 wined3d_surface_decref(surface);
1341 if (device->fb.depth_stencil)
1343 surface = device->fb.depth_stencil;
1345 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1347 device->fb.depth_stencil = NULL;
1348 wined3d_surface_decref(surface);
1351 if (device->auto_depth_stencil)
1353 surface = device->auto_depth_stencil;
1354 device->auto_depth_stencil = NULL;
1355 if (wined3d_surface_decref(surface))
1356 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1359 for (i = 1; i < gl_info->limits.buffers; ++i)
1361 wined3d_device_set_render_target(device, i, NULL, FALSE);
1364 surface = device->fb.render_targets[0];
1365 TRACE("Setting rendertarget 0 to NULL\n");
1366 device->fb.render_targets[0] = NULL;
1367 TRACE("Releasing the render target at %p\n", surface);
1368 wined3d_surface_decref(surface);
1370 context_release(context);
1372 for (i = 0; i < device->swapchain_count; ++i)
1374 TRACE("Releasing the implicit swapchain %u.\n", i);
1375 if (wined3d_swapchain_decref(device->swapchains[i]))
1376 FIXME("Something's still holding the implicit swapchain.\n");
1379 HeapFree(GetProcessHeap(), 0, device->swapchains);
1380 device->swapchains = NULL;
1381 device->swapchain_count = 0;
1383 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1384 device->fb.render_targets = NULL;
1386 device->d3d_initialized = FALSE;
1388 return WINED3D_OK;
1391 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1393 unsigned int i;
1395 for (i = 0; i < device->swapchain_count; ++i)
1397 TRACE("Releasing the implicit swapchain %u.\n", i);
1398 if (wined3d_swapchain_decref(device->swapchains[i]))
1399 FIXME("Something's still holding the implicit swapchain.\n");
1402 HeapFree(GetProcessHeap(), 0, device->swapchains);
1403 device->swapchains = NULL;
1404 device->swapchain_count = 0;
1405 return WINED3D_OK;
1408 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1409 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1410 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1412 * There is no way to deactivate thread safety once it is enabled.
1414 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1416 TRACE("device %p.\n", device);
1418 /* For now just store the flag (needed in case of ddraw). */
1419 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1422 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1424 TRACE("device %p.\n", device);
1426 TRACE("Emulating %d MB, returning %d MB left.\n",
1427 device->adapter->TextureRam / (1024 * 1024),
1428 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1430 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1433 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1434 struct wined3d_buffer *buffer, UINT offset)
1436 struct wined3d_buffer *prev_buffer;
1438 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1440 if (idx >= MAX_STREAM_OUT)
1442 WARN("Invalid stream output %u.\n", idx);
1443 return;
1446 prev_buffer = device->updateStateBlock->state.stream_output[idx].buffer;
1447 device->updateStateBlock->state.stream_output[idx].buffer = buffer;
1448 device->updateStateBlock->state.stream_output[idx].offset = offset;
1450 if (device->isRecordingState)
1452 if (buffer)
1453 wined3d_buffer_incref(buffer);
1454 if (prev_buffer)
1455 wined3d_buffer_decref(prev_buffer);
1456 return;
1459 if (prev_buffer != buffer)
1461 if (buffer)
1463 InterlockedIncrement(&buffer->resource.bind_count);
1464 wined3d_buffer_incref(buffer);
1466 if (prev_buffer)
1468 InterlockedDecrement(&prev_buffer->resource.bind_count);
1469 wined3d_buffer_decref(prev_buffer);
1474 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1475 UINT idx, UINT *offset)
1477 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1479 if (idx >= MAX_STREAM_OUT)
1481 WARN("Invalid stream output %u.\n", idx);
1482 return NULL;
1485 *offset = device->stateBlock->state.stream_output[idx].offset;
1486 return device->stateBlock->state.stream_output[idx].buffer;
1489 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1490 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1492 struct wined3d_stream_state *stream;
1493 struct wined3d_buffer *prev_buffer;
1495 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1496 device, stream_idx, buffer, offset, stride);
1498 if (stream_idx >= MAX_STREAMS)
1500 WARN("Stream index %u out of range.\n", stream_idx);
1501 return WINED3DERR_INVALIDCALL;
1503 else if (offset & 0x3)
1505 WARN("Offset %u is not 4 byte aligned.\n", offset);
1506 return WINED3DERR_INVALIDCALL;
1509 stream = &device->updateStateBlock->state.streams[stream_idx];
1510 prev_buffer = stream->buffer;
1512 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1514 if (prev_buffer == buffer
1515 && stream->stride == stride
1516 && stream->offset == offset)
1518 TRACE("Application is setting the old values over, nothing to do.\n");
1519 return WINED3D_OK;
1522 stream->buffer = buffer;
1523 if (buffer)
1525 stream->stride = stride;
1526 stream->offset = offset;
1529 /* Handle recording of state blocks. */
1530 if (device->isRecordingState)
1532 TRACE("Recording... not performing anything.\n");
1533 if (buffer)
1534 wined3d_buffer_incref(buffer);
1535 if (prev_buffer)
1536 wined3d_buffer_decref(prev_buffer);
1537 return WINED3D_OK;
1540 if (buffer)
1542 InterlockedIncrement(&buffer->resource.bind_count);
1543 wined3d_buffer_incref(buffer);
1545 if (prev_buffer)
1547 InterlockedDecrement(&prev_buffer->resource.bind_count);
1548 wined3d_buffer_decref(prev_buffer);
1551 device_invalidate_state(device, STATE_STREAMSRC);
1553 return WINED3D_OK;
1556 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1557 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1559 struct wined3d_stream_state *stream;
1561 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1562 device, stream_idx, buffer, offset, stride);
1564 if (stream_idx >= MAX_STREAMS)
1566 WARN("Stream index %u out of range.\n", stream_idx);
1567 return WINED3DERR_INVALIDCALL;
1570 stream = &device->stateBlock->state.streams[stream_idx];
1571 *buffer = stream->buffer;
1572 if (*buffer)
1573 wined3d_buffer_incref(*buffer);
1574 if (offset)
1575 *offset = stream->offset;
1576 *stride = stream->stride;
1578 return WINED3D_OK;
1581 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1583 struct wined3d_stream_state *stream;
1584 UINT old_flags, old_freq;
1586 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1588 /* Verify input. At least in d3d9 this is invalid. */
1589 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1591 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1592 return WINED3DERR_INVALIDCALL;
1594 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1596 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1597 return WINED3DERR_INVALIDCALL;
1599 if (!divider)
1601 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1602 return WINED3DERR_INVALIDCALL;
1605 stream = &device->updateStateBlock->state.streams[stream_idx];
1606 old_flags = stream->flags;
1607 old_freq = stream->frequency;
1609 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1610 stream->frequency = divider & 0x7fffff;
1612 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1614 if (stream->frequency != old_freq || stream->flags != old_flags)
1615 device_invalidate_state(device, STATE_STREAMSRC);
1617 return WINED3D_OK;
1620 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1621 UINT stream_idx, UINT *divider)
1623 struct wined3d_stream_state *stream;
1625 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1627 stream = &device->updateStateBlock->state.streams[stream_idx];
1628 *divider = stream->flags | stream->frequency;
1630 TRACE("Returning %#x.\n", *divider);
1632 return WINED3D_OK;
1635 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1636 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1638 TRACE("device %p, state %s, matrix %p.\n",
1639 device, debug_d3dtstype(d3dts), matrix);
1640 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1641 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1642 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1643 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1645 /* Handle recording of state blocks. */
1646 if (device->isRecordingState)
1648 TRACE("Recording... not performing anything.\n");
1649 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1650 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1651 return;
1654 /* If the new matrix is the same as the current one,
1655 * we cut off any further processing. this seems to be a reasonable
1656 * optimization because as was noticed, some apps (warcraft3 for example)
1657 * tend towards setting the same matrix repeatedly for some reason.
1659 * From here on we assume that the new matrix is different, wherever it matters. */
1660 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1662 TRACE("The application is setting the same matrix over again.\n");
1663 return;
1666 device->stateBlock->state.transforms[d3dts] = *matrix;
1668 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1669 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1672 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1673 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1675 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1677 *matrix = device->stateBlock->state.transforms[state];
1680 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1681 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1683 const struct wined3d_matrix *mat;
1684 struct wined3d_matrix temp;
1686 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1688 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1689 * below means it will be recorded in a state block change, but it
1690 * works regardless where it is recorded.
1691 * If this is found to be wrong, change to StateBlock. */
1692 if (state > HIGHEST_TRANSFORMSTATE)
1694 WARN("Unhandled transform state %#x.\n", state);
1695 return;
1698 mat = &device->updateStateBlock->state.transforms[state];
1699 multiply_matrix(&temp, mat, matrix);
1701 /* Apply change via set transform - will reapply to eg. lights this way. */
1702 wined3d_device_set_transform(device, state, &temp);
1705 /* Note lights are real special cases. Although the device caps state only
1706 * e.g. 8 are supported, you can reference any indexes you want as long as
1707 * that number max are enabled at any one point in time. Therefore since the
1708 * indices can be anything, we need a hashmap of them. However, this causes
1709 * stateblock problems. When capturing the state block, I duplicate the
1710 * hashmap, but when recording, just build a chain pretty much of commands to
1711 * be replayed. */
1712 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1713 UINT light_idx, const struct wined3d_light *light)
1715 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1716 struct wined3d_light_info *object = NULL;
1717 struct list *e;
1718 float rho;
1720 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1722 /* Check the parameter range. Need for speed most wanted sets junk lights
1723 * which confuse the GL driver. */
1724 if (!light)
1725 return WINED3DERR_INVALIDCALL;
1727 switch (light->type)
1729 case WINED3D_LIGHT_POINT:
1730 case WINED3D_LIGHT_SPOT:
1731 case WINED3D_LIGHT_PARALLELPOINT:
1732 case WINED3D_LIGHT_GLSPOT:
1733 /* Incorrect attenuation values can cause the gl driver to crash.
1734 * Happens with Need for speed most wanted. */
1735 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1737 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1738 return WINED3DERR_INVALIDCALL;
1740 break;
1742 case WINED3D_LIGHT_DIRECTIONAL:
1743 /* Ignores attenuation */
1744 break;
1746 default:
1747 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1748 return WINED3DERR_INVALIDCALL;
1751 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1753 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1754 if (object->OriginalIndex == light_idx)
1755 break;
1756 object = NULL;
1759 if (!object)
1761 TRACE("Adding new light\n");
1762 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1763 if (!object)
1764 return E_OUTOFMEMORY;
1766 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1767 object->glIndex = -1;
1768 object->OriginalIndex = light_idx;
1771 /* Initialize the object. */
1772 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1773 light_idx, light->type,
1774 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1775 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1776 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1777 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1778 light->direction.x, light->direction.y, light->direction.z);
1779 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1780 light->range, light->falloff, light->theta, light->phi);
1782 /* Update the live definitions if the light is currently assigned a glIndex. */
1783 if (object->glIndex != -1 && !device->isRecordingState)
1785 if (object->OriginalParms.type != light->type)
1786 device_invalidate_state(device, STATE_LIGHT_TYPE);
1787 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1790 /* Save away the information. */
1791 object->OriginalParms = *light;
1793 switch (light->type)
1795 case WINED3D_LIGHT_POINT:
1796 /* Position */
1797 object->lightPosn[0] = light->position.x;
1798 object->lightPosn[1] = light->position.y;
1799 object->lightPosn[2] = light->position.z;
1800 object->lightPosn[3] = 1.0f;
1801 object->cutoff = 180.0f;
1802 /* FIXME: Range */
1803 break;
1805 case WINED3D_LIGHT_DIRECTIONAL:
1806 /* Direction */
1807 object->lightPosn[0] = -light->direction.x;
1808 object->lightPosn[1] = -light->direction.y;
1809 object->lightPosn[2] = -light->direction.z;
1810 object->lightPosn[3] = 0.0f;
1811 object->exponent = 0.0f;
1812 object->cutoff = 180.0f;
1813 break;
1815 case WINED3D_LIGHT_SPOT:
1816 /* Position */
1817 object->lightPosn[0] = light->position.x;
1818 object->lightPosn[1] = light->position.y;
1819 object->lightPosn[2] = light->position.z;
1820 object->lightPosn[3] = 1.0f;
1822 /* Direction */
1823 object->lightDirn[0] = light->direction.x;
1824 object->lightDirn[1] = light->direction.y;
1825 object->lightDirn[2] = light->direction.z;
1826 object->lightDirn[3] = 1.0f;
1828 /* opengl-ish and d3d-ish spot lights use too different models
1829 * for the light "intensity" as a function of the angle towards
1830 * the main light direction, so we only can approximate very
1831 * roughly. However, spot lights are rather rarely used in games
1832 * (if ever used at all). Furthermore if still used, probably
1833 * nobody pays attention to such details. */
1834 if (!light->falloff)
1836 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1837 * equations have the falloff resp. exponent parameter as an
1838 * exponent, so the spot light lighting will always be 1.0 for
1839 * both of them, and we don't have to care for the rest of the
1840 * rather complex calculation. */
1841 object->exponent = 0.0f;
1843 else
1845 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1846 if (rho < 0.0001f)
1847 rho = 0.0001f;
1848 object->exponent = -0.3f / logf(cosf(rho / 2));
1851 if (object->exponent > 128.0f)
1852 object->exponent = 128.0f;
1854 object->cutoff = (float)(light->phi * 90 / M_PI);
1855 /* FIXME: Range */
1856 break;
1858 default:
1859 FIXME("Unrecognized light type %#x.\n", light->type);
1862 return WINED3D_OK;
1865 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1866 UINT light_idx, struct wined3d_light *light)
1868 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1869 struct wined3d_light_info *light_info = NULL;
1870 struct list *e;
1872 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1874 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1876 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1877 if (light_info->OriginalIndex == light_idx)
1878 break;
1879 light_info = NULL;
1882 if (!light_info)
1884 TRACE("Light information requested but light not defined\n");
1885 return WINED3DERR_INVALIDCALL;
1888 *light = light_info->OriginalParms;
1889 return WINED3D_OK;
1892 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1894 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1895 struct wined3d_light_info *light_info = NULL;
1896 struct list *e;
1898 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1900 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1902 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1903 if (light_info->OriginalIndex == light_idx)
1904 break;
1905 light_info = NULL;
1907 TRACE("Found light %p.\n", light_info);
1909 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1910 if (!light_info)
1912 TRACE("Light enabled requested but light not defined, so defining one!\n");
1913 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1915 /* Search for it again! Should be fairly quick as near head of list. */
1916 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1918 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1919 if (light_info->OriginalIndex == light_idx)
1920 break;
1921 light_info = NULL;
1923 if (!light_info)
1925 FIXME("Adding default lights has failed dismally\n");
1926 return WINED3DERR_INVALIDCALL;
1930 if (!enable)
1932 if (light_info->glIndex != -1)
1934 if (!device->isRecordingState)
1936 device_invalidate_state(device, STATE_LIGHT_TYPE);
1937 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
1940 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
1941 light_info->glIndex = -1;
1943 else
1945 TRACE("Light already disabled, nothing to do\n");
1947 light_info->enabled = FALSE;
1949 else
1951 light_info->enabled = TRUE;
1952 if (light_info->glIndex != -1)
1954 TRACE("Nothing to do as light was enabled\n");
1956 else
1958 unsigned int i;
1959 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1960 /* Find a free GL light. */
1961 for (i = 0; i < gl_info->limits.lights; ++i)
1963 if (!device->updateStateBlock->state.lights[i])
1965 device->updateStateBlock->state.lights[i] = light_info;
1966 light_info->glIndex = i;
1967 break;
1970 if (light_info->glIndex == -1)
1972 /* Our tests show that Windows returns D3D_OK in this situation, even with
1973 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1974 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1975 * as well for those lights.
1977 * TODO: Test how this affects rendering. */
1978 WARN("Too many concurrently active lights\n");
1979 return WINED3D_OK;
1982 /* i == light_info->glIndex */
1983 if (!device->isRecordingState)
1985 device_invalidate_state(device, STATE_LIGHT_TYPE);
1986 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
1991 return WINED3D_OK;
1994 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1996 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1997 struct wined3d_light_info *light_info = NULL;
1998 struct list *e;
2000 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2002 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2004 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2005 if (light_info->OriginalIndex == light_idx)
2006 break;
2007 light_info = NULL;
2010 if (!light_info)
2012 TRACE("Light enabled state requested but light not defined.\n");
2013 return WINED3DERR_INVALIDCALL;
2015 /* true is 128 according to SetLightEnable */
2016 *enable = light_info->enabled ? 128 : 0;
2017 return WINED3D_OK;
2020 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2021 UINT plane_idx, const struct wined3d_vec4 *plane)
2023 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2025 /* Validate plane_idx. */
2026 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2028 TRACE("Application has requested clipplane this device doesn't support.\n");
2029 return WINED3DERR_INVALIDCALL;
2032 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2034 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2036 TRACE("Application is setting old values over, nothing to do.\n");
2037 return WINED3D_OK;
2040 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2042 /* Handle recording of state blocks. */
2043 if (device->isRecordingState)
2045 TRACE("Recording... not performing anything.\n");
2046 return WINED3D_OK;
2049 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2051 return WINED3D_OK;
2054 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2055 UINT plane_idx, struct wined3d_vec4 *plane)
2057 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2059 /* Validate plane_idx. */
2060 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2062 TRACE("Application has requested clipplane this device doesn't support.\n");
2063 return WINED3DERR_INVALIDCALL;
2066 *plane = device->stateBlock->state.clip_planes[plane_idx];
2068 return WINED3D_OK;
2071 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2072 const struct wined3d_clip_status *clip_status)
2074 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2076 if (!clip_status)
2077 return WINED3DERR_INVALIDCALL;
2079 return WINED3D_OK;
2082 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2083 struct wined3d_clip_status *clip_status)
2085 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2087 if (!clip_status)
2088 return WINED3DERR_INVALIDCALL;
2090 return WINED3D_OK;
2093 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2095 TRACE("device %p, material %p.\n", device, material);
2097 device->updateStateBlock->changed.material = TRUE;
2098 device->updateStateBlock->state.material = *material;
2100 /* Handle recording of state blocks */
2101 if (device->isRecordingState)
2103 TRACE("Recording... not performing anything.\n");
2104 return;
2107 device_invalidate_state(device, STATE_MATERIAL);
2110 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2112 TRACE("device %p, material %p.\n", device, material);
2114 *material = device->updateStateBlock->state.material;
2116 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2117 material->diffuse.r, material->diffuse.g,
2118 material->diffuse.b, material->diffuse.a);
2119 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2120 material->ambient.r, material->ambient.g,
2121 material->ambient.b, material->ambient.a);
2122 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2123 material->specular.r, material->specular.g,
2124 material->specular.b, material->specular.a);
2125 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2126 material->emissive.r, material->emissive.g,
2127 material->emissive.b, material->emissive.a);
2128 TRACE("power %.8e.\n", material->power);
2131 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2132 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2134 struct wined3d_buffer *prev_buffer;
2136 TRACE("device %p, buffer %p, format %s.\n",
2137 device, buffer, debug_d3dformat(format_id));
2139 prev_buffer = device->updateStateBlock->state.index_buffer;
2141 device->updateStateBlock->changed.indices = TRUE;
2142 device->updateStateBlock->state.index_buffer = buffer;
2143 device->updateStateBlock->state.index_format = format_id;
2145 /* Handle recording of state blocks. */
2146 if (device->isRecordingState)
2148 TRACE("Recording... not performing anything.\n");
2149 if (buffer)
2150 wined3d_buffer_incref(buffer);
2151 if (prev_buffer)
2152 wined3d_buffer_decref(prev_buffer);
2153 return;
2156 if (prev_buffer != buffer)
2158 device_invalidate_state(device, STATE_INDEXBUFFER);
2159 if (buffer)
2161 InterlockedIncrement(&buffer->resource.bind_count);
2162 wined3d_buffer_incref(buffer);
2164 if (prev_buffer)
2166 InterlockedDecrement(&prev_buffer->resource.bind_count);
2167 wined3d_buffer_decref(prev_buffer);
2172 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
2173 enum wined3d_format_id *format)
2175 TRACE("device %p, format %p.\n", device, format);
2177 *format = device->stateBlock->state.index_format;
2178 return device->stateBlock->state.index_buffer;
2181 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2183 TRACE("device %p, base_index %d.\n", device, base_index);
2185 device->updateStateBlock->state.base_vertex_index = base_index;
2188 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2190 TRACE("device %p.\n", device);
2192 return device->stateBlock->state.base_vertex_index;
2195 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2197 TRACE("device %p, viewport %p.\n", device, viewport);
2198 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2199 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2201 device->updateStateBlock->changed.viewport = TRUE;
2202 device->updateStateBlock->state.viewport = *viewport;
2204 /* Handle recording of state blocks */
2205 if (device->isRecordingState)
2207 TRACE("Recording... not performing anything\n");
2208 return;
2211 device_invalidate_state(device, STATE_VIEWPORT);
2214 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2216 TRACE("device %p, viewport %p.\n", device, viewport);
2218 *viewport = device->stateBlock->state.viewport;
2221 static void resolve_depth_buffer(struct wined3d_state *state)
2223 struct wined3d_texture *texture = state->textures[0];
2224 struct wined3d_surface *depth_stencil, *surface;
2226 if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE
2227 || !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
2228 return;
2229 surface = surface_from_resource(texture->sub_resources[0]);
2230 depth_stencil = state->fb->depth_stencil;
2231 if (!depth_stencil)
2232 return;
2234 wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
2237 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2238 enum wined3d_render_state state, DWORD value)
2240 DWORD old_value = device->stateBlock->state.render_states[state];
2242 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2244 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2245 device->updateStateBlock->state.render_states[state] = value;
2247 /* Handle recording of state blocks. */
2248 if (device->isRecordingState)
2250 TRACE("Recording... not performing anything.\n");
2251 return;
2254 /* Compared here and not before the assignment to allow proper stateblock recording. */
2255 if (value == old_value)
2256 TRACE("Application is setting the old value over, nothing to do.\n");
2257 else
2258 device_invalidate_state(device, STATE_RENDER(state));
2260 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2262 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2263 resolve_depth_buffer(&device->stateBlock->state);
2267 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2269 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2271 return device->stateBlock->state.render_states[state];
2274 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2275 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2277 DWORD old_value;
2279 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2280 device, sampler_idx, debug_d3dsamplerstate(state), value);
2282 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2283 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2285 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2286 / sizeof(*device->stateBlock->state.sampler_states))
2288 WARN("Invalid sampler %u.\n", sampler_idx);
2289 return; /* Windows accepts overflowing this array ... we do not. */
2292 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2293 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2294 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2296 /* Handle recording of state blocks. */
2297 if (device->isRecordingState)
2299 TRACE("Recording... not performing anything.\n");
2300 return;
2303 if (old_value == value)
2305 TRACE("Application is setting the old value over, nothing to do.\n");
2306 return;
2309 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2312 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2313 UINT sampler_idx, enum wined3d_sampler_state state)
2315 TRACE("device %p, sampler_idx %u, state %s.\n",
2316 device, sampler_idx, debug_d3dsamplerstate(state));
2318 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2319 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2321 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2322 / sizeof(*device->stateBlock->state.sampler_states))
2324 WARN("Invalid sampler %u.\n", sampler_idx);
2325 return 0; /* Windows accepts overflowing this array ... we do not. */
2328 return device->stateBlock->state.sampler_states[sampler_idx][state];
2331 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2333 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2335 device->updateStateBlock->changed.scissorRect = TRUE;
2336 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2338 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2339 return;
2341 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2343 if (device->isRecordingState)
2345 TRACE("Recording... not performing anything.\n");
2346 return;
2349 device_invalidate_state(device, STATE_SCISSORRECT);
2352 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2354 TRACE("device %p, rect %p.\n", device, rect);
2356 *rect = device->updateStateBlock->state.scissor_rect;
2357 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2360 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2361 struct wined3d_vertex_declaration *declaration)
2363 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2365 TRACE("device %p, declaration %p.\n", device, declaration);
2367 if (declaration)
2368 wined3d_vertex_declaration_incref(declaration);
2369 if (prev)
2370 wined3d_vertex_declaration_decref(prev);
2372 device->updateStateBlock->state.vertex_declaration = declaration;
2373 device->updateStateBlock->changed.vertexDecl = TRUE;
2375 if (device->isRecordingState)
2377 TRACE("Recording... not performing anything.\n");
2378 return;
2381 if (declaration == prev)
2383 /* Checked after the assignment to allow proper stateblock recording. */
2384 TRACE("Application is setting the old declaration over, nothing to do.\n");
2385 return;
2388 device_invalidate_state(device, STATE_VDECL);
2391 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2393 TRACE("device %p.\n", device);
2395 return device->stateBlock->state.vertex_declaration;
2398 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2400 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2402 TRACE("device %p, shader %p.\n", device, shader);
2404 if (shader)
2405 wined3d_shader_incref(shader);
2406 if (prev)
2407 wined3d_shader_decref(prev);
2409 device->updateStateBlock->state.vertex_shader = shader;
2410 device->updateStateBlock->changed.vertexShader = TRUE;
2412 if (device->isRecordingState)
2414 TRACE("Recording... not performing anything.\n");
2415 return;
2418 if (shader == prev)
2420 TRACE("Application is setting the old shader over, nothing to do.\n");
2421 return;
2424 device_invalidate_state(device, STATE_VSHADER);
2427 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2429 TRACE("device %p.\n", device);
2431 return device->stateBlock->state.vertex_shader;
2434 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2436 struct wined3d_buffer *prev;
2438 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2440 if (idx >= MAX_CONSTANT_BUFFERS)
2442 WARN("Invalid constant buffer index %u.\n", idx);
2443 return;
2446 prev = device->updateStateBlock->state.vs_cb[idx];
2447 device->updateStateBlock->state.vs_cb[idx] = buffer;
2449 if (device->isRecordingState)
2451 if (buffer)
2452 wined3d_buffer_incref(buffer);
2453 if (prev)
2454 wined3d_buffer_decref(prev);
2455 return;
2458 if (prev != buffer)
2460 if (buffer)
2462 InterlockedIncrement(&buffer->resource.bind_count);
2463 wined3d_buffer_incref(buffer);
2465 if (prev)
2467 InterlockedDecrement(&prev->resource.bind_count);
2468 wined3d_buffer_decref(prev);
2473 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2475 TRACE("device %p, idx %u.\n", device, idx);
2477 if (idx >= MAX_CONSTANT_BUFFERS)
2479 WARN("Invalid constant buffer index %u.\n", idx);
2480 return NULL;
2483 return device->stateBlock->state.vs_cb[idx];
2486 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2488 struct wined3d_sampler *prev;
2490 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2492 if (idx >= MAX_SAMPLER_OBJECTS)
2494 WARN("Invalid sampler index %u.\n", idx);
2495 return;
2498 prev = device->updateStateBlock->state.vs_sampler[idx];
2499 device->updateStateBlock->state.vs_sampler[idx] = sampler;
2501 if (sampler)
2502 wined3d_sampler_incref(sampler);
2503 if (prev)
2504 wined3d_sampler_decref(prev);
2507 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2509 TRACE("device %p, idx %u.\n", device, idx);
2511 if (idx >= MAX_SAMPLER_OBJECTS)
2513 WARN("Invalid sampler index %u.\n", idx);
2514 return NULL;
2517 return device->stateBlock->state.vs_sampler[idx];
2520 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2521 UINT start_register, const BOOL *constants, UINT bool_count)
2523 UINT count = min(bool_count, MAX_CONST_B - start_register);
2524 UINT i;
2526 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2527 device, start_register, constants, bool_count);
2529 if (!constants || start_register >= MAX_CONST_B)
2530 return WINED3DERR_INVALIDCALL;
2532 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2533 for (i = 0; i < count; ++i)
2534 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2536 for (i = start_register; i < count + start_register; ++i)
2537 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2539 if (!device->isRecordingState)
2540 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2542 return WINED3D_OK;
2545 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2546 UINT start_register, BOOL *constants, UINT bool_count)
2548 UINT count = min(bool_count, MAX_CONST_B - start_register);
2550 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2551 device, start_register, constants, bool_count);
2553 if (!constants || start_register >= MAX_CONST_B)
2554 return WINED3DERR_INVALIDCALL;
2556 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2558 return WINED3D_OK;
2561 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2562 UINT start_register, const int *constants, UINT vector4i_count)
2564 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2565 UINT i;
2567 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2568 device, start_register, constants, vector4i_count);
2570 if (!constants || start_register >= MAX_CONST_I)
2571 return WINED3DERR_INVALIDCALL;
2573 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2574 for (i = 0; i < count; ++i)
2575 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2576 constants[i * 4], constants[i * 4 + 1],
2577 constants[i * 4 + 2], constants[i * 4 + 3]);
2579 for (i = start_register; i < count + start_register; ++i)
2580 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2582 if (!device->isRecordingState)
2583 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2585 return WINED3D_OK;
2588 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2589 UINT start_register, int *constants, UINT vector4i_count)
2591 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2593 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2594 device, start_register, constants, vector4i_count);
2596 if (!constants || start_register >= MAX_CONST_I)
2597 return WINED3DERR_INVALIDCALL;
2599 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2600 return WINED3D_OK;
2603 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2604 UINT start_register, const float *constants, UINT vector4f_count)
2606 UINT i;
2607 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2609 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2610 device, start_register, constants, vector4f_count);
2612 /* Specifically test start_register > limit to catch MAX_UINT overflows
2613 * when adding start_register + vector4f_count. */
2614 if (!constants
2615 || start_register + vector4f_count > d3d_info->limits.vs_uniform_count
2616 || start_register > d3d_info->limits.vs_uniform_count)
2617 return WINED3DERR_INVALIDCALL;
2619 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2620 constants, vector4f_count * sizeof(float) * 4);
2621 if (TRACE_ON(d3d))
2623 for (i = 0; i < vector4f_count; ++i)
2624 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2625 constants[i * 4], constants[i * 4 + 1],
2626 constants[i * 4 + 2], constants[i * 4 + 3]);
2629 if (!device->isRecordingState)
2631 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2632 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2635 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2636 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2638 return WINED3D_OK;
2641 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2642 UINT start_register, float *constants, UINT vector4f_count)
2644 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2645 int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register);
2647 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2648 device, start_register, constants, vector4f_count);
2650 if (!constants || count < 0)
2651 return WINED3DERR_INVALIDCALL;
2653 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2655 return WINED3D_OK;
2658 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2660 DWORD i;
2662 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2664 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2668 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2670 DWORD i = device->rev_tex_unit_map[unit];
2671 DWORD j = device->texUnitMap[stage];
2673 device->texUnitMap[stage] = unit;
2674 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2675 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2677 device->rev_tex_unit_map[unit] = stage;
2678 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2679 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2682 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2684 UINT i;
2686 device->fixed_function_usage_map = 0;
2687 for (i = 0; i < MAX_TEXTURES; ++i)
2689 const struct wined3d_state *state = &device->stateBlock->state;
2690 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2691 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2692 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2693 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2694 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2695 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2696 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2697 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2699 /* Not used, and disable higher stages. */
2700 if (color_op == WINED3D_TOP_DISABLE)
2701 break;
2703 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2704 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2705 || ((color_arg3 == WINED3DTA_TEXTURE)
2706 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2707 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2708 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2709 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2710 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2711 device->fixed_function_usage_map |= (1 << i);
2713 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2714 && i < MAX_TEXTURES - 1)
2715 device->fixed_function_usage_map |= (1 << (i + 1));
2719 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_d3d_info *d3d_info)
2721 unsigned int i, tex;
2722 WORD ffu_map;
2724 device_update_fixed_function_usage_map(device);
2725 ffu_map = device->fixed_function_usage_map;
2727 if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages
2728 || device->stateBlock->state.lowest_disabled_stage <= d3d_info->limits.ffp_textures)
2730 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2732 if (!(ffu_map & 1)) continue;
2734 if (device->texUnitMap[i] != i)
2736 device_map_stage(device, i, i);
2737 device_invalidate_state(device, STATE_SAMPLER(i));
2738 device_invalidate_texture_stage(device, i);
2741 return;
2744 /* Now work out the mapping */
2745 tex = 0;
2746 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2748 if (!(ffu_map & 1)) continue;
2750 if (device->texUnitMap[i] != tex)
2752 device_map_stage(device, i, tex);
2753 device_invalidate_state(device, STATE_SAMPLER(i));
2754 device_invalidate_texture_stage(device, i);
2757 ++tex;
2761 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_d3d_info *d3d_info)
2763 const enum wined3d_sampler_texture_type *sampler_type =
2764 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2765 unsigned int i;
2767 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2769 if (sampler_type[i] && device->texUnitMap[i] != i)
2771 device_map_stage(device, i, i);
2772 device_invalidate_state(device, STATE_SAMPLER(i));
2773 if (i < d3d_info->limits.ffp_blend_stages)
2774 device_invalidate_texture_stage(device, i);
2779 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2780 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2781 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2783 DWORD current_mapping = device->rev_tex_unit_map[unit];
2785 /* Not currently used */
2786 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2788 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2789 /* Used by a fragment sampler */
2791 if (!pshader_sampler_tokens) {
2792 /* No pixel shader, check fixed function */
2793 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2796 /* Pixel shader, check the shader's sampler map */
2797 return !pshader_sampler_tokens[current_mapping];
2800 /* Used by a vertex sampler */
2801 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2804 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2806 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2807 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2808 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2809 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2810 int i;
2812 if (ps)
2814 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2815 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2816 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2819 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2820 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2821 if (vshader_sampler_type[i])
2823 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2825 /* Already mapped somewhere */
2826 continue;
2829 while (start >= 0)
2831 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2833 device_map_stage(device, vsampler_idx, start);
2834 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2836 --start;
2837 break;
2840 --start;
2846 void device_update_tex_unit_map(struct wined3d_device *device)
2848 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2849 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2850 const struct wined3d_state *state = &device->stateBlock->state;
2851 BOOL vs = use_vs(state);
2852 BOOL ps = use_ps(state);
2854 * Rules are:
2855 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2856 * that would be really messy and require shader recompilation
2857 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2858 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2860 if (ps)
2861 device_map_psamplers(device, d3d_info);
2862 else
2863 device_map_fixed_function_samplers(device, d3d_info);
2865 if (vs)
2866 device_map_vsamplers(device, ps, gl_info);
2869 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2871 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2873 TRACE("device %p, shader %p.\n", device, shader);
2875 if (shader)
2876 wined3d_shader_incref(shader);
2877 if (prev)
2878 wined3d_shader_decref(prev);
2880 device->updateStateBlock->state.pixel_shader = shader;
2881 device->updateStateBlock->changed.pixelShader = TRUE;
2883 if (device->isRecordingState)
2885 TRACE("Recording... not performing anything.\n");
2886 return;
2889 if (shader == prev)
2891 TRACE("Application is setting the old shader over, nothing to do.\n");
2892 return;
2895 device_invalidate_state(device, STATE_PIXELSHADER);
2898 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2900 TRACE("device %p.\n", device);
2902 return device->stateBlock->state.pixel_shader;
2905 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2907 struct wined3d_buffer *prev;
2909 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2911 if (idx >= MAX_CONSTANT_BUFFERS)
2913 WARN("Invalid constant buffer index %u.\n", idx);
2914 return;
2917 prev = device->updateStateBlock->state.ps_cb[idx];
2918 device->updateStateBlock->state.ps_cb[idx] = buffer;
2920 if (device->isRecordingState)
2922 if (buffer)
2923 wined3d_buffer_incref(buffer);
2924 if (prev)
2925 wined3d_buffer_decref(prev);
2926 return;
2929 if (prev != buffer)
2931 if (buffer)
2933 InterlockedIncrement(&buffer->resource.bind_count);
2934 wined3d_buffer_incref(buffer);
2936 if (prev)
2938 InterlockedDecrement(&prev->resource.bind_count);
2939 wined3d_buffer_decref(prev);
2944 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2946 TRACE("device %p, idx %u.\n", device, idx);
2948 if (idx >= MAX_CONSTANT_BUFFERS)
2950 WARN("Invalid constant buffer index %u.\n", idx);
2951 return NULL;
2954 return device->stateBlock->state.ps_cb[idx];
2957 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2959 struct wined3d_sampler *prev;
2961 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2963 if (idx >= MAX_SAMPLER_OBJECTS)
2965 WARN("Invalid sampler index %u.\n", idx);
2966 return;
2969 prev = device->updateStateBlock->state.ps_sampler[idx];
2970 device->updateStateBlock->state.ps_sampler[idx] = sampler;
2972 if (sampler)
2973 wined3d_sampler_incref(sampler);
2974 if (prev)
2975 wined3d_sampler_decref(prev);
2978 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2980 TRACE("device %p, idx %u.\n", device, idx);
2982 if (idx >= MAX_SAMPLER_OBJECTS)
2984 WARN("Invalid sampler index %u.\n", idx);
2985 return NULL;
2988 return device->stateBlock->state.ps_sampler[idx];
2991 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2992 UINT start_register, const BOOL *constants, UINT bool_count)
2994 UINT count = min(bool_count, MAX_CONST_B - start_register);
2995 UINT i;
2997 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2998 device, start_register, constants, bool_count);
3000 if (!constants || start_register >= MAX_CONST_B)
3001 return WINED3DERR_INVALIDCALL;
3003 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3004 for (i = 0; i < count; ++i)
3005 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3007 for (i = start_register; i < count + start_register; ++i)
3008 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3010 if (!device->isRecordingState)
3011 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3013 return WINED3D_OK;
3016 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3017 UINT start_register, BOOL *constants, UINT bool_count)
3019 UINT count = min(bool_count, MAX_CONST_B - start_register);
3021 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3022 device, start_register, constants, bool_count);
3024 if (!constants || start_register >= MAX_CONST_B)
3025 return WINED3DERR_INVALIDCALL;
3027 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3029 return WINED3D_OK;
3032 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3033 UINT start_register, const int *constants, UINT vector4i_count)
3035 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3036 UINT i;
3038 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3039 device, start_register, constants, vector4i_count);
3041 if (!constants || start_register >= MAX_CONST_I)
3042 return WINED3DERR_INVALIDCALL;
3044 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3045 for (i = 0; i < count; ++i)
3046 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3047 constants[i * 4], constants[i * 4 + 1],
3048 constants[i * 4 + 2], constants[i * 4 + 3]);
3050 for (i = start_register; i < count + start_register; ++i)
3051 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3053 if (!device->isRecordingState)
3054 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3056 return WINED3D_OK;
3059 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3060 UINT start_register, int *constants, UINT vector4i_count)
3062 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3064 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3065 device, start_register, constants, vector4i_count);
3067 if (!constants || start_register >= MAX_CONST_I)
3068 return WINED3DERR_INVALIDCALL;
3070 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3072 return WINED3D_OK;
3075 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3076 UINT start_register, const float *constants, UINT vector4f_count)
3078 UINT i;
3079 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3081 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3082 device, start_register, constants, vector4f_count);
3084 /* Specifically test start_register > limit to catch MAX_UINT overflows
3085 * when adding start_register + vector4f_count. */
3086 if (!constants
3087 || start_register + vector4f_count > d3d_info->limits.ps_uniform_count
3088 || start_register > d3d_info->limits.ps_uniform_count)
3089 return WINED3DERR_INVALIDCALL;
3091 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3092 constants, vector4f_count * sizeof(float) * 4);
3093 if (TRACE_ON(d3d))
3095 for (i = 0; i < vector4f_count; ++i)
3096 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3097 constants[i * 4], constants[i * 4 + 1],
3098 constants[i * 4 + 2], constants[i * 4 + 3]);
3101 if (!device->isRecordingState)
3103 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3104 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3107 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3108 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3110 return WINED3D_OK;
3113 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3114 UINT start_register, float *constants, UINT vector4f_count)
3116 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3117 int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register);
3119 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3120 device, start_register, constants, vector4f_count);
3122 if (!constants || count < 0)
3123 return WINED3DERR_INVALIDCALL;
3125 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3127 return WINED3D_OK;
3130 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3132 struct wined3d_shader *prev = device->updateStateBlock->state.geometry_shader;
3134 TRACE("device %p, shader %p.\n", device, shader);
3136 if (shader)
3137 wined3d_shader_incref(shader);
3138 if (prev)
3139 wined3d_shader_decref(prev);
3141 device->updateStateBlock->state.geometry_shader = shader;
3143 if (device->isRecordingState || shader == prev)
3144 return;
3146 device_invalidate_state(device, STATE_GEOMETRY_SHADER);
3149 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
3151 TRACE("device %p.\n", device);
3153 return device->stateBlock->state.geometry_shader;
3156 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
3158 struct wined3d_buffer *prev;
3160 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
3162 if (idx >= MAX_CONSTANT_BUFFERS)
3164 WARN("Invalid constant buffer index %u.\n", idx);
3165 return;
3168 prev = device->updateStateBlock->state.gs_cb[idx];
3169 device->updateStateBlock->state.gs_cb[idx] = buffer;
3171 if (device->isRecordingState)
3173 if (buffer)
3174 wined3d_buffer_incref(buffer);
3175 if (prev)
3176 wined3d_buffer_decref(prev);
3177 return;
3180 if (prev != buffer)
3182 if (buffer)
3184 InterlockedIncrement(&buffer->resource.bind_count);
3185 wined3d_buffer_incref(buffer);
3187 if (prev)
3189 InterlockedDecrement(&prev->resource.bind_count);
3190 wined3d_buffer_decref(prev);
3195 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
3197 TRACE("device %p, idx %u.\n", device, idx);
3199 if (idx >= MAX_CONSTANT_BUFFERS)
3201 WARN("Invalid constant buffer index %u.\n", idx);
3202 return NULL;
3205 return device->stateBlock->state.gs_cb[idx];
3208 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
3210 struct wined3d_sampler *prev;
3212 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
3214 if (idx >= MAX_SAMPLER_OBJECTS)
3216 WARN("Invalid sampler index %u.\n", idx);
3217 return;
3220 prev = device->updateStateBlock->state.gs_sampler[idx];
3221 device->updateStateBlock->state.gs_sampler[idx] = sampler;
3223 if (sampler)
3224 wined3d_sampler_incref(sampler);
3225 if (prev)
3226 wined3d_sampler_decref(prev);
3229 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
3231 TRACE("device %p, idx %u.\n", device, idx);
3233 if (idx >= MAX_SAMPLER_OBJECTS)
3235 WARN("Invalid sampler index %u.\n", idx);
3236 return NULL;
3239 return device->stateBlock->state.gs_sampler[idx];
3242 /* Context activation is done by the caller. */
3243 /* Do not call while under the GL lock. */
3244 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3245 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3246 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3247 DWORD DestFVF)
3249 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3250 struct wined3d_viewport vp;
3251 UINT vertex_size;
3252 unsigned int i;
3253 BYTE *dest_ptr;
3254 BOOL doClip;
3255 DWORD numTextures;
3256 HRESULT hr;
3258 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3260 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3263 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3265 ERR("Source has no position mask\n");
3266 return WINED3DERR_INVALIDCALL;
3269 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3271 static BOOL warned = FALSE;
3273 * The clipping code is not quite correct. Some things need
3274 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3275 * so disable clipping for now.
3276 * (The graphics in Half-Life are broken, and my processvertices
3277 * test crashes with IDirect3DDevice3)
3278 doClip = TRUE;
3280 doClip = FALSE;
3281 if(!warned) {
3282 warned = TRUE;
3283 FIXME("Clipping is broken and disabled for now\n");
3286 else
3287 doClip = FALSE;
3289 vertex_size = get_flexible_vertex_size(DestFVF);
3290 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3292 WARN("Failed to map buffer, hr %#x.\n", hr);
3293 return hr;
3296 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3297 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3298 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3300 TRACE("View mat:\n");
3301 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);
3302 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);
3303 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);
3304 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);
3306 TRACE("Proj mat:\n");
3307 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);
3308 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);
3309 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);
3310 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);
3312 TRACE("World mat:\n");
3313 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);
3314 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);
3315 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);
3316 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);
3318 /* Get the viewport */
3319 wined3d_device_get_viewport(device, &vp);
3320 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3321 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3323 multiply_matrix(&mat,&view_mat,&world_mat);
3324 multiply_matrix(&mat,&proj_mat,&mat);
3326 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3328 for (i = 0; i < dwCount; i+= 1) {
3329 unsigned int tex_index;
3331 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3332 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3333 /* The position first */
3334 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3335 const float *p = (const float *)(element->data.addr + i * element->stride);
3336 float x, y, z, rhw;
3337 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3339 /* Multiplication with world, view and projection matrix */
3340 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3341 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3342 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3343 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3345 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3347 /* WARNING: The following things are taken from d3d7 and were not yet checked
3348 * against d3d8 or d3d9!
3351 /* Clipping conditions: From msdn
3353 * A vertex is clipped if it does not match the following requirements
3354 * -rhw < x <= rhw
3355 * -rhw < y <= rhw
3356 * 0 < z <= rhw
3357 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3359 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3360 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3364 if( !doClip ||
3365 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3366 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3367 ( rhw > eps ) ) ) {
3369 /* "Normal" viewport transformation (not clipped)
3370 * 1) The values are divided by rhw
3371 * 2) The y axis is negative, so multiply it with -1
3372 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3373 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3374 * 4) Multiply x with Width/2 and add Width/2
3375 * 5) The same for the height
3376 * 6) Add the viewpoint X and Y to the 2D coordinates and
3377 * The minimum Z value to z
3378 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3380 * Well, basically it's simply a linear transformation into viewport
3381 * coordinates
3384 x /= rhw;
3385 y /= rhw;
3386 z /= rhw;
3388 y *= -1;
3390 x *= vp.width / 2;
3391 y *= vp.height / 2;
3392 z *= vp.max_z - vp.min_z;
3394 x += vp.width / 2 + vp.x;
3395 y += vp.height / 2 + vp.y;
3396 z += vp.min_z;
3398 rhw = 1 / rhw;
3399 } else {
3400 /* That vertex got clipped
3401 * Contrary to OpenGL it is not dropped completely, it just
3402 * undergoes a different calculation.
3404 TRACE("Vertex got clipped\n");
3405 x += rhw;
3406 y += rhw;
3408 x /= 2;
3409 y /= 2;
3411 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3412 * outside of the main vertex buffer memory. That needs some more
3413 * investigation...
3417 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3420 ( (float *) dest_ptr)[0] = x;
3421 ( (float *) dest_ptr)[1] = y;
3422 ( (float *) dest_ptr)[2] = z;
3423 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3425 dest_ptr += 3 * sizeof(float);
3427 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3428 dest_ptr += sizeof(float);
3431 if (DestFVF & WINED3DFVF_PSIZE)
3432 dest_ptr += sizeof(DWORD);
3434 if (DestFVF & WINED3DFVF_NORMAL)
3436 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3437 const float *normal = (const float *)(element->data.addr + i * element->stride);
3438 /* AFAIK this should go into the lighting information */
3439 FIXME("Didn't expect the destination to have a normal\n");
3440 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3443 if (DestFVF & WINED3DFVF_DIFFUSE)
3445 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3446 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3447 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3449 static BOOL warned = FALSE;
3451 if(!warned) {
3452 ERR("No diffuse color in source, but destination has one\n");
3453 warned = TRUE;
3456 *( (DWORD *) dest_ptr) = 0xffffffff;
3457 dest_ptr += sizeof(DWORD);
3459 else
3461 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3465 if (DestFVF & WINED3DFVF_SPECULAR)
3467 /* What's the color value in the feedback buffer? */
3468 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3469 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3470 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3472 static BOOL warned = FALSE;
3474 if(!warned) {
3475 ERR("No specular color in source, but destination has one\n");
3476 warned = TRUE;
3479 *(DWORD *)dest_ptr = 0xff000000;
3480 dest_ptr += sizeof(DWORD);
3482 else
3484 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3488 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3490 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3491 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3492 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3494 ERR("No source texture, but destination requests one\n");
3495 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3497 else
3499 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3504 wined3d_buffer_unmap(dest);
3506 return WINED3D_OK;
3508 #undef copy_and_next
3510 /* Do not call while under the GL lock. */
3511 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3512 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3513 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3515 struct wined3d_state *state = &device->stateBlock->state;
3516 struct wined3d_stream_info stream_info;
3517 const struct wined3d_gl_info *gl_info;
3518 struct wined3d_context *context;
3519 struct wined3d_shader *vs;
3520 unsigned int i;
3521 HRESULT hr;
3523 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3524 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3525 device, src_start_idx, dst_idx, vertex_count,
3526 dst_buffer, declaration, flags, dst_fvf);
3528 if (declaration)
3529 FIXME("Output vertex declaration not implemented yet.\n");
3531 /* Need any context to write to the vbo. */
3532 context = context_acquire(device, NULL);
3533 gl_info = context->gl_info;
3535 vs = state->vertex_shader;
3536 state->vertex_shader = NULL;
3537 device_stream_info_from_declaration(device, &stream_info);
3538 state->vertex_shader = vs;
3540 /* We can't convert FROM a VBO, and vertex buffers used to source into
3541 * process_vertices() are unlikely to ever be used for drawing. Release
3542 * VBOs in those buffers and fix up the stream_info structure.
3544 * Also apply the start index. */
3545 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3547 struct wined3d_stream_info_element *e;
3549 if (!(stream_info.use_map & (1 << i)))
3550 continue;
3552 e = &stream_info.elements[i];
3553 if (e->data.buffer_object)
3555 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3556 e->data.buffer_object = 0;
3557 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3558 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3559 vb->buffer_object = 0;
3561 if (e->data.addr)
3562 e->data.addr += e->stride * src_start_idx;
3565 hr = process_vertices_strided(device, dst_idx, vertex_count,
3566 &stream_info, dst_buffer, flags, dst_fvf);
3568 context_release(context);
3570 return hr;
3573 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3574 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3576 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3577 DWORD old_value;
3579 TRACE("device %p, stage %u, state %s, value %#x.\n",
3580 device, stage, debug_d3dtexturestate(state), value);
3582 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3584 WARN("Invalid state %#x passed.\n", state);
3585 return;
3588 if (stage >= d3d_info->limits.ffp_blend_stages)
3590 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3591 stage, d3d_info->limits.ffp_blend_stages - 1);
3592 return;
3595 old_value = device->updateStateBlock->state.texture_states[stage][state];
3596 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3597 device->updateStateBlock->state.texture_states[stage][state] = value;
3599 if (device->isRecordingState)
3601 TRACE("Recording... not performing anything.\n");
3602 return;
3605 /* Checked after the assignments to allow proper stateblock recording. */
3606 if (old_value == value)
3608 TRACE("Application is setting the old value over, nothing to do.\n");
3609 return;
3612 if (stage > device->stateBlock->state.lowest_disabled_stage
3613 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3614 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3616 /* Colorop change above lowest disabled stage? That won't change
3617 * anything in the GL setup. Changes in other states are important on
3618 * disabled stages too. */
3619 return;
3622 if (state == WINED3D_TSS_COLOR_OP)
3624 unsigned int i;
3626 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3628 /* Previously enabled stage disabled now. Make sure to dirtify
3629 * all enabled stages above stage, they have to be disabled.
3631 * The current stage is dirtified below. */
3632 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3634 TRACE("Additionally dirtifying stage %u.\n", i);
3635 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3637 device->stateBlock->state.lowest_disabled_stage = stage;
3638 TRACE("New lowest disabled: %u.\n", stage);
3640 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3642 /* Previously disabled stage enabled. Stages above it may need
3643 * enabling. Stage must be lowest_disabled_stage here, if it's
3644 * bigger success is returned above, and stages below the lowest
3645 * disabled stage can't be enabled (because they are enabled
3646 * already).
3648 * Again stage stage doesn't need to be dirtified here, it is
3649 * handled below. */
3650 for (i = stage + 1; i < d3d_info->limits.ffp_blend_stages; ++i)
3652 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3653 break;
3654 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3655 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3657 device->stateBlock->state.lowest_disabled_stage = i;
3658 TRACE("New lowest disabled: %u.\n", i);
3662 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3665 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3666 UINT stage, enum wined3d_texture_stage_state state)
3668 TRACE("device %p, stage %u, state %s.\n",
3669 device, stage, debug_d3dtexturestate(state));
3671 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3673 WARN("Invalid state %#x passed.\n", state);
3674 return 0;
3677 return device->updateStateBlock->state.texture_states[stage][state];
3680 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3681 UINT stage, struct wined3d_texture *texture)
3683 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3684 struct wined3d_texture *prev;
3686 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3688 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3689 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3691 /* Windows accepts overflowing this array... we do not. */
3692 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3694 WARN("Ignoring invalid stage %u.\n", stage);
3695 return WINED3D_OK;
3698 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3700 WARN("Rejecting attempt to set scratch texture.\n");
3701 return WINED3DERR_INVALIDCALL;
3704 device->updateStateBlock->changed.textures |= 1 << stage;
3706 prev = device->updateStateBlock->state.textures[stage];
3707 TRACE("Previous texture %p.\n", prev);
3709 if (texture == prev)
3711 TRACE("App is setting the same texture again, nothing to do.\n");
3712 return WINED3D_OK;
3715 TRACE("Setting new texture to %p.\n", texture);
3716 device->updateStateBlock->state.textures[stage] = texture;
3718 if (device->isRecordingState)
3720 TRACE("Recording... not performing anything\n");
3722 if (texture) wined3d_texture_incref(texture);
3723 if (prev) wined3d_texture_decref(prev);
3725 return WINED3D_OK;
3728 if (texture)
3730 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3732 wined3d_texture_incref(texture);
3734 if (!prev || texture->target != prev->target)
3735 device_invalidate_state(device, STATE_PIXELSHADER);
3737 if (!prev && stage < d3d_info->limits.ffp_blend_stages)
3739 /* The source arguments for color and alpha ops have different
3740 * meanings when a NULL texture is bound, so the COLOR_OP and
3741 * ALPHA_OP have to be dirtified. */
3742 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3743 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3746 if (bind_count == 1)
3747 texture->sampler = stage;
3750 if (prev)
3752 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3754 if (!texture && stage < d3d_info->limits.ffp_blend_stages)
3756 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3757 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3760 if (bind_count && prev->sampler == stage)
3762 unsigned int i;
3764 /* Search for other stages the texture is bound to. Shouldn't
3765 * happen if applications bind textures to a single stage only. */
3766 TRACE("Searching for other stages the texture is bound to.\n");
3767 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3769 if (device->updateStateBlock->state.textures[i] == prev)
3771 TRACE("Texture is also bound to stage %u.\n", i);
3772 prev->sampler = i;
3773 break;
3778 wined3d_texture_decref(prev);
3781 device_invalidate_state(device, STATE_SAMPLER(stage));
3783 return WINED3D_OK;
3786 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3788 TRACE("device %p, stage %u.\n", device, stage);
3790 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3791 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3793 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3795 WARN("Ignoring invalid stage %u.\n", stage);
3796 return NULL; /* Windows accepts overflowing this array ... we do not. */
3799 return device->stateBlock->state.textures[stage];
3802 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3803 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3805 struct wined3d_swapchain *swapchain;
3807 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3808 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3810 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3811 return WINED3DERR_INVALIDCALL;
3813 if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3814 return WINED3DERR_INVALIDCALL;
3815 return WINED3D_OK;
3818 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3820 TRACE("device %p, caps %p.\n", device, caps);
3822 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3823 device->create_parms.device_type, caps);
3826 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3827 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3829 struct wined3d_swapchain *swapchain;
3831 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3832 device, swapchain_idx, mode, rotation);
3834 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3835 return WINED3DERR_INVALIDCALL;
3837 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3840 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3842 struct wined3d_stateblock *stateblock;
3843 HRESULT hr;
3845 TRACE("device %p.\n", device);
3847 if (device->isRecordingState)
3848 return WINED3DERR_INVALIDCALL;
3850 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3851 if (FAILED(hr))
3852 return hr;
3854 wined3d_stateblock_decref(device->updateStateBlock);
3855 device->updateStateBlock = stateblock;
3856 device->isRecordingState = TRUE;
3858 TRACE("Recording stateblock %p.\n", stateblock);
3860 return WINED3D_OK;
3863 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3864 struct wined3d_stateblock **stateblock)
3866 struct wined3d_stateblock *object = device->updateStateBlock;
3868 TRACE("device %p, stateblock %p.\n", device, stateblock);
3870 if (!device->isRecordingState)
3872 WARN("Not recording.\n");
3873 *stateblock = NULL;
3874 return WINED3DERR_INVALIDCALL;
3877 stateblock_init_contained_states(object);
3879 *stateblock = object;
3880 device->isRecordingState = FALSE;
3881 device->updateStateBlock = device->stateBlock;
3882 wined3d_stateblock_incref(device->updateStateBlock);
3884 TRACE("Returning stateblock %p.\n", *stateblock);
3886 return WINED3D_OK;
3889 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3891 /* At the moment we have no need for any functionality at the beginning
3892 * of a scene. */
3893 TRACE("device %p.\n", device);
3895 if (device->inScene)
3897 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3898 return WINED3DERR_INVALIDCALL;
3900 device->inScene = TRUE;
3901 return WINED3D_OK;
3904 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3906 struct wined3d_context *context;
3908 TRACE("device %p.\n", device);
3910 if (!device->inScene)
3912 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3913 return WINED3DERR_INVALIDCALL;
3916 context = context_acquire(device, NULL);
3917 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3918 context->gl_info->gl_ops.gl.p_glFlush();
3919 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3920 * fails. */
3921 context_release(context);
3923 device->inScene = FALSE;
3924 return WINED3D_OK;
3927 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3928 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3930 UINT i;
3932 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3933 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3934 dst_window_override, dirty_region, flags);
3936 for (i = 0; i < device->swapchain_count; ++i)
3938 wined3d_swapchain_present(device->swapchains[i], src_rect,
3939 dst_rect, dst_window_override, dirty_region, flags);
3942 return WINED3D_OK;
3945 /* Do not call while under the GL lock. */
3946 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3947 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3949 RECT draw_rect;
3951 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3952 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3954 if (!rect_count && rects)
3956 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3957 return WINED3D_OK;
3960 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3962 struct wined3d_surface *ds = device->fb.depth_stencil;
3963 if (!ds)
3965 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3966 /* TODO: What about depth stencil buffers without stencil bits? */
3967 return WINED3DERR_INVALIDCALL;
3969 else if (flags & WINED3DCLEAR_TARGET)
3971 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3972 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3974 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3975 return WINED3D_OK;
3980 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3981 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3982 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3984 return WINED3D_OK;
3987 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3988 enum wined3d_primitive_type primitive_type)
3990 GLenum gl_primitive_type, prev;
3992 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3994 device->updateStateBlock->changed.primitive_type = TRUE;
3995 gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3996 prev = device->updateStateBlock->state.gl_primitive_type;
3997 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type;
3998 if (!device->isRecordingState && gl_primitive_type != prev
3999 && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
4000 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
4003 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
4004 enum wined3d_primitive_type *primitive_type)
4006 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4008 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4010 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4013 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4015 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4017 if (!device->stateBlock->state.vertex_declaration)
4019 WARN("Called without a valid vertex declaration set.\n");
4020 return WINED3DERR_INVALIDCALL;
4023 if (device->stateBlock->state.load_base_vertex_index)
4025 device->stateBlock->state.load_base_vertex_index = 0;
4026 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4029 /* Account for the loading offset due to index buffers. Instead of
4030 * reloading all sources correct it with the startvertex parameter. */
4031 draw_primitive(device, start_vertex, vertex_count, 0, 0, FALSE);
4032 return WINED3D_OK;
4035 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4037 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4039 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4041 if (!device->stateBlock->state.index_buffer)
4043 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4044 * without an index buffer set. (The first time at least...)
4045 * D3D8 simply dies, but I doubt it can do much harm to return
4046 * D3DERR_INVALIDCALL there as well. */
4047 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4048 return WINED3DERR_INVALIDCALL;
4051 if (!device->stateBlock->state.vertex_declaration)
4053 WARN("Called without a valid vertex declaration set.\n");
4054 return WINED3DERR_INVALIDCALL;
4057 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4058 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4060 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4061 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4064 draw_primitive(device, start_idx, index_count, 0, 0, TRUE);
4066 return WINED3D_OK;
4069 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
4070 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
4072 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4074 draw_primitive(device, start_idx, index_count, start_instance, instance_count, TRUE);
4077 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4078 static HRESULT device_update_volume(struct wined3d_device *device,
4079 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4081 struct wined3d_map_desc src;
4082 struct wined3d_map_desc dst;
4083 HRESULT hr;
4085 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4086 device, src_volume, dst_volume);
4088 /* TODO: Implement direct loading into the gl volume instead of using
4089 * memcpy and dirtification to improve loading performance. */
4090 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
4091 return hr;
4092 if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD)))
4094 wined3d_volume_unmap(src_volume);
4095 return hr;
4098 memcpy(dst.data, src.data, dst_volume->resource.size);
4100 hr = wined3d_volume_unmap(dst_volume);
4101 if (FAILED(hr))
4102 wined3d_volume_unmap(src_volume);
4103 else
4104 hr = wined3d_volume_unmap(src_volume);
4106 return hr;
4109 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4110 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4112 enum wined3d_resource_type type;
4113 unsigned int level_count, i;
4114 HRESULT hr;
4116 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4118 /* Verify that the source and destination textures are non-NULL. */
4119 if (!src_texture || !dst_texture)
4121 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4122 return WINED3DERR_INVALIDCALL;
4125 if (src_texture == dst_texture)
4127 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4128 return WINED3DERR_INVALIDCALL;
4131 /* Verify that the source and destination textures are the same type. */
4132 type = src_texture->resource.type;
4133 if (dst_texture->resource.type != type)
4135 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4136 return WINED3DERR_INVALIDCALL;
4139 /* Check that both textures have the identical numbers of levels. */
4140 level_count = wined3d_texture_get_level_count(src_texture);
4141 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4143 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4144 return WINED3DERR_INVALIDCALL;
4147 /* Make sure that the destination texture is loaded. */
4148 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4150 /* Update every surface level of the texture. */
4151 switch (type)
4153 case WINED3D_RTYPE_TEXTURE:
4155 struct wined3d_surface *src_surface;
4156 struct wined3d_surface *dst_surface;
4158 for (i = 0; i < level_count; ++i)
4160 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4161 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4162 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4163 if (FAILED(hr))
4165 WARN("Failed to update surface, hr %#x.\n", hr);
4166 return hr;
4169 break;
4172 case WINED3D_RTYPE_CUBE_TEXTURE:
4174 struct wined3d_surface *src_surface;
4175 struct wined3d_surface *dst_surface;
4177 for (i = 0; i < level_count * 6; ++i)
4179 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4180 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4181 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4182 if (FAILED(hr))
4184 WARN("Failed to update surface, hr %#x.\n", hr);
4185 return hr;
4188 break;
4191 case WINED3D_RTYPE_VOLUME_TEXTURE:
4193 for (i = 0; i < level_count; ++i)
4195 hr = device_update_volume(device,
4196 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4197 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4198 if (FAILED(hr))
4200 WARN("Failed to update volume, hr %#x.\n", hr);
4201 return hr;
4204 break;
4207 default:
4208 FIXME("Unsupported texture type %#x.\n", type);
4209 return WINED3DERR_INVALIDCALL;
4212 return WINED3D_OK;
4215 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4216 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4218 struct wined3d_swapchain *swapchain;
4220 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4222 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4223 return WINED3DERR_INVALIDCALL;
4225 return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4228 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4230 const struct wined3d_state *state = &device->stateBlock->state;
4231 struct wined3d_texture *texture;
4232 DWORD i;
4234 TRACE("device %p, num_passes %p.\n", device, num_passes);
4236 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4238 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4240 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4241 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4243 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4245 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4246 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4249 texture = state->textures[i];
4250 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4252 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4254 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4255 return E_FAIL;
4257 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4259 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4260 return E_FAIL;
4262 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4263 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4265 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4266 return E_FAIL;
4270 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4271 || state->render_states[WINED3D_RS_STENCILENABLE])
4273 struct wined3d_surface *ds = device->fb.depth_stencil;
4274 struct wined3d_surface *target = device->fb.render_targets[0];
4276 if(ds && target
4277 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4279 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4280 return WINED3DERR_CONFLICTINGRENDERSTATE;
4284 /* return a sensible default */
4285 *num_passes = 1;
4287 TRACE("returning D3D_OK\n");
4288 return WINED3D_OK;
4291 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4293 static BOOL warned;
4295 TRACE("device %p, software %#x.\n", device, software);
4297 if (!warned)
4299 FIXME("device %p, software %#x stub!\n", device, software);
4300 warned = TRUE;
4303 device->softwareVertexProcessing = software;
4306 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4308 static BOOL warned;
4310 TRACE("device %p.\n", device);
4312 if (!warned)
4314 TRACE("device %p stub!\n", device);
4315 warned = TRUE;
4318 return device->softwareVertexProcessing;
4321 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4322 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4324 struct wined3d_swapchain *swapchain;
4326 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4327 device, swapchain_idx, raster_status);
4329 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4330 return WINED3DERR_INVALIDCALL;
4332 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4335 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4337 static BOOL warned;
4339 TRACE("device %p, segments %.8e.\n", device, segments);
4341 if (segments != 0.0f)
4343 if (!warned)
4345 FIXME("device %p, segments %.8e stub!\n", device, segments);
4346 warned = TRUE;
4350 return WINED3D_OK;
4353 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4355 static BOOL warned;
4357 TRACE("device %p.\n", device);
4359 if (!warned)
4361 FIXME("device %p stub!\n", device);
4362 warned = TRUE;
4365 return 0.0f;
4368 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4369 struct wined3d_surface *src_surface, const RECT *src_rect,
4370 struct wined3d_surface *dst_surface, const POINT *dst_point)
4372 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4373 device, src_surface, wine_dbgstr_rect(src_rect),
4374 dst_surface, wine_dbgstr_point(dst_point));
4376 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4378 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4379 src_surface, dst_surface);
4380 return WINED3DERR_INVALIDCALL;
4383 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4386 /* Do not call while under the GL lock. */
4387 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4388 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4390 RECT r;
4392 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4393 device, surface, wine_dbgstr_rect(rect),
4394 color->r, color->g, color->b, color->a);
4396 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4398 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4399 return WINED3DERR_INVALIDCALL;
4402 if (!rect)
4404 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4405 rect = &r;
4408 return surface_color_fill(surface, rect, color);
4411 /* Do not call while under the GL lock. */
4412 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4413 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4415 struct wined3d_resource *resource;
4416 HRESULT hr;
4417 RECT rect;
4419 resource = rendertarget_view->resource;
4420 if (resource->type != WINED3D_RTYPE_SURFACE)
4422 FIXME("Only supported on surface resources\n");
4423 return;
4426 SetRect(&rect, 0, 0, resource->width, resource->height);
4427 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4428 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4431 struct wined3d_surface * CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4432 UINT render_target_idx)
4434 TRACE("device %p, render_target_idx %u.\n", device, render_target_idx);
4436 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4438 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4439 return NULL;
4442 return device->fb.render_targets[render_target_idx];
4445 struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
4447 TRACE("device %p.\n", device);
4449 return device->fb.depth_stencil;
4452 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4453 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4455 struct wined3d_surface *prev;
4457 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4458 device, render_target_idx, render_target, set_viewport);
4460 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4462 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4463 return WINED3DERR_INVALIDCALL;
4466 /* Render target 0 can't be set to NULL. */
4467 if (!render_target && !render_target_idx)
4469 WARN("Trying to set render target 0 to NULL.\n");
4470 return WINED3DERR_INVALIDCALL;
4473 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4475 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4476 return WINED3DERR_INVALIDCALL;
4479 /* Set the viewport and scissor rectangles, if requested. Tests show that
4480 * stateblock recording is ignored, the change goes directly into the
4481 * primary stateblock. */
4482 if (!render_target_idx && set_viewport)
4484 struct wined3d_state *state = &device->stateBlock->state;
4486 state->viewport.x = 0;
4487 state->viewport.y = 0;
4488 state->viewport.width = render_target->resource.width;
4489 state->viewport.height = render_target->resource.height;
4490 state->viewport.min_z = 0.0f;
4491 state->viewport.max_z = 1.0f;
4492 device_invalidate_state(device, STATE_VIEWPORT);
4494 state->scissor_rect.top = 0;
4495 state->scissor_rect.left = 0;
4496 state->scissor_rect.right = render_target->resource.width;
4497 state->scissor_rect.bottom = render_target->resource.height;
4498 device_invalidate_state(device, STATE_SCISSORRECT);
4502 prev = device->fb.render_targets[render_target_idx];
4503 if (render_target == prev)
4504 return WINED3D_OK;
4506 if (render_target)
4507 wined3d_surface_incref(render_target);
4508 device->fb.render_targets[render_target_idx] = render_target;
4509 /* Release after the assignment, to prevent device_resource_released()
4510 * from seeing the surface as still in use. */
4511 if (prev)
4512 wined3d_surface_decref(prev);
4514 device_invalidate_state(device, STATE_FRAMEBUFFER);
4516 return WINED3D_OK;
4519 void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4521 struct wined3d_surface *prev = device->fb.depth_stencil;
4523 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4524 device, depth_stencil, prev);
4526 if (prev == depth_stencil)
4528 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4529 return;
4532 if (prev)
4534 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4535 || prev->flags & SFLAG_DISCARD)
4537 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4538 prev->resource.width, prev->resource.height);
4539 if (prev == device->onscreen_depth_stencil)
4541 wined3d_surface_decref(device->onscreen_depth_stencil);
4542 device->onscreen_depth_stencil = NULL;
4547 device->fb.depth_stencil = depth_stencil;
4548 if (depth_stencil)
4549 wined3d_surface_incref(depth_stencil);
4551 if (!prev != !depth_stencil)
4553 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4554 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4555 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4556 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4557 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4559 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4561 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4563 if (prev)
4564 wined3d_surface_decref(prev);
4566 device_invalidate_state(device, STATE_FRAMEBUFFER);
4568 return;
4571 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4572 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4574 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4575 device, x_hotspot, y_hotspot, cursor_image);
4577 /* some basic validation checks */
4578 if (device->cursorTexture)
4580 struct wined3d_context *context = context_acquire(device, NULL);
4581 context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4582 context_release(context);
4583 device->cursorTexture = 0;
4586 if (cursor_image)
4588 struct wined3d_display_mode mode;
4589 struct wined3d_map_desc map_desc;
4590 HRESULT hr;
4592 /* MSDN: Cursor must be A8R8G8B8 */
4593 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4595 WARN("surface %p has an invalid format.\n", cursor_image);
4596 return WINED3DERR_INVALIDCALL;
4599 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4601 ERR("Failed to get display mode, hr %#x.\n", hr);
4602 return WINED3DERR_INVALIDCALL;
4605 /* MSDN: Cursor must be smaller than the display mode */
4606 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4608 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4609 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4610 mode.width, mode.height);
4611 return WINED3DERR_INVALIDCALL;
4614 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4616 /* Do not store the surface's pointer because the application may
4617 * release it after setting the cursor image. Windows doesn't
4618 * addref the set surface, so we can't do this either without
4619 * creating circular refcount dependencies. Copy out the gl texture
4620 * instead. */
4621 device->cursorWidth = cursor_image->resource.width;
4622 device->cursorHeight = cursor_image->resource.height;
4623 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4625 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4626 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4627 struct wined3d_context *context;
4628 char *mem, *bits = map_desc.data;
4629 GLint intfmt = format->glInternal;
4630 GLint gl_format = format->glFormat;
4631 GLint type = format->glType;
4632 INT height = device->cursorHeight;
4633 INT width = device->cursorWidth;
4634 INT bpp = format->byte_count;
4635 INT i;
4637 /* Reformat the texture memory (pitch and width can be
4638 * different) */
4639 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4640 for (i = 0; i < height; ++i)
4641 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4642 wined3d_surface_unmap(cursor_image);
4644 context = context_acquire(device, NULL);
4646 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4648 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4649 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4652 invalidate_active_texture(device, context);
4653 /* Create a new cursor texture */
4654 gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4655 checkGLcall("glGenTextures");
4656 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4657 /* Copy the bitmap memory into the cursor texture */
4658 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4659 checkGLcall("glTexImage2D");
4660 HeapFree(GetProcessHeap(), 0, mem);
4662 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4664 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4665 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4668 context_release(context);
4670 else
4672 FIXME("A cursor texture was not returned.\n");
4673 device->cursorTexture = 0;
4676 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4678 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4679 ICONINFO cursorInfo;
4680 DWORD *maskBits;
4681 HCURSOR cursor;
4683 /* 32-bit user32 cursors ignore the alpha channel if it's all
4684 * zeroes, and use the mask instead. Fill the mask with all ones
4685 * to ensure we still get a fully transparent cursor. */
4686 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4687 memset(maskBits, 0xff, mask_size);
4688 wined3d_surface_map(cursor_image, &map_desc, NULL,
4689 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4690 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4692 cursorInfo.fIcon = FALSE;
4693 cursorInfo.xHotspot = x_hotspot;
4694 cursorInfo.yHotspot = y_hotspot;
4695 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4696 1, 1, maskBits);
4697 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4698 1, 32, map_desc.data);
4699 wined3d_surface_unmap(cursor_image);
4700 /* Create our cursor and clean up. */
4701 cursor = CreateIconIndirect(&cursorInfo);
4702 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4703 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4704 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4705 device->hardwareCursor = cursor;
4706 if (device->bCursorVisible) SetCursor( cursor );
4707 HeapFree(GetProcessHeap(), 0, maskBits);
4711 device->xHotSpot = x_hotspot;
4712 device->yHotSpot = y_hotspot;
4713 return WINED3D_OK;
4716 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4717 int x_screen_space, int y_screen_space, DWORD flags)
4719 TRACE("device %p, x %d, y %d, flags %#x.\n",
4720 device, x_screen_space, y_screen_space, flags);
4722 device->xScreenSpace = x_screen_space;
4723 device->yScreenSpace = y_screen_space;
4725 if (device->hardwareCursor)
4727 POINT pt;
4729 GetCursorPos( &pt );
4730 if (x_screen_space == pt.x && y_screen_space == pt.y)
4731 return;
4732 SetCursorPos( x_screen_space, y_screen_space );
4734 /* Switch to the software cursor if position diverges from the hardware one. */
4735 GetCursorPos( &pt );
4736 if (x_screen_space != pt.x || y_screen_space != pt.y)
4738 if (device->bCursorVisible) SetCursor( NULL );
4739 DestroyCursor( device->hardwareCursor );
4740 device->hardwareCursor = 0;
4745 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4747 BOOL oldVisible = device->bCursorVisible;
4749 TRACE("device %p, show %#x.\n", device, show);
4752 * When ShowCursor is first called it should make the cursor appear at the OS's last
4753 * known cursor position.
4755 if (show && !oldVisible)
4757 POINT pt;
4758 GetCursorPos(&pt);
4759 device->xScreenSpace = pt.x;
4760 device->yScreenSpace = pt.y;
4763 if (device->hardwareCursor)
4765 device->bCursorVisible = show;
4766 if (show)
4767 SetCursor(device->hardwareCursor);
4768 else
4769 SetCursor(NULL);
4771 else
4773 if (device->cursorTexture)
4774 device->bCursorVisible = show;
4777 return oldVisible;
4780 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4782 struct wined3d_resource *resource, *cursor;
4784 TRACE("device %p.\n", device);
4786 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4788 TRACE("Checking resource %p for eviction.\n", resource);
4790 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4792 TRACE("Evicting %p.\n", resource);
4793 resource->resource_ops->resource_unload(resource);
4797 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4798 device_invalidate_state(device, STATE_STREAMSRC);
4801 /* Do not call while under the GL lock. */
4802 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4804 struct wined3d_resource *resource, *cursor;
4805 const struct wined3d_gl_info *gl_info;
4806 struct wined3d_context *context;
4807 struct wined3d_shader *shader;
4809 context = context_acquire(device, NULL);
4810 gl_info = context->gl_info;
4812 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4814 TRACE("Unloading resource %p.\n", resource);
4816 resource->resource_ops->resource_unload(resource);
4819 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4821 device->shader_backend->shader_destroy(shader);
4824 if (device->depth_blt_texture)
4826 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4827 device->depth_blt_texture = 0;
4829 if (device->cursorTexture)
4831 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4832 device->cursorTexture = 0;
4835 device->blitter->free_private(device);
4836 device->shader_backend->shader_free_private(device);
4837 destroy_dummy_textures(device, gl_info);
4839 context_release(context);
4841 while (device->context_count)
4843 swapchain_destroy_contexts(device->contexts[0]->swapchain);
4846 HeapFree(GetProcessHeap(), 0, swapchain->context);
4847 swapchain->context = NULL;
4850 /* Do not call while under the GL lock. */
4851 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4853 struct wined3d_context *context;
4854 struct wined3d_surface *target;
4855 HRESULT hr;
4857 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
4858 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
4860 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4861 return hr;
4864 if (FAILED(hr = device->blitter->alloc_private(device)))
4866 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4867 device->shader_backend->shader_free_private(device);
4868 return hr;
4871 /* Recreate the primary swapchain's context */
4872 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4873 if (!swapchain->context)
4875 ERR("Failed to allocate memory for swapchain context array.\n");
4876 device->blitter->free_private(device);
4877 device->shader_backend->shader_free_private(device);
4878 return E_OUTOFMEMORY;
4881 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
4882 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4884 WARN("Failed to create context.\n");
4885 device->blitter->free_private(device);
4886 device->shader_backend->shader_free_private(device);
4887 HeapFree(GetProcessHeap(), 0, swapchain->context);
4888 return E_FAIL;
4891 swapchain->context[0] = context;
4892 swapchain->num_contexts = 1;
4893 create_dummy_textures(device, context);
4894 context_release(context);
4896 return WINED3D_OK;
4899 /* Do not call while under the GL lock. */
4900 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4901 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4902 wined3d_device_reset_cb callback, BOOL reset_state)
4904 struct wined3d_resource *resource, *cursor;
4905 struct wined3d_swapchain *swapchain;
4906 struct wined3d_display_mode m;
4907 BOOL DisplayModeChanged = FALSE;
4908 BOOL update_desc = FALSE;
4909 UINT backbuffer_width = swapchain_desc->backbuffer_width;
4910 UINT backbuffer_height = swapchain_desc->backbuffer_height;
4911 HRESULT hr = WINED3D_OK;
4912 unsigned int i;
4914 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4916 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4918 ERR("Failed to get the first implicit swapchain.\n");
4919 return WINED3DERR_INVALIDCALL;
4922 if (reset_state)
4923 stateblock_unbind_resources(device->stateBlock);
4925 if (device->fb.render_targets)
4927 if (swapchain->back_buffers && swapchain->back_buffers[0])
4928 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
4929 else
4930 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
4931 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
4933 wined3d_device_set_render_target(device, i, NULL, FALSE);
4936 wined3d_device_set_depth_stencil(device, NULL);
4938 if (device->onscreen_depth_stencil)
4940 wined3d_surface_decref(device->onscreen_depth_stencil);
4941 device->onscreen_depth_stencil = NULL;
4944 if (reset_state)
4946 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4948 TRACE("Enumerating resource %p.\n", resource);
4949 if (FAILED(hr = callback(resource)))
4950 return hr;
4954 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4955 * on an existing gl context, so there's no real need for recreation.
4957 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4959 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4961 TRACE("New params:\n");
4962 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4963 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4964 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4965 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4966 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4967 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4968 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4969 TRACE("device_window %p\n", swapchain_desc->device_window);
4970 TRACE("windowed %#x\n", swapchain_desc->windowed);
4971 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4972 if (swapchain_desc->enable_auto_depth_stencil)
4973 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4974 TRACE("flags %#x\n", swapchain_desc->flags);
4975 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4976 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4977 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4979 /* No special treatment of these parameters. Just store them */
4980 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4981 swapchain->desc.flags = swapchain_desc->flags;
4982 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4983 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4985 /* What to do about these? */
4986 if (swapchain_desc->backbuffer_count
4987 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
4988 FIXME("Cannot change the back buffer count yet.\n");
4990 if (swapchain_desc->device_window
4991 && swapchain_desc->device_window != swapchain->desc.device_window)
4993 TRACE("Changing the device window from %p to %p.\n",
4994 swapchain->desc.device_window, swapchain_desc->device_window);
4995 swapchain->desc.device_window = swapchain_desc->device_window;
4996 swapchain->device_window = swapchain_desc->device_window;
4997 wined3d_swapchain_set_window(swapchain, NULL);
5000 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5002 struct wined3d_resource_desc surface_desc;
5004 TRACE("Creating the depth stencil buffer\n");
5006 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
5007 surface_desc.format = swapchain_desc->auto_depth_stencil_format;
5008 surface_desc.multisample_type = swapchain_desc->multisample_type;
5009 surface_desc.multisample_quality = swapchain_desc->multisample_quality;
5010 surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
5011 surface_desc.pool = WINED3D_POOL_DEFAULT;
5012 surface_desc.width = swapchain_desc->backbuffer_width;
5013 surface_desc.height = swapchain_desc->backbuffer_height;
5014 surface_desc.depth = 1;
5015 surface_desc.size = 0;
5017 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
5018 device->device_parent, &surface_desc, &device->auto_depth_stencil)))
5020 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
5021 return WINED3DERR_INVALIDCALL;
5025 /* Reset the depth stencil */
5026 if (swapchain_desc->enable_auto_depth_stencil)
5027 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5029 if (mode)
5031 DisplayModeChanged = TRUE;
5032 m = *mode;
5034 else if (swapchain_desc->windowed)
5036 m.width = swapchain->orig_width;
5037 m.height = swapchain->orig_height;
5038 m.refresh_rate = 0;
5039 m.format_id = swapchain->desc.backbuffer_format;
5040 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5042 else
5044 m.width = swapchain_desc->backbuffer_width;
5045 m.height = swapchain_desc->backbuffer_height;
5046 m.refresh_rate = swapchain_desc->refresh_rate;
5047 m.format_id = swapchain_desc->backbuffer_format;
5048 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
5051 if (!backbuffer_width || !backbuffer_height)
5053 /* The application is requesting that either the swapchain width or
5054 * height be set to the corresponding dimension in the window's
5055 * client rect. */
5057 RECT client_rect;
5059 if (!swapchain_desc->windowed)
5060 return WINED3DERR_INVALIDCALL;
5062 if (!GetClientRect(swapchain->device_window, &client_rect))
5064 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
5065 return WINED3DERR_INVALIDCALL;
5068 if (!backbuffer_width)
5069 backbuffer_width = client_rect.right;
5071 if (!backbuffer_height)
5072 backbuffer_height = client_rect.bottom;
5075 if (backbuffer_width != swapchain->desc.backbuffer_width
5076 || backbuffer_height != swapchain->desc.backbuffer_height)
5078 if (!swapchain_desc->windowed)
5079 DisplayModeChanged = TRUE;
5081 swapchain->desc.backbuffer_width = backbuffer_width;
5082 swapchain->desc.backbuffer_height = backbuffer_height;
5083 update_desc = TRUE;
5086 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5087 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5089 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5090 update_desc = TRUE;
5093 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5094 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5096 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5097 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5098 update_desc = TRUE;
5101 if (update_desc)
5103 UINT i;
5105 if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5106 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5107 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5108 return hr;
5110 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5112 if (FAILED(hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5113 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5114 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5115 return hr;
5117 if (device->auto_depth_stencil)
5119 if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5120 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5121 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5122 return hr;
5126 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5127 || DisplayModeChanged)
5129 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5131 WARN("Failed to set display mode, hr %#x.\n", hr);
5132 return WINED3DERR_INVALIDCALL;
5135 if (!swapchain_desc->windowed)
5137 if (swapchain->desc.windowed)
5139 HWND focus_window = device->create_parms.focus_window;
5140 if (!focus_window)
5141 focus_window = swapchain_desc->device_window;
5142 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5144 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5145 return hr;
5148 /* switch from windowed to fs */
5149 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5150 swapchain_desc->backbuffer_width,
5151 swapchain_desc->backbuffer_height);
5153 else
5155 /* Fullscreen -> fullscreen mode change */
5156 MoveWindow(swapchain->device_window, 0, 0,
5157 swapchain_desc->backbuffer_width,
5158 swapchain_desc->backbuffer_height,
5159 TRUE);
5162 else if (!swapchain->desc.windowed)
5164 /* Fullscreen -> windowed switch */
5165 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5166 wined3d_device_release_focus_window(device);
5168 swapchain->desc.windowed = swapchain_desc->windowed;
5170 else if (!swapchain_desc->windowed)
5172 DWORD style = device->style;
5173 DWORD exStyle = device->exStyle;
5174 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5175 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5176 * Reset to clear up their mess. Guild Wars also loses the device during that.
5178 device->style = 0;
5179 device->exStyle = 0;
5180 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5181 swapchain_desc->backbuffer_width,
5182 swapchain_desc->backbuffer_height);
5183 device->style = style;
5184 device->exStyle = exStyle;
5187 if (reset_state)
5189 TRACE("Resetting stateblock.\n");
5190 wined3d_stateblock_decref(device->updateStateBlock);
5191 wined3d_stateblock_decref(device->stateBlock);
5193 if (device->d3d_initialized)
5194 delete_opengl_contexts(device, swapchain);
5196 /* Note: No parent needed for initial internal stateblock */
5197 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5198 if (FAILED(hr))
5199 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5200 else
5201 TRACE("Created stateblock %p.\n", device->stateBlock);
5202 device->updateStateBlock = device->stateBlock;
5203 wined3d_stateblock_incref(device->updateStateBlock);
5205 stateblock_init_default_state(device->stateBlock);
5207 else
5209 struct wined3d_surface *rt = device->fb.render_targets[0];
5210 struct wined3d_state *state = &device->stateBlock->state;
5212 /* Note the min_z / max_z is not reset. */
5213 state->viewport.x = 0;
5214 state->viewport.y = 0;
5215 state->viewport.width = rt->resource.width;
5216 state->viewport.height = rt->resource.height;
5217 device_invalidate_state(device, STATE_VIEWPORT);
5219 state->scissor_rect.top = 0;
5220 state->scissor_rect.left = 0;
5221 state->scissor_rect.right = rt->resource.width;
5222 state->scissor_rect.bottom = rt->resource.height;
5223 device_invalidate_state(device, STATE_SCISSORRECT);
5226 swapchain_update_render_to_fbo(swapchain);
5227 swapchain_update_draw_bindings(swapchain);
5229 if (reset_state && device->d3d_initialized)
5230 hr = create_primary_opengl_context(device, swapchain);
5232 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5233 * first use
5235 return hr;
5238 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5240 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5242 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5244 return WINED3D_OK;
5248 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5249 struct wined3d_device_creation_parameters *parameters)
5251 TRACE("device %p, parameters %p.\n", device, parameters);
5253 *parameters = device->create_parms;
5256 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5257 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5259 struct wined3d_swapchain *swapchain;
5261 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5262 device, swapchain_idx, flags, ramp);
5264 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5265 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5268 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5269 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5271 struct wined3d_swapchain *swapchain;
5273 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5274 device, swapchain_idx, ramp);
5276 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5277 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5280 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5282 TRACE("device %p, resource %p.\n", device, resource);
5284 list_add_head(&device->resources, &resource->resource_list_entry);
5287 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5289 TRACE("device %p, resource %p.\n", device, resource);
5291 list_remove(&resource->resource_list_entry);
5294 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5296 enum wined3d_resource_type type = resource->type;
5297 unsigned int i;
5299 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5301 context_resource_released(device, resource, type);
5303 switch (type)
5305 case WINED3D_RTYPE_SURFACE:
5307 struct wined3d_surface *surface = surface_from_resource(resource);
5309 if (!device->d3d_initialized) break;
5311 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5313 if (device->fb.render_targets[i] == surface)
5315 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5316 device->fb.render_targets[i] = NULL;
5320 if (device->fb.depth_stencil == surface)
5322 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5323 device->fb.depth_stencil = NULL;
5326 break;
5328 case WINED3D_RTYPE_TEXTURE:
5329 case WINED3D_RTYPE_CUBE_TEXTURE:
5330 case WINED3D_RTYPE_VOLUME_TEXTURE:
5331 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5333 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5335 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5337 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5338 texture, device->stateBlock, i);
5339 device->stateBlock->state.textures[i] = NULL;
5342 if (device->updateStateBlock != device->stateBlock
5343 && device->updateStateBlock->state.textures[i] == texture)
5345 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5346 texture, device->updateStateBlock, i);
5347 device->updateStateBlock->state.textures[i] = NULL;
5350 break;
5352 case WINED3D_RTYPE_BUFFER:
5354 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5356 for (i = 0; i < MAX_STREAMS; ++i)
5358 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5360 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5361 buffer, device->stateBlock, i);
5362 device->stateBlock->state.streams[i].buffer = NULL;
5365 if (device->updateStateBlock != device->stateBlock
5366 && device->updateStateBlock->state.streams[i].buffer == buffer)
5368 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5369 buffer, device->updateStateBlock, i);
5370 device->updateStateBlock->state.streams[i].buffer = NULL;
5375 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5377 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5378 buffer, device->stateBlock);
5379 device->stateBlock->state.index_buffer = NULL;
5382 if (device->updateStateBlock != device->stateBlock
5383 && device->updateStateBlock->state.index_buffer == buffer)
5385 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5386 buffer, device->updateStateBlock);
5387 device->updateStateBlock->state.index_buffer = NULL;
5390 break;
5392 default:
5393 break;
5396 /* Remove the resource from the resourceStore */
5397 device_resource_remove(device, resource);
5399 TRACE("Resource released.\n");
5402 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
5404 struct wined3d_resource *resource;
5406 TRACE("device %p, dc %p.\n", device, dc);
5408 if (!dc)
5409 return NULL;
5411 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5413 if (resource->type == WINED3D_RTYPE_SURFACE)
5415 struct wined3d_surface *s = surface_from_resource(resource);
5417 if (s->hDC == dc)
5419 TRACE("Found surface %p for dc %p.\n", s, dc);
5420 return s;
5425 return NULL;
5428 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5429 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5430 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5432 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5433 const struct fragment_pipeline *fragment_pipeline;
5434 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5435 unsigned int i;
5436 HRESULT hr;
5438 device->ref = 1;
5439 device->wined3d = wined3d;
5440 wined3d_incref(device->wined3d);
5441 device->adapter = wined3d->adapter_count ? adapter : NULL;
5442 device->device_parent = device_parent;
5443 list_init(&device->resources);
5444 list_init(&device->shaders);
5445 device->surface_alignment = surface_alignment;
5447 /* Save the creation parameters. */
5448 device->create_parms.adapter_idx = adapter_idx;
5449 device->create_parms.device_type = device_type;
5450 device->create_parms.focus_window = focus_window;
5451 device->create_parms.flags = flags;
5453 device->shader_backend = adapter->shader_backend;
5455 vertex_pipeline = adapter->vertex_pipe;
5457 fragment_pipeline = adapter->fragment_pipe;
5459 if (vertex_pipeline->vp_states && fragment_pipeline->states
5460 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5461 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5462 fragment_pipeline, misc_state_template)))
5464 ERR("Failed to compile state table, hr %#x.\n", hr);
5465 wined3d_decref(device->wined3d);
5466 return hr;
5469 device->blitter = adapter->blitter;
5471 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5472 if (FAILED(hr))
5474 WARN("Failed to create stateblock.\n");
5475 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5477 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5479 wined3d_decref(device->wined3d);
5480 return hr;
5483 TRACE("Created stateblock %p.\n", device->stateBlock);
5484 device->updateStateBlock = device->stateBlock;
5485 wined3d_stateblock_incref(device->updateStateBlock);
5487 return WINED3D_OK;
5491 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5493 DWORD rep = device->StateTable[state].representative;
5494 struct wined3d_context *context;
5495 DWORD idx;
5496 BYTE shift;
5497 UINT i;
5499 for (i = 0; i < device->context_count; ++i)
5501 context = device->contexts[i];
5502 if(isStateDirty(context, rep)) continue;
5504 context->dirtyArray[context->numDirtyEntries++] = rep;
5505 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5506 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5507 context->isStateDirty[idx] |= (1 << shift);
5511 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5513 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5514 *width = context->current_rt->pow2Width;
5515 *height = context->current_rt->pow2Height;
5518 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5520 const struct wined3d_swapchain *swapchain = context->swapchain;
5521 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5522 * current context's drawable, which is the size of the back buffer of the swapchain
5523 * the active context belongs to. */
5524 *width = swapchain->desc.backbuffer_width;
5525 *height = swapchain->desc.backbuffer_height;
5528 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5529 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5531 if (device->filter_messages)
5533 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5534 window, message, wparam, lparam);
5535 if (unicode)
5536 return DefWindowProcW(window, message, wparam, lparam);
5537 else
5538 return DefWindowProcA(window, message, wparam, lparam);
5541 if (message == WM_DESTROY)
5543 TRACE("unregister window %p.\n", window);
5544 wined3d_unregister_window(window);
5546 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5547 ERR("Window %p is not the focus window for device %p.\n", window, device);
5549 else if (message == WM_DISPLAYCHANGE)
5551 device->device_parent->ops->mode_changed(device->device_parent);
5554 if (unicode)
5555 return CallWindowProcW(proc, window, message, wparam, lparam);
5556 else
5557 return CallWindowProcA(proc, window, message, wparam, lparam);