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/*
* IWineD3DDevice implementation
*
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* Copyright 2002 - 2005 Jason Edmeades
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* Copyright 2003 - 2004 Raphael Junqueira
* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
* Foundation , Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
# include "config.h"
# include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL ( d3d ) ;
WINE_DECLARE_DEBUG_CHANNEL ( d3d_caps ) ;
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WINE_DECLARE_DEBUG_CHANNEL ( d3d_fps ) ;
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WINE_DECLARE_DEBUG_CHANNEL ( d3d_shader ) ;
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# define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/* x11drv GDI escapes */
# define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
{
X11DRV_GET_DISPLAY , /* get X11 display for a DC */
X11DRV_GET_DRAWABLE , /* get current drawable for a DC */
X11DRV_GET_FONT , /* get current X font for a DC */
} ;
/* retrieve the X display to use on a given DC */
inline static Display * get_display ( HDC hdc )
{
Display * display ;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY ;
if ( ! ExtEscape ( hdc , X11DRV_ESCAPE , sizeof ( escape ) , ( LPCSTR ) & escape ,
sizeof ( display ) , ( LPSTR ) & display ) ) display = NULL ;
return display ;
}
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/* Memory tracking and object counting */
static unsigned int emulated_textureram = 64 * 1024 * 1024 ;
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/* helper macros */
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# define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
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# define D3DCREATEOBJECTINSTANCE(object, type) { \
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object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( IWineD3D # # type # # Impl ) ) ; \
D3DMEMCHECK ( object , pp # # type ) ; \
object - > lpVtbl = & IWineD3D # # type # # _Vtbl ; \
object - > wineD3DDevice = This ; \
object - > parent = parent ; \
object - > ref = 1 ; \
* pp # # type = ( IWineD3D # # type * ) object ; \
}
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# define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
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object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( IWineD3D # # type # # Impl ) ) ; \
D3DMEMCHECK ( object , pp # # type ) ; \
object - > lpVtbl = & IWineD3D # # type # # _Vtbl ; \
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object - > resource . wineD3DDevice = This ; \
object - > resource . parent = parent ; \
object - > resource . resourceType = d3dtype ; \
object - > resource . ref = 1 ; \
object - > resource . pool = Pool ; \
object - > resource . format = Format ; \
object - > resource . usage = Usage ; \
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object - > resource . size = _size ; \
/* Check that we have enough video ram left */ \
if ( Pool = = D3DPOOL_DEFAULT ) { \
if ( IWineD3DDevice_GetAvailableTextureMem ( iface ) < = _size ) { \
WARN ( " Out of 'bogus' video memory \n " ) ; \
HeapFree ( GetProcessHeap ( ) , 0 , object ) ; \
* pp # # type = NULL ; \
return D3DERR_OUTOFVIDEOMEMORY ; \
} \
globalChangeGlRam ( _size ) ; \
} \
object - > resource . allocatedMemory = ( 0 = = _size ? NULL : Pool = = D3DPOOL_DEFAULT ? NULL : HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , _size ) ) ; \
if ( object - > resource . allocatedMemory = = NULL & & _size ! = 0 & & Pool ! = D3DPOOL_DEFAULT ) { \
FIXME ( " Out of memory! \n " ) ; \
HeapFree ( GetProcessHeap ( ) , 0 , object ) ; \
* pp # # type = NULL ; \
return D3DERR_OUTOFVIDEOMEMORY ; \
} \
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* pp # # type = ( IWineD3D # # type * ) object ; \
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TRACE ( " (%p) : Created resource %p \n " , This , object ) ; \
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}
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# define D3DINITILIZEBASETEXTURE(_basetexture) { \
_basetexture . levels = Levels ; \
_basetexture . filterType = ( Usage & D3DUSAGE_AUTOGENMIPMAP ) ? D3DTEXF_LINEAR : D3DTEXF_NONE ; \
_basetexture . LOD = 0 ; \
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_basetexture . dirty = TRUE ; \
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}
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/**********************************************************
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* Global variable / Constants follow
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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const float identity [ 16 ] = { 1 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 1 } ; /* When needed for comparisons */
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/**********************************************************
* Utility functions follow
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/* Convert the D3DLIGHT properties into equivalent gl lights */
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static void setup_light ( IWineD3DDevice * iface , LONG Index , PLIGHTINFOEL * lightInfo ) {
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float quad_att ;
float colRGBA [ ] = { 0.0 , 0.0 , 0.0 , 0.0 } ;
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadMatrixf ( ( float * ) & This - > stateBlock - > transforms [ D3DTS_VIEW ] . u . m [ 0 ] [ 0 ] ) ;
/* Diffuse: */
colRGBA [ 0 ] = lightInfo - > OriginalParms . Diffuse . r ;
colRGBA [ 1 ] = lightInfo - > OriginalParms . Diffuse . g ;
colRGBA [ 2 ] = lightInfo - > OriginalParms . Diffuse . b ;
colRGBA [ 3 ] = lightInfo - > OriginalParms . Diffuse . a ;
glLightfv ( GL_LIGHT0 + Index , GL_DIFFUSE , colRGBA ) ;
checkGLcall ( " glLightfv " ) ;
/* Specular */
colRGBA [ 0 ] = lightInfo - > OriginalParms . Specular . r ;
colRGBA [ 1 ] = lightInfo - > OriginalParms . Specular . g ;
colRGBA [ 2 ] = lightInfo - > OriginalParms . Specular . b ;
colRGBA [ 3 ] = lightInfo - > OriginalParms . Specular . a ;
glLightfv ( GL_LIGHT0 + Index , GL_SPECULAR , colRGBA ) ;
checkGLcall ( " glLightfv " ) ;
/* Ambient */
colRGBA [ 0 ] = lightInfo - > OriginalParms . Ambient . r ;
colRGBA [ 1 ] = lightInfo - > OriginalParms . Ambient . g ;
colRGBA [ 2 ] = lightInfo - > OriginalParms . Ambient . b ;
colRGBA [ 3 ] = lightInfo - > OriginalParms . Ambient . a ;
glLightfv ( GL_LIGHT0 + Index , GL_AMBIENT , colRGBA ) ;
checkGLcall ( " glLightfv " ) ;
/* Attenuation - Are these right? guessing... */
glLightf ( GL_LIGHT0 + Index , GL_CONSTANT_ATTENUATION , lightInfo - > OriginalParms . Attenuation0 ) ;
checkGLcall ( " glLightf " ) ;
glLightf ( GL_LIGHT0 + Index , GL_LINEAR_ATTENUATION , lightInfo - > OriginalParms . Attenuation1 ) ;
checkGLcall ( " glLightf " ) ;
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if ( ( lightInfo - > OriginalParms . Range * lightInfo - > OriginalParms . Range ) ! = 0 ) {
quad_att = 1.4 / ( lightInfo - > OriginalParms . Range * lightInfo - > OriginalParms . Range ) ;
} else {
quad_att = 0 ; /* 0 or MAX? (0 seems to be ok) */
}
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if ( quad_att < lightInfo - > OriginalParms . Attenuation2 ) quad_att = lightInfo - > OriginalParms . Attenuation2 ;
glLightf ( GL_LIGHT0 + Index , GL_QUADRATIC_ATTENUATION , quad_att ) ;
checkGLcall ( " glLightf " ) ;
switch ( lightInfo - > OriginalParms . Type ) {
case D3DLIGHT_POINT :
/* Position */
glLightfv ( GL_LIGHT0 + Index , GL_POSITION , & lightInfo - > lightPosn [ 0 ] ) ;
checkGLcall ( " glLightfv " ) ;
glLightf ( GL_LIGHT0 + Index , GL_SPOT_CUTOFF , lightInfo - > cutoff ) ;
checkGLcall ( " glLightf " ) ;
/* FIXME: Range */
break ;
case D3DLIGHT_SPOT :
/* Position */
glLightfv ( GL_LIGHT0 + Index , GL_POSITION , & lightInfo - > lightPosn [ 0 ] ) ;
checkGLcall ( " glLightfv " ) ;
/* Direction */
glLightfv ( GL_LIGHT0 + Index , GL_SPOT_DIRECTION , & lightInfo - > lightDirn [ 0 ] ) ;
checkGLcall ( " glLightfv " ) ;
glLightf ( GL_LIGHT0 + Index , GL_SPOT_EXPONENT , lightInfo - > exponent ) ;
checkGLcall ( " glLightf " ) ;
glLightf ( GL_LIGHT0 + Index , GL_SPOT_CUTOFF , lightInfo - > cutoff ) ;
checkGLcall ( " glLightf " ) ;
/* FIXME: Range */
break ;
case D3DLIGHT_DIRECTIONAL :
/* Direction */
glLightfv ( GL_LIGHT0 + Index , GL_POSITION , & lightInfo - > lightPosn [ 0 ] ) ; /* Note gl uses w position of 0 for direction! */
checkGLcall ( " glLightfv " ) ;
glLightf ( GL_LIGHT0 + Index , GL_SPOT_CUTOFF , lightInfo - > cutoff ) ;
checkGLcall ( " glLightf " ) ;
glLightf ( GL_LIGHT0 + Index , GL_SPOT_EXPONENT , 0.0f ) ;
checkGLcall ( " glLightf " ) ;
break ;
default :
FIXME ( " Unrecognized light type %d \n " , lightInfo - > OriginalParms . Type ) ;
}
/* Restore the modelview matrix */
glPopMatrix ( ) ;
}
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/* Apply the current values to the specified texture stage */
void WINAPI IWineD3DDeviceImpl_SetupTextureStates ( IWineD3DDevice * iface , DWORD Stage , DWORD Flags ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
int i = 0 ;
float col [ 4 ] ;
BOOL changeTexture = TRUE ;
TRACE ( " -----------------------> Updating the texture at stage %ld to have new texture state information \n " , Stage ) ;
for ( i = 1 ; i < HIGHEST_TEXTURE_STATE ; i + + ) {
BOOL skip = FALSE ;
switch ( i ) {
/* Performance: For texture states where multiples effect the outcome, only bother
applying the last one as it will pick up all the other values */
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case WINED3DTSS_COLORARG0 : /* Will be picked up when setting color op */
case WINED3DTSS_COLORARG1 : /* Will be picked up when setting color op */
case WINED3DTSS_COLORARG2 : /* Will be picked up when setting color op */
case WINED3DTSS_ALPHAARG0 : /* Will be picked up when setting alpha op */
case WINED3DTSS_ALPHAARG1 : /* Will be picked up when setting alpha op */
case WINED3DTSS_ALPHAARG2 : /* Will be picked up when setting alpha op */
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skip = TRUE ;
break ;
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/* Performance: If the texture states only impact settings for the texture unit
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( compared to the texture object ) then there is no need to reapply them . The
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only time they need applying is the first time , since we cheat and put the
values into the stateblock without applying .
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Per - texture unit : texture function ( eg . combine ) , ops and args
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texture env color
texture generation settings
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Note : Due to some special conditions there may be a need to do particular ones
of these , which is what the Flags allows */
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case WINED3DTSS_COLOROP :
case WINED3DTSS_TEXCOORDINDEX :
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if ( ! ( Flags = = REAPPLY_ALL ) ) skip = TRUE ;
break ;
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case WINED3DTSS_ALPHAOP :
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if ( ! ( Flags & REAPPLY_ALPHAOP ) ) skip = TRUE ;
break ;
default :
skip = FALSE ;
}
if ( skip = = FALSE ) {
/* Performance: Only change to this texture if we have to */
if ( changeTexture ) {
/* Make appropriate texture active */
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
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GLACTIVETEXTURE ( Stage ) ;
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} else if ( Stage > 0 ) {
FIXME ( " Program using multiple concurrent textures which this opengl implementation doesn't support \n " ) ;
}
changeTexture = FALSE ;
}
/* Now apply the change */
IWineD3DDevice_SetTextureStageState ( iface , Stage , i , This - > stateBlock - > textureState [ Stage ] [ i ] ) ;
}
}
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/* apply the sampler states to the texture */
for ( i = 1 ; i < = HIGHEST_SAMPLER_STATE ; i + + ) {
IWineD3DDevice_SetSamplerState ( iface , Stage , i , This - > stateBlock - > samplerState [ Stage ] [ i ] ) ;
}
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/* Note the D3DRS value applies to all textures, but GL has one
* per texture , so apply it now ready to be used !
*/
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D3DCOLORTOGLFLOAT4 ( This - > stateBlock - > renderState [ WINED3DRS_TEXTUREFACTOR ] , col ) ;
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glTexEnvfv ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_COLOR , & col [ 0 ] ) ;
checkGLcall ( " glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color); " ) ;
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TRACE ( " -----------------------> Updated the texture at stage %ld to have new texture state information \n " , Stage ) ;
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}
/**********************************************************
* IUnknown parts follows
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface ( IWineD3DDevice * iface , REFIID riid , LPVOID * ppobj )
{
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/* FIXME: This needs to extend an IWineD3DBaseObject */
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TRACE ( " (%p)->(%s,%p) \n " , This , debugstr_guid ( riid ) , ppobj ) ;
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if ( IsEqualGUID ( riid , & IID_IUnknown )
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| | IsEqualGUID ( riid , & IID_IWineD3DDevice ) ) {
IUnknown_AddRef ( iface ) ;
* ppobj = This ;
return D3D_OK ;
}
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return E_NOINTERFACE ;
}
ULONG WINAPI IWineD3DDeviceImpl_AddRef ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
ULONG refCount = InterlockedIncrement ( & This - > ref ) ;
TRACE ( " (%p) : AddRef increasing from %ld \n " , This , refCount - 1 ) ;
return refCount ;
}
ULONG WINAPI IWineD3DDeviceImpl_Release ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
ULONG refCount = InterlockedDecrement ( & This - > ref ) ;
TRACE ( " (%p) : Releasing from %ld \n " , This , refCount + 1 ) ;
if ( ! refCount ) {
/* TODO: Clean up all the surfaces and textures! */
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/* FIXME: Create targets and state blocks in d3d8 */
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if ( ( ( IWineD3DImpl * ) This - > wineD3D ) - > dxVersion > 8 ) { /*We don't create a state block in d3d8 yet*/
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/* NOTE: You must release the parent if the object was created via a callback
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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int i ;
IUnknown * swapChainParent ;
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/* Release all of the swapchains, except the implicit swapchain (#0) */
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for ( i = 1 ; i < This - > numberOfSwapChains ; i + + ) {
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/* TODO: don't access swapchains[x] directly! */
IWineD3DSwapChain_Release ( This - > swapchains [ i ] ) ;
}
if ( This - > stateBlock ! = NULL ) {
IWineD3DStateBlock_Release ( ( IWineD3DStateBlock * ) This - > stateBlock ) ;
}
if ( This - > swapchains [ 0 ] ! = NULL ) {
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/* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
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/* TODO: don't access swapchains[x] directly!, check that there are no-more swapchains left for this device! */
IWineD3DSwapChain_GetParent ( This - > swapchains [ 0 ] , & swapChainParent ) ;
IUnknown_Release ( swapChainParent ) ; /* once for the get parent */
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if ( IUnknown_Release ( swapChainParent ) > 0 ) { /* the second time for when it was created */
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FIXME ( " (%p) Something's still holding the implicit swapchain \n " , This ) ;
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}
}
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}
IWineD3D_Release ( This - > wineD3D ) ;
HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
}
return refCount ;
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}
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/**********************************************************
* IWineD3DDevice implementation follows
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_GetParent ( IWineD3DDevice * iface , IUnknown * * pParent ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
* pParent = This - > parent ;
IUnknown_AddRef ( This - > parent ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer ( IWineD3DDevice * iface , UINT Size , DWORD Usage ,
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DWORD FVF , D3DPOOL Pool , IWineD3DVertexBuffer * * ppVertexBuffer , HANDLE * sharedHandle ,
IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DVertexBufferImpl * object ;
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WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA ; /* Dummy format for now */
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D3DCREATERESOURCEOBJECTINSTANCE ( object , VertexBuffer , D3DRTYPE_VERTEXBUFFER , Size )
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/*TODO: use VBO's */
if ( Pool = = D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
object - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , object - > resource . size ) ;
}
object - > fvf = FVF ;
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TRACE ( " (%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p \n " , This , Size , Usage , FVF , Pool , object - > resource . allocatedMemory , object ) ;
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* ppVertexBuffer = ( IWineD3DVertexBuffer * ) object ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer ( IWineD3DDevice * iface , UINT Length , DWORD Usage ,
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WINED3DFORMAT Format , D3DPOOL Pool , IWineD3DIndexBuffer * * ppIndexBuffer ,
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HANDLE * sharedHandle , IUnknown * parent ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DIndexBufferImpl * object ;
TRACE ( " (%p) Creating index buffer \n " , This ) ;
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/* Allocate the storage for the device */
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D3DCREATERESOURCEOBJECTINSTANCE ( object , IndexBuffer , D3DRTYPE_INDEXBUFFER , Length )
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/*TODO: use VBO's */
if ( Pool = = D3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
object - > resource . allocatedMemory = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , object - > resource . size ) ;
}
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TRACE ( " (%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p \n " , This , Length , Usage , Format ,
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debug_d3dformat ( Format ) , Pool , object , object - > resource . allocatedMemory ) ;
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* ppIndexBuffer = ( IWineD3DIndexBuffer * ) object ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock ( IWineD3DDevice * iface , D3DSTATEBLOCKTYPE Type , IWineD3DStateBlock * * ppStateBlock , IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DStateBlockImpl * object ;
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int i , j ;
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D3DCREATEOBJECTINSTANCE ( object , StateBlock )
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object - > blockType = Type ;
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/* Special case - Used during initialization to produce a placeholder stateblock
so other functions called can update a state block */
if ( Type = = ( D3DSTATEBLOCKTYPE ) 0 ) {
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/* Don't bother increasing the reference count otherwise a device will never
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be freed due to circular dependencies */
return D3D_OK ;
}
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef ( iface ) ;
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/* Otherwise, might as well set the whole state block to the appropriate values */
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if ( This - > stateBlock ! = NULL ) {
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memcpy ( object , This - > stateBlock , sizeof ( IWineD3DStateBlockImpl ) ) ;
} else {
memset ( object - > streamFreq , 1 , sizeof ( object - > streamFreq ) ) ;
}
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/* Reset the ref and type after kludging it */
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object - > wineD3DDevice = This ;
object - > ref = 1 ;
object - > blockType = Type ;
TRACE ( " Updating changed flags appropriate for type %d \n " , Type ) ;
if ( Type = = D3DSBT_ALL ) {
TRACE ( " ALL => Pretend everything has changed \n " ) ;
memset ( & object - > changed , TRUE , sizeof ( This - > stateBlock - > changed ) ) ;
} else if ( Type = = D3DSBT_PIXELSTATE ) {
memset ( & object - > changed , FALSE , sizeof ( This - > stateBlock - > changed ) ) ;
/* TODO: Pixel Shader Constants */
object - > changed . pixelShader = TRUE ;
for ( i = 0 ; i < NUM_SAVEDPIXELSTATES_R ; i + + ) {
object - > changed . renderState [ SavedPixelStates_R [ i ] ] = TRUE ;
}
for ( j = 0 ; j < GL_LIMITS ( textures ) ; i + + ) {
for ( i = 0 ; i < NUM_SAVEDPIXELSTATES_T ; i + + ) {
object - > changed . textureState [ j ] [ SavedPixelStates_T [ i ] ] = TRUE ;
}
}
/* Setting sampler block changes states */
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for ( j = 0 ; j < GL_LIMITS ( samplers ) ; j + + ) {
for ( i = 0 ; i < NUM_SAVEDPIXELSTATES_S ; i + + ) {
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object - > changed . samplerState [ j ] [ SavedPixelStates_S [ i ] ] = TRUE ;
}
}
} else if ( Type = = D3DSBT_VERTEXSTATE ) {
memset ( & object - > changed , FALSE , sizeof ( This - > stateBlock - > changed ) ) ;
/* TODO: Vertex Shader Constants */
object - > changed . vertexShader = TRUE ;
for ( i = 0 ; i < NUM_SAVEDVERTEXSTATES_R ; i + + ) {
object - > changed . renderState [ SavedVertexStates_R [ i ] ] = TRUE ;
}
for ( j = 0 ; j < GL_LIMITS ( textures ) ; i + + ) {
for ( i = 0 ; i < NUM_SAVEDVERTEXSTATES_T ; i + + ) {
object - > changed . textureState [ j ] [ SavedVertexStates_T [ i ] ] = TRUE ;
}
}
/* Setting sampler block changes states */
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for ( j = 0 ; j < GL_LIMITS ( samplers ) ; j + + ) {
for ( i = 0 ; i < NUM_SAVEDVERTEXSTATES_S ; i + + ) {
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object - > changed . samplerState [ j ] [ SavedVertexStates_S [ i ] ] = TRUE ;
}
}
/* Duplicate light chain */
{
PLIGHTINFOEL * src = NULL ;
PLIGHTINFOEL * dst = NULL ;
PLIGHTINFOEL * newEl = NULL ;
src = This - > stateBlock - > lights ;
object - > lights = NULL ;
while ( src ) {
newEl = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( PLIGHTINFOEL ) ) ;
if ( newEl = = NULL ) return D3DERR_OUTOFVIDEOMEMORY ;
memcpy ( newEl , src , sizeof ( PLIGHTINFOEL ) ) ;
newEl - > prev = dst ;
newEl - > changed = TRUE ;
newEl - > enabledChanged = TRUE ;
if ( dst = = NULL ) {
object - > lights = newEl ;
} else {
dst - > next = newEl ;
}
dst = newEl ;
src = src - > next ;
}
}
} else {
FIXME ( " Unrecognized state block type %d \n " , Type ) ;
}
TRACE ( " (%p) returning token (ptr to stateblock) of %p \n " , This , object ) ;
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return D3D_OK ;
}
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/* ************************************
MSDN :
[ in ] Render targets are not lockable unless the application specifies TRUE for Lockable . Note that lockable render targets reduce performance on some graphics hardware .
Discard
[ in ] Set this flag to TRUE to enable z - buffer discarding , and FALSE otherwise .
If this flag is set , the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9 : : Present or IDirect3DDevice9 : : SetDepthStencilSurface with a different depth surface .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface ( IWineD3DDevice * iface , UINT Width , UINT Height , WINED3DFORMAT Format , BOOL Lockable , BOOL Discard , UINT Level , IWineD3DSurface * * ppSurface , D3DRESOURCETYPE Type , DWORD Usage , D3DPOOL Pool , D3DMULTISAMPLE_TYPE MultiSample , DWORD MultisampleQuality , HANDLE * pSharedHandle , IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DSurfaceImpl * object ; /*NOTE: impl ref allowed since this is a create function */
unsigned int pow2Width , pow2Height ;
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unsigned int Size = 1 ;
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TRACE ( " (%p) Create surface \n " , This ) ;
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/** FIXME: Check ranges on the inputs are valid
* MSDN
* MultisampleQuality
* [ in ] Quality level . The valid range is between zero and one less than the level
* returned by pQualityLevels used by IDirect3D9 : : CheckDeviceMultiSampleType .
* Passing a larger value returns the error D3DERR_INVALIDCALL . The MultisampleQuality
* values of paired render targets , depth stencil surfaces , and the MultiSample type
* must all match .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/**
* TODO : Discard MSDN
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* [ in ] Set this flag to TRUE to enable z - buffer discarding , and FALSE otherwise .
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*
* If this flag is set , the contents of the depth stencil buffer will be
* invalid after calling either IDirect3DDevice9 : : Present or * IDirect3DDevice9 : : SetDepthStencilSurface
* with a different depth surface .
*
* This flag has the same behavior as the constant , D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL , in D3DPRESENTFLAG .
* * * * * * * * * * * * * * * * * * * * * * * * * * */
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if ( MultisampleQuality < 0 ) {
FIXME ( " Invalid multisample level %ld \n " , MultisampleQuality ) ;
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return D3DERR_INVALIDCALL ; /* TODO: Check that this is the case! */
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}
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if ( MultisampleQuality > 0 ) {
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FIXME ( " MultisampleQuality set to %ld, substituting 0 \n " , MultisampleQuality ) ;
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MultisampleQuality = 0 ;
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}
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/* Non-power2 support */
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/* Find the nearest pow2 match */
pow2Width = pow2Height = 1 ;
while ( pow2Width < Width ) pow2Width < < = 1 ;
while ( pow2Height < Height ) pow2Height < < = 1 ;
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if ( pow2Width > Width | | pow2Height > Height ) {
/** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
if ( Format = = WINED3DFMT_DXT1 | | Format = = WINED3DFMT_DXT2 | | Format = = WINED3DFMT_DXT3
| | Format = = WINED3DFMT_DXT4 | | Format = = WINED3DFMT_DXT5 ) {
FIXME ( " (%p) Compressed non-power-two textures are not supported w(%d) h(%d) \n " ,
This , Width , Height ) ;
return D3DERR_NOTAVAILABLE ;
}
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}
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/** TODO: Check against the maximum texture sizes supported by the video card **/
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/** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
* it is based around 4 x4 pixel blocks it requires padding , so allocate enough
* space !
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
if ( Format = = WINED3DFMT_DXT1 ) {
/* DXT1 is half byte per pixel */
Size = ( ( max ( Width , 4 ) * D3DFmtGetBpp ( This , Format ) ) * max ( Height , 4 ) ) > > 1 ;
} else if ( Format = = WINED3DFMT_DXT2 | | Format = = WINED3DFMT_DXT3 | |
Format = = WINED3DFMT_DXT4 | | Format = = WINED3DFMT_DXT5 ) {
Size = ( ( max ( Width , 4 ) * D3DFmtGetBpp ( This , Format ) ) * max ( Height , 4 ) ) ;
} else {
Size = ( Width * D3DFmtGetBpp ( This , Format ) ) * Height ;
}
/** Create the and initilise surface resource **/
D3DCREATERESOURCEOBJECTINSTANCE ( object , Surface , D3DRTYPE_SURFACE , Size )
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object - > container = ( IUnknown * ) This ;
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object - > currentDesc . Width = Width ;
object - > currentDesc . Height = Height ;
object - > currentDesc . MultiSampleType = MultiSample ;
object - > currentDesc . MultiSampleQuality = MultisampleQuality ;
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/* Setup some glformat defaults */
object - > glDescription . glFormat = D3DFmt2GLFmt ( This , object - > resource . format ) ;
object - > glDescription . glFormatInternal = D3DFmt2GLIntFmt ( This , object - > resource . format ) ;
object - > glDescription . glType = D3DFmt2GLType ( This , object - > resource . format ) ;
object - > glDescription . textureName = 0 ;
object - > glDescription . level = Level ;
object - > glDescription . target = GL_TEXTURE_2D ;
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/* Internal data */
object - > pow2Width = pow2Width ;
object - > pow2Height = pow2Height ;
object - > nonpow2 = ( pow2Width ! = Width | | pow2Height ! = Height ) ? TRUE : FALSE ;
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object - > discard = Discard ;
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object - > activeLock = FALSE ;
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object - > bytesPerPixel = D3DFmtGetBpp ( This , Format ) ;
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object - > pow2Size = ( pow2Width * object - > bytesPerPixel ) * pow2Height ;
/** TODO: change this into a texture transform matrix so that it's processed in hardware **/
/* Precalculated scaling for 'faked' non power of two texture coords */
object - > pow2scalingFactorX = ( ( ( float ) Width ) / ( ( float ) pow2Width ) ) ;
object - > pow2scalingFactorY = ( ( ( float ) Height ) / ( ( float ) pow2Height ) ) ;
TRACE ( " xf(%f) yf(%f) \n " , object - > pow2scalingFactorX , object - > pow2scalingFactorY ) ;
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TRACE ( " Pool %d %d %d %d " , Pool , D3DPOOL_DEFAULT , D3DPOOL_MANAGED , D3DPOOL_SYSTEMMEM ) ;
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/** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
* this function is too deap to need to care about things like this .
* Levels need to be checked too , and possibly Type wince they all affect what can be done .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
switch ( Pool ) {
case D3DPOOL_SCRATCH :
if ( Lockable = = FALSE )
FIXME ( " Create suface called with a pool of SCRATCH and a Lockable of FALSE \
which are mutually exclusive , setting lockable to true \ n " );
Lockable = TRUE ;
break ;
case D3DPOOL_SYSTEMMEM :
if ( Lockable = = FALSE ) FIXME ( " Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
this is acceptable but unexpected ( I can ' t know how the surface can be usable ! ) \ n " ) ;
case D3DPOOL_MANAGED :
if ( Usage = = D3DUSAGE_DYNAMIC ) FIXME ( " Create surface called with a pool of MANAGED and a \
Usage of DYNAMIC which are mutually exclusive , not doing \
anything just telling you . \ n " );
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break ;
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case D3DPOOL_DEFAULT : /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
if ( ! ( Usage & D3DUSAGE_DYNAMIC ) & & ! ( Usage & D3DUSAGE_RENDERTARGET )
& & ! ( Usage & & D3DUSAGE_DEPTHSTENCIL ) & & Lockable = = TRUE )
FIXME ( " Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage. \n " ) ;
break ;
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default :
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FIXME ( " (%p) Unknown pool %d \n " , This , Pool ) ;
break ;
} ;
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if ( Usage & D3DUSAGE_RENDERTARGET & & Pool ! = D3DPOOL_DEFAULT ) {
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FIXME ( " Trying to create a render target that isn't in the default pool \n " ) ;
}
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object - > locked = FALSE ;
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object - > lockable = ( WINED3DFMT_D16_LOCKABLE = = Format ) ? TRUE : Lockable ;
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/* mark the texture as dirty so that it get's loaded first time around*/
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IWineD3DSurface_AddDirtyRect ( * ppSurface , NULL ) ;
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TRACE ( " (%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes \n " ,
This , Width , Height , Format , debug_d3dformat ( Format ) ,
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( WINED3DFMT_D16_LOCKABLE = = Format ) , * ppSurface , object - > resource . allocatedMemory , object - > resource . size ) ;
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return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture ( IWineD3DDevice * iface , UINT Width , UINT Height , UINT Levels ,
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DWORD Usage , WINED3DFORMAT Format , D3DPOOL Pool ,
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IWineD3DTexture * * ppTexture , HANDLE * pSharedHandle , IUnknown * parent ,
D3DCB_CREATESURFACEFN D3DCB_CreateSurface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DTextureImpl * object ;
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unsigned int i ;
UINT tmpW ;
UINT tmpH ;
HRESULT hr ;
TRACE ( " (%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) .... \n " , This , Width , Height , Levels , Usage ) ;
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D3DCREATERESOURCEOBJECTINSTANCE ( object , Texture , D3DRTYPE_TEXTURE , 0 ) ;
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D3DINITILIZEBASETEXTURE ( object - > baseTexture ) ;
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object - > width = Width ;
object - > height = Height ;
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/* Calculate levels for mip mapping */
if ( Levels = = 0 ) {
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TRACE ( " calculating levels %d \n " , object - > baseTexture . levels ) ;
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object - > baseTexture . levels + + ;
tmpW = Width ;
tmpH = Height ;
while ( tmpW > 1 & & tmpH > 1 ) {
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tmpW = max ( 1 , tmpW > > 1 ) ;
tmpH = max ( 1 , tmpH > > 1 ) ;
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object - > baseTexture . levels + + ;
}
TRACE ( " Calculated levels = %d \n " , object - > baseTexture . levels ) ;
}
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/* Generate all the surfaces */
tmpW = Width ;
tmpH = Height ;
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for ( i = 0 ; i < object - > baseTexture . levels ; i + + )
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{
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/* use the callback to create the texture surface */
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hr = D3DCB_CreateSurface ( This - > parent , tmpW , tmpH , Format , Usage , Pool , i , & object - > surfaces [ i ] , NULL ) ;
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if ( hr ! = D3D_OK ) {
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int j ;
FIXME ( " Failed to create surface %p \n " , object ) ;
/* clean up */
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for ( j = 0 ; j < i ; j + + ) {
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IWineD3DSurface_Release ( object - > surfaces [ j ] ) ;
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}
/* heap free object */
HeapFree ( GetProcessHeap ( ) , 0 , object ) ;
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* ppTexture = NULL ;
return hr ;
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}
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IWineD3DSurface_SetContainer ( object - > surfaces [ i ] , ( IUnknown * ) object ) ;
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TRACE ( " Created surface level %d @ %p \n " , i , object - > surfaces [ i ] ) ;
/* calculate the next mipmap level */
tmpW = max ( 1 , tmpW > > 1 ) ;
tmpH = max ( 1 , tmpH > > 1 ) ;
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}
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TRACE ( " (%p) : Created texture %p \n " , This , object ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture ( IWineD3DDevice * iface ,
UINT Width , UINT Height , UINT Depth ,
UINT Levels , DWORD Usage ,
WINED3DFORMAT Format , D3DPOOL Pool ,
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IWineD3DVolumeTexture * * ppVolumeTexture ,
HANDLE * pSharedHandle , IUnknown * parent ,
D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DVolumeTextureImpl * object ;
unsigned int i ;
UINT tmpW ;
UINT tmpH ;
UINT tmpD ;
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D3DCREATERESOURCEOBJECTINSTANCE ( object , VolumeTexture , D3DRTYPE_VOLUMETEXTURE , 0 ) ;
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D3DINITILIZEBASETEXTURE ( object - > baseTexture ) ;
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TRACE ( " (%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s) \n " , This , Width , Height ,
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Depth , Levels , Usage , Format , debug_d3dformat ( Format ) , debug_d3dpool ( Pool ) ) ;
object - > width = Width ;
object - > height = Height ;
object - > depth = Depth ;
/* Calculate levels for mip mapping */
if ( Levels = = 0 ) {
object - > baseTexture . levels + + ;
tmpW = Width ;
tmpH = Height ;
tmpD = Depth ;
while ( tmpW > 1 & & tmpH > 1 & & tmpD > 1 ) {
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tmpW = max ( 1 , tmpW > > 1 ) ;
tmpH = max ( 1 , tmpH > > 1 ) ;
tmpD = max ( 1 , tmpD > > 1 ) ;
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object - > baseTexture . levels + + ;
}
TRACE ( " Calculated levels = %d \n " , object - > baseTexture . levels ) ;
}
/* Generate all the surfaces */
tmpW = Width ;
tmpH = Height ;
tmpD = Depth ;
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for ( i = 0 ; i < object - > baseTexture . levels ; i + + )
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{
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/* Create the volume */
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D3DCB_CreateVolume ( This - > parent , Width , Height , Depth , Format , Pool , Usage ,
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( IWineD3DVolume * * ) & object - > volumes [ i ] , pSharedHandle ) ;
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IWineD3DVolume_SetContainer ( object - > volumes [ i ] , ( IUnknown * ) object ) ;
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tmpW = max ( 1 , tmpW > > 1 ) ;
tmpH = max ( 1 , tmpH > > 1 ) ;
tmpD = max ( 1 , tmpD > > 1 ) ;
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}
* ppVolumeTexture = ( IWineD3DVolumeTexture * ) object ;
TRACE ( " (%p) : Created volume texture %p \n " , This , object ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume ( IWineD3DDevice * iface ,
UINT Width , UINT Height , UINT Depth ,
DWORD Usage ,
WINED3DFORMAT Format , D3DPOOL Pool ,
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IWineD3DVolume * * ppVolume ,
HANDLE * pSharedHandle , IUnknown * parent ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DVolumeImpl * object ; /** NOTE: impl ref allowed since this is a create function **/
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D3DCREATERESOURCEOBJECTINSTANCE ( object , Volume , D3DRTYPE_VOLUME , ( ( Width * D3DFmtGetBpp ( This , Format ) ) * Height * Depth ) )
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TRACE ( " (%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s) \n " , This , Width , Height ,
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Depth , Usage , Format , debug_d3dformat ( Format ) , debug_d3dpool ( Pool ) ) ;
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object - > currentDesc . Width = Width ;
object - > currentDesc . Height = Height ;
object - > currentDesc . Depth = Depth ;
object - > bytesPerPixel = D3DFmtGetBpp ( This , Format ) ;
/** Note: Volume textures cannot be dxtn, hence no need to check here **/
object - > lockable = TRUE ;
object - > locked = FALSE ;
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memset ( & object - > lockedBox , 0 , sizeof ( D3DBOX ) ) ;
object - > dirty = FALSE ;
return IWineD3DVolume_CleanDirtyBox ( ( IWineD3DVolume * ) object ) ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture ( IWineD3DDevice * iface , UINT EdgeLength ,
UINT Levels , DWORD Usage ,
WINED3DFORMAT Format , D3DPOOL Pool ,
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IWineD3DCubeTexture * * ppCubeTexture ,
HANDLE * pSharedHandle , IUnknown * parent ,
D3DCB_CREATESURFACEFN D3DCB_CreateSurface ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DCubeTextureImpl * object ; /** NOTE: impl ref allowed since this is a create function **/
unsigned int i , j ;
UINT tmpW ;
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HRESULT hr ;
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D3DCREATERESOURCEOBJECTINSTANCE ( object , CubeTexture , D3DRTYPE_CUBETEXTURE , 0 ) ;
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D3DINITILIZEBASETEXTURE ( object - > baseTexture ) ;
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TRACE ( " (%p) Create Cube Texture \n " , This ) ;
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object - > edgeLength = EdgeLength ;
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/* Calculate levels for mip mapping */
if ( Levels = = 0 ) {
object - > baseTexture . levels + + ;
tmpW = EdgeLength ;
while ( tmpW > 1 ) {
tmpW = max ( 1 , tmpW / 2 ) ;
object - > baseTexture . levels + + ;
}
TRACE ( " Calculated levels = %d \n " , object - > baseTexture . levels ) ;
}
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/* Generate all the surfaces */
tmpW = EdgeLength ;
for ( i = 0 ; i < object - > baseTexture . levels ; i + + ) {
/* Create the 6 faces */
for ( j = 0 ; j < 6 ; j + + ) {
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hr = D3DCB_CreateSurface ( This - > parent , tmpW , tmpW , Format , Usage , Pool ,
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i /* Level */ , & object - > surfaces [ j ] [ i ] , pSharedHandle ) ;
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if ( hr ! = D3D_OK ) {
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/* clean up */
int k ;
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int l ;
for ( l = 0 ; l < j ; l + + ) {
IWineD3DSurface_Release ( object - > surfaces [ j ] [ i ] ) ;
}
for ( k = 0 ; k < i ; k + + ) {
for ( l = 0 ; l < 6 ; l + + ) {
IWineD3DSurface_Release ( object - > surfaces [ l ] [ j ] ) ;
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}
}
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FIXME ( " (%p) Failed to create surface \n " , object ) ;
HeapFree ( GetProcessHeap ( ) , 0 , object ) ;
* ppCubeTexture = NULL ;
return hr ;
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}
IWineD3DSurface_SetContainer ( object - > surfaces [ j ] [ i ] , ( IUnknown * ) object ) ;
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TRACE ( " Created surface level %d @ %p, \n " , i , object - > surfaces [ j ] [ i ] ) ;
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}
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tmpW = max ( 1 , tmpW > > 1 ) ;
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}
TRACE ( " (%p) : Created Cube Texture %p \n " , This , object ) ;
* ppCubeTexture = ( IWineD3DCubeTexture * ) object ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery ( IWineD3DDevice * iface , WINED3DQUERYTYPE Type , IWineD3DQuery * * ppQuery , IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DQueryImpl * object ; /*NOTE: impl ref allowed since this is a create function */
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if ( NULL = = ppQuery ) {
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/* Just a check to see if we support this type of query */
HRESULT hr = D3DERR_NOTAVAILABLE ;
/* Lie and say everything is good (we can return ok fake data from a stub) */
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switch ( Type ) {
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case WINED3DQUERYTYPE_VCACHE :
case WINED3DQUERYTYPE_RESOURCEMANAGER :
case WINED3DQUERYTYPE_VERTEXSTATS :
case WINED3DQUERYTYPE_EVENT :
case WINED3DQUERYTYPE_OCCLUSION :
case WINED3DQUERYTYPE_TIMESTAMP :
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT :
case WINED3DQUERYTYPE_TIMESTAMPFREQ :
case WINED3DQUERYTYPE_PIPELINETIMINGS :
case WINED3DQUERYTYPE_INTERFACETIMINGS :
case WINED3DQUERYTYPE_VERTEXTIMINGS :
case WINED3DQUERYTYPE_PIXELTIMINGS :
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS :
case WINED3DQUERYTYPE_CACHEUTILIZATION :
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hr = D3D_OK ;
break ;
default :
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FIXME ( " (%p) Unhandled query type %d \n " , This , Type ) ;
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}
FIXME ( " (%p) : Stub request for query type %d returned %ld \n " , This , Type , hr ) ;
return hr ;
}
D3DCREATEOBJECTINSTANCE ( object , Query )
object - > type = Type ;
object - > extendedData = 0 ;
TRACE ( " (%p) : Created Query %p \n " , This , object ) ;
return D3D_OK ;
}
/* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
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HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain ( IWineD3DDevice * iface , WINED3DPRESENT_PARAMETERS * pPresentationParameters , IWineD3DSwapChain * * ppSwapChain ,
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IUnknown * parent ,
D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget ,
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D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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HDC hDc ;
IWineD3DSwapChainImpl * object ; /** NOTE: impl ref allowed since this is a create function **/
int num ;
XVisualInfo template ;
GLXContext oldContext ;
Drawable oldDrawable ;
HRESULT hr = D3D_OK ;
TRACE ( " (%p) : Created Aditional Swap Chain \n " , This ) ;
/** FIXME: Test under windows to find out what the life cycle of a swap chain is,
* does a device hold a reference to a swap chain giving them a lifetime of the device
* or does the swap chain notify the device of it ' d destruction .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
D3DCREATEOBJECTINSTANCE ( object , SwapChain )
/* Initialize other useful values */
object - > presentParms . BackBufferCount = 1 ; /* TODO:? support for gl_aux buffers */
/*********************
* Lookup the window Handle and the relating X window handle
* * * * * * * * * * * * * * * * * * * */
/* Setup hwnd we are using, plus which display this equates to */
object - > win_handle = * ( pPresentationParameters - > hDeviceWindow ) ;
if ( ! object - > win_handle ) {
object - > win_handle = This - > createParms . hFocusWindow ;
}
object - > win = ( Window ) GetPropA ( object - > win_handle , " __wine_x11_whole_window " ) ;
hDc = GetDC ( object - > win_handle ) ;
object - > display = get_display ( hDc ) ;
ReleaseDC ( object - > win_handle , hDc ) ;
TRACE ( " Using a display of %p %p \n " , object - > display , hDc ) ;
if ( NULL = = object - > display | | NULL = = hDc ) {
WARN ( " Failed to get a display and HDc for Window %p \n " , object - > win_handle ) ;
return D3DERR_NOTAVAILABLE ;
}
if ( object - > win = = 0 ) {
WARN ( " Failed to get a valid XVisuial ID for the window %p \n " , object - > win_handle ) ;
return D3DERR_NOTAVAILABLE ;
}
/**
* Create an opengl context for the display visual
* NOTE : the visual is chosen as the window is created and the glcontext cannot
* use different properties after that point in time . FIXME : How to handle when requested format
* doesn ' t match actual visual ? Cannot choose one here - code removed as it ONLY works if the one
* it chooses is identical to the one already being used !
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
ENTER_GL ( ) ;
/* Create a new context for this swapchain */
template . visualid = ( VisualID ) GetPropA ( GetDesktopWindow ( ) , " __wine_x11_visual_id " ) ;
/* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
( or the best possible if none is requested ) */
TRACE ( " Found x visual ID : %ld \n " , template . visualid ) ;
object - > visInfo = XGetVisualInfo ( object - > display , VisualIDMask , & template , & num ) ;
if ( NULL = = object - > visInfo ) {
ERR ( " cannot really get XVisual \n " ) ;
LEAVE_GL ( ) ;
return D3DERR_NOTAVAILABLE ;
} else {
int n , value ;
/* Write out some debug info about the visual/s */
TRACE ( " Using x visual ID : %ld \n " , template . visualid ) ;
TRACE ( " visual info: %p \n " , object - > visInfo ) ;
TRACE ( " num items : %d \n " , num ) ;
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for ( n = 0 ; n < num ; n + + ) {
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TRACE ( " =====item=====: %d \n " , n + 1 ) ;
TRACE ( " visualid : %ld \n " , object - > visInfo [ n ] . visualid ) ;
TRACE ( " screen : %d \n " , object - > visInfo [ n ] . screen ) ;
TRACE ( " depth : %u \n " , object - > visInfo [ n ] . depth ) ;
TRACE ( " class : %d \n " , object - > visInfo [ n ] . class ) ;
TRACE ( " red_mask : %ld \n " , object - > visInfo [ n ] . red_mask ) ;
TRACE ( " green_mask : %ld \n " , object - > visInfo [ n ] . green_mask ) ;
TRACE ( " blue_mask : %ld \n " , object - > visInfo [ n ] . blue_mask ) ;
TRACE ( " colormap_size : %d \n " , object - > visInfo [ n ] . colormap_size ) ;
TRACE ( " bits_per_rgb : %d \n " , object - > visInfo [ n ] . bits_per_rgb ) ;
/* log some extra glx info */
glXGetConfig ( object - > display , object - > visInfo , GLX_AUX_BUFFERS , & value ) ;
TRACE ( " gl_aux_buffers : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_BUFFER_SIZE , & value ) ;
TRACE ( " gl_buffer_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_RED_SIZE , & value ) ;
TRACE ( " gl_red_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_GREEN_SIZE , & value ) ;
TRACE ( " gl_green_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_BLUE_SIZE , & value ) ;
TRACE ( " gl_blue_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_ALPHA_SIZE , & value ) ;
TRACE ( " gl_alpha_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_DEPTH_SIZE , & value ) ;
TRACE ( " gl_depth_size : %d \n " , value ) ;
glXGetConfig ( object - > display , object - > visInfo , GLX_STENCIL_SIZE , & value ) ;
TRACE ( " gl_stencil_size : %d \n " , value ) ;
}
/* Now choose a simila visual ID*/
}
# ifdef USE_CONTEXT_MANAGER
/** TODO: use a context mamager **/
# endif
{
IWineD3DSwapChain * implSwapChain ;
if ( D3D_OK ! = IWineD3DDevice_GetSwapChain ( iface , 0 , & implSwapChain ) ) {
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/* The first time around we create the context that is shared with all other swapchains and render targets */
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object - > glCtx = glXCreateContext ( object - > display , object - > visInfo , NULL , GL_TRUE ) ;
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TRACE ( " Creating implicit context for vis %p, hwnd %p \n " , object - > display , object - > visInfo ) ;
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} else {
TRACE ( " Creating context for vis %p, hwnd %p \n " , object - > display , object - > visInfo ) ;
/* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
/* and create a new context with the implicit swapchains context as the shared context */
object - > glCtx = glXCreateContext ( object - > display , object - > visInfo , ( ( IWineD3DSwapChainImpl * ) implSwapChain ) - > glCtx , GL_TRUE ) ;
IWineD3DSwapChain_Release ( implSwapChain ) ;
}
}
/* Cleanup */
XFree ( object - > visInfo ) ;
object - > visInfo = NULL ;
if ( NULL = = object - > glCtx ) {
ERR ( " cannot create glxContext \n " ) ;
LEAVE_GL ( ) ;
return D3DERR_NOTAVAILABLE ;
}
LEAVE_GL ( ) ;
if ( object - > glCtx = = NULL ) {
ERR ( " Error in context creation ! \n " ) ;
return D3DERR_INVALIDCALL ;
} else {
TRACE ( " Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p) \n " ,
object - > win_handle , object - > glCtx , object - > win , object - > visInfo ) ;
}
/*********************
* Windowed / Fullscreen
* * * * * * * * * * * * * * * * * * */
/**
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* TODO : MSDN says that we are only allowed one fullscreen swapchain per device ,
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* so we should really check to see if their is a fullscreen swapchain already
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* I think Windows and X have different ideas about fullscreen , does a single head count as full screen ?
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
if ( ! * ( pPresentationParameters - > Windowed ) ) {
DEVMODEW devmode ;
HDC hdc ;
int bpp = 0 ;
/* Get info on the current display setup */
hdc = CreateDCA ( " DISPLAY " , NULL , NULL , NULL ) ;
bpp = GetDeviceCaps ( hdc , BITSPIXEL ) ;
DeleteDC ( hdc ) ;
/* Change the display settings */
memset ( & devmode , 0 , sizeof ( DEVMODEW ) ) ;
devmode . dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT ;
devmode . dmBitsPerPel = ( bpp > = 24 ) ? 32 : bpp ; /* Stupid XVidMode cannot change bpp */
devmode . dmPelsWidth = * ( pPresentationParameters - > BackBufferWidth ) ;
devmode . dmPelsHeight = * ( pPresentationParameters - > BackBufferHeight ) ;
MultiByteToWideChar ( CP_ACP , 0 , " Gamers CG " , - 1 , devmode . dmDeviceName , CCHDEVICENAME ) ;
ChangeDisplaySettingsExW ( devmode . dmDeviceName , & devmode , object - > win_handle , CDS_FULLSCREEN , NULL ) ;
/* Make popup window */
SetWindowLongA ( object - > win_handle , GWL_STYLE , WS_POPUP ) ;
SetWindowPos ( object - > win_handle , HWND_TOP , 0 , 0 ,
* ( pPresentationParameters - > BackBufferWidth ) ,
* ( pPresentationParameters - > BackBufferHeight ) , SWP_SHOWWINDOW | SWP_FRAMECHANGED ) ;
}
/** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
* then the corresponding dimension of the client area of the hDeviceWindow
* ( or the focus window , if hDeviceWindow is NULL ) is taken .
* * * * * * * * * * * * * * * * * * * * * */
if ( * ( pPresentationParameters - > Windowed ) & &
( ( * ( pPresentationParameters - > BackBufferWidth ) = = 0 ) | |
( * ( pPresentationParameters - > BackBufferHeight ) = = 0 ) ) ) {
RECT Rect ;
GetClientRect ( object - > win_handle , & Rect ) ;
if ( * ( pPresentationParameters - > BackBufferWidth ) = = 0 ) {
* ( pPresentationParameters - > BackBufferWidth ) = Rect . right ;
TRACE ( " Updating width to %d \n " , * ( pPresentationParameters - > BackBufferWidth ) ) ;
}
if ( * ( pPresentationParameters - > BackBufferHeight ) = = 0 ) {
* ( pPresentationParameters - > BackBufferHeight ) = Rect . bottom ;
TRACE ( " Updating height to %d \n " , * ( pPresentationParameters - > BackBufferHeight ) ) ;
}
}
/*********************
* finish off parameter initialization
* * * * * * * * * * * * * * * * * * */
/* Put the correct figures in the presentation parameters */
TRACE ( " Coppying accross presentaion paraneters \n " ) ;
object - > presentParms . BackBufferWidth = * ( pPresentationParameters - > BackBufferWidth ) ;
object - > presentParms . BackBufferHeight = * ( pPresentationParameters - > BackBufferHeight ) ;
object - > presentParms . BackBufferFormat = * ( pPresentationParameters - > BackBufferFormat ) ;
object - > presentParms . BackBufferCount = * ( pPresentationParameters - > BackBufferCount ) ;
object - > presentParms . MultiSampleType = * ( pPresentationParameters - > MultiSampleType ) ;
object - > presentParms . MultiSampleQuality = * ( pPresentationParameters - > MultiSampleQuality ) ;
object - > presentParms . SwapEffect = * ( pPresentationParameters - > SwapEffect ) ;
object - > presentParms . hDeviceWindow = * ( pPresentationParameters - > hDeviceWindow ) ;
object - > presentParms . Windowed = * ( pPresentationParameters - > Windowed ) ;
object - > presentParms . EnableAutoDepthStencil = * ( pPresentationParameters - > EnableAutoDepthStencil ) ;
object - > presentParms . AutoDepthStencilFormat = * ( pPresentationParameters - > AutoDepthStencilFormat ) ;
object - > presentParms . Flags = * ( pPresentationParameters - > Flags ) ;
object - > presentParms . FullScreen_RefreshRateInHz = * ( pPresentationParameters - > FullScreen_RefreshRateInHz ) ;
object - > presentParms . PresentationInterval = * ( pPresentationParameters - > PresentationInterval ) ;
/* FIXME: check for any failures */
/*********************
* Create the back , front and stencil buffers
* * * * * * * * * * * * * * * * * * */
TRACE ( " calling rendertarget CB \n " ) ;
hr = D3DCB_CreateRenderTarget ( ( IUnknown * ) This - > parent ,
object - > presentParms . BackBufferWidth ,
object - > presentParms . BackBufferHeight ,
object - > presentParms . BackBufferFormat ,
object - > presentParms . MultiSampleType ,
object - > presentParms . MultiSampleQuality ,
TRUE /* Lockable */ ,
& object - > frontBuffer ,
NULL /* pShared (always null)*/ ) ;
if ( object - > frontBuffer ! = NULL )
IWineD3DSurface_SetContainer ( object - > frontBuffer , ( IUnknown * ) object ) ;
TRACE ( " calling rendertarget CB \n " ) ;
hr = D3DCB_CreateRenderTarget ( ( IUnknown * ) This - > parent ,
object - > presentParms . BackBufferWidth ,
object - > presentParms . BackBufferHeight ,
object - > presentParms . BackBufferFormat ,
object - > presentParms . MultiSampleType ,
object - > presentParms . MultiSampleQuality ,
TRUE /* Lockable */ ,
& object - > backBuffer ,
NULL /* pShared (always null)*/ ) ;
if ( object - > backBuffer ! = NULL )
IWineD3DSurface_SetContainer ( object - > backBuffer , ( IUnknown * ) object ) ;
/* Under directX swapchains share the depth stencil, so only create one depth-stencil */
if ( pPresentationParameters - > EnableAutoDepthStencil ) {
TRACE ( " Creating depth stencil buffer \n " ) ;
if ( This - > depthStencilBuffer = = NULL ) {
hr = D3DCB_CreateDepthStencil ( ( IUnknown * ) This - > parent ,
object - > presentParms . BackBufferWidth ,
object - > presentParms . BackBufferHeight ,
object - > presentParms . AutoDepthStencilFormat ,
object - > presentParms . MultiSampleType ,
object - > presentParms . MultiSampleQuality ,
FALSE /* FIXME: Discard */ ,
& This - > depthStencilBuffer ,
NULL /* pShared (always null)*/ ) ;
if ( This - > depthStencilBuffer ! = NULL )
IWineD3DSurface_SetContainer ( This - > depthStencilBuffer , ( IUnknown * ) iface ) ;
}
/** TODO: A check on width, height and multisample types
* ( since the zbuffer must be at least as large as the render target and have the same multisample parameters )
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
object - > wantsDepthStencilBuffer = TRUE ;
} else {
object - > wantsDepthStencilBuffer = FALSE ;
}
TRACE ( " FrontBuf @ %p, BackBuf @ %p, DepthStencil %d \n " , object - > frontBuffer , object - > backBuffer , object - > wantsDepthStencilBuffer ) ;
/*********************
* init the default renderTarget management
* * * * * * * * * * * * * * * * * * */
object - > drawable = object - > win ;
object - > render_ctx = object - > glCtx ;
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if ( hr = = D3D_OK ) {
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/*********************
* Setup some defaults and clear down the buffers
* * * * * * * * * * * * * * * * * * */
ENTER_GL ( ) ;
/** save current context and drawable **/
oldContext = glXGetCurrentContext ( ) ;
oldDrawable = glXGetCurrentDrawable ( ) ;
TRACE ( " Activating context (display %p context %p drawable %ld)! \n " , object - > display , object - > glCtx , object - > win ) ;
if ( glXMakeCurrent ( object - > display , object - > win , object - > glCtx ) = = False ) {
ERR ( " Error in setting current context (display %p context %p drawable %ld)! \n " , object - > display , object - > glCtx , object - > win ) ;
}
checkGLcall ( " glXMakeCurrent " ) ;
TRACE ( " Setting up the screen \n " ) ;
/* Clear the screen */
glClearColor ( 0.0 , 0.0 , 0.0 , 0.0 ) ;
checkGLcall ( " glClearColor " ) ;
glClearIndex ( 0 ) ;
glClearDepth ( 1 ) ;
glClearStencil ( 0xffff ) ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
checkGLcall ( " glClear " ) ;
glColor3f ( 1.0 , 1.0 , 1.0 ) ;
checkGLcall ( " glColor3f " ) ;
glEnable ( GL_LIGHTING ) ;
checkGLcall ( " glEnable " ) ;
glLightModeli ( GL_LIGHT_MODEL_LOCAL_VIEWER , GL_TRUE ) ;
checkGLcall ( " glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); " ) ;
glTexEnvf ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_COMBINE_EXT ) ;
checkGLcall ( " glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); " ) ;
glLightModeli ( GL_LIGHT_MODEL_COLOR_CONTROL , GL_SEPARATE_SPECULAR_COLOR ) ;
checkGLcall ( " glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); " ) ;
/* switch back to the original context (unless it was zero)*/
if ( This - > numberOfSwapChains ! = 0 ) {
/** TODO: restore the context and drawable **/
glXMakeCurrent ( object - > display , oldDrawable , oldContext ) ;
}
LEAVE_GL ( ) ;
/* TODO: move this off into a linked list implementation! (add swapchain, remove swapchain or something along those lines) */
#if 0
IListOperator * listOperator ;
IListStore_CreateListOperator ( This - > swapchainStore , & listOperator ) ;
IListOperator_Append ( listOperator , ( void * ) object ) ;
IListOperator_Release ( listOperator ) ;
# endif
This - > swapchains [ This - > numberOfSwapChains + + ] = ( IWineD3DSwapChain * ) object ;
TRACE ( " Set swapchain to %p \n " , object ) ;
} else { /* something went wrong so clean up */
IUnknown * bufferParent ;
if ( object - > frontBuffer ) {
IWineD3DSurface_GetParent ( object - > frontBuffer , & bufferParent ) ;
IUnknown_Release ( bufferParent ) ; /* once for the get parent */
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if ( IUnknown_Release ( bufferParent ) > 0 ) {
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FIXME ( " (%p) Something's still holding the front buffer \n " , This ) ;
}
}
if ( object - > backBuffer ) {
IWineD3DSurface_GetParent ( object - > backBuffer , & bufferParent ) ;
IUnknown_Release ( bufferParent ) ; /* once for the get parent */
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if ( IUnknown_Release ( bufferParent ) > 0 ) {
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FIXME ( " (%p) Something's still holding the back buffer \n " , This ) ;
}
}
/* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
/* Clean up the context */
/* check that we are the current context first (we shouldn't be though!) */
if ( object - > glCtx ! = 0 ) {
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if ( glXGetCurrentContext ( ) = = object - > glCtx ) {
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glXMakeCurrent ( object - > display , None , NULL ) ;
}
glXDestroyContext ( object - > display , object - > glCtx ) ;
}
HeapFree ( GetProcessHeap ( ) , 0 , object ) ;
}
return hr ;
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}
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/** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
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UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/* TODO: move over to using a linked list. */
TRACE ( " (%p) returning %d \n " , This , This - > numberOfSwapChains ) ;
return This - > numberOfSwapChains ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain ( IWineD3DDevice * iface , UINT iSwapChain , IWineD3DSwapChain * * pSwapChain ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : swapchain %d \n " , This , iSwapChain ) ;
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if ( iSwapChain > = IWineD3DDeviceImpl_GetNumberOfSwapChains ( iface ) | | iSwapChain < 0 ) {
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* pSwapChain = NULL ;
return D3DERR_INVALIDCALL ;
} else {
/** TODO: move off to a linked list implementation **/
* pSwapChain = This - > swapchains [ iSwapChain ] ;
}
/* TODO: move over to using stores and linked lists. */
IWineD3DSwapChain_AddRef ( * pSwapChain ) ;
TRACE ( " (%p) returning %p \n " , This , * pSwapChain ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_Reset ( IWineD3DDevice * iface , WINED3DPRESENT_PARAMETERS * pPresentationParameters ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : Stub \n " , This ) ;
return D3D_OK ;
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}
/*****
* Vertex Declaration
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration ( IWineD3DDevice * iface , CONST VOID * pDeclaration , IWineD3DVertexDeclaration * * ppVertexDeclaration , IUnknown * parent ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DVertexDeclarationImpl * object = NULL ;
HRESULT hr = D3D_OK ;
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TRACE ( " (%p) : directXVersion=%u, pFunction=%p, ppDecl=%p \n " , This , ( ( IWineD3DImpl * ) This - > wineD3D ) - > dxVersion , pDeclaration , ppVertexDeclaration ) ;
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D3DCREATEOBJECTINSTANCE ( object , VertexDeclaration )
object - > allFVF = 0 ;
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hr = IWineD3DVertexDeclaration_SetDeclaration ( ( IWineD3DVertexDeclaration * ) object , ( void * ) pDeclaration ) ;
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return hr ;
}
/* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
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HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader ( IWineD3DDevice * iface , CONST DWORD * pFunction , IWineD3DVertexShader * * ppVertexShader , IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DVertexShaderImpl * object ; /* NOTE: impl usage is ok, this is a create */
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D3DCREATEOBJECTINSTANCE ( object , VertexShader )
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object - > function = pFunction ;
FIXME ( " (%p) : STUB: Created Vertex shader %p \n " , This , ppVertexShader ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader ( IWineD3DDevice * iface , CONST DWORD * pFunction , IWineD3DPixelShader * * ppPixelShader , IUnknown * parent ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : Stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D ( IWineD3DDevice * iface , IWineD3D * * ppD3D ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
* ppD3D = This - > wineD3D ;
TRACE ( " (%p) : wineD3D returning %p \n " , This , * ppD3D ) ;
IWineD3D_AddRef ( * ppD3D ) ;
return D3D_OK ;
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}
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UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem ( IWineD3DDevice * iface ) {
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/** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
* Into the video ram as possible and seeing how many fit
* you can also get the correct initial value from via X and ATI ' s driver
* * * * * * * * * * * * * * * * * * */
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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static BOOL showfixmes = TRUE ;
if ( showfixmes ) {
FIXME ( " (%p) : stub, emulating %dMib for now, returning %dMib \n " , This , ( emulated_textureram / ( 1024 * 1024 ) ) ,
( ( emulated_textureram - wineD3DGlobalStatistics - > glsurfaceram ) / ( 1024 * 1024 ) ) ) ;
showfixmes = FALSE ;
}
TRACE ( " (%p) : emulating %dMib for now, returning %dMib \n " , This , ( emulated_textureram / ( 1024 * 1024 ) ) ,
( ( emulated_textureram - wineD3DGlobalStatistics - > glsurfaceram ) / ( 1024 * 1024 ) ) ) ;
/* videomemory is simulated videomemory + AGP memory left */
return ( emulated_textureram - wineD3DGlobalStatistics - > glsurfaceram ) ;
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}
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/*****
* Get / Set FVF
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetFVF ( IWineD3DDevice * iface , DWORD fvf ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/* Update the current state block */
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This - > updateStateBlock - > fvf = fvf ;
This - > updateStateBlock - > changed . fvf = TRUE ;
This - > updateStateBlock - > set . fvf = TRUE ;
TRACE ( " (%p) : FVF Shader FVF set to %lx \n " , This , fvf ) ;
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/* clear down the vertex declaration
NOTE : Axis and Allies doesn ' t work properly otherwise
( may be a stateblock problem though ! )
*/
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/* No difference if recording or not */
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return IWineD3DDevice_SetVertexDeclaration ( iface , NULL ) ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetFVF ( IWineD3DDevice * iface , DWORD * pfvf ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : GetFVF returning %lx \n " , This , This - > stateBlock - > fvf ) ;
* pfvf = This - > stateBlock - > fvf ;
return D3D_OK ;
}
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/*****
* Get / Set Stream Source
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource ( IWineD3DDevice * iface , UINT StreamNumber , IWineD3DVertexBuffer * pStreamData , UINT OffsetInBytes , UINT Stride ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DVertexBuffer * oldSrc ;
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oldSrc = This - > stateBlock - > streamSource [ StreamNumber ] ;
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TRACE ( " (%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d \n " , This , StreamNumber , oldSrc , pStreamData , Stride ) ;
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This - > updateStateBlock - > changed . streamSource [ StreamNumber ] = TRUE ;
This - > updateStateBlock - > set . streamSource [ StreamNumber ] = TRUE ;
This - > updateStateBlock - > streamStride [ StreamNumber ] = Stride ;
This - > updateStateBlock - > streamSource [ StreamNumber ] = pStreamData ;
This - > updateStateBlock - > streamOffset [ StreamNumber ] = OffsetInBytes ;
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/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
/* Not recording... */
if ( oldSrc ! = NULL ) IWineD3DVertexBuffer_Release ( oldSrc ) ;
if ( pStreamData ! = NULL ) IWineD3DVertexBuffer_AddRef ( pStreamData ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource ( IWineD3DDevice * iface , UINT StreamNumber , IWineD3DVertexBuffer * * pStream , UINT * pOffset , UINT * pStride ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : StreamNo: %d, Stream (%p), Stride %d \n " , This , StreamNumber , This - > stateBlock - > streamSource [ StreamNumber ] , This - > stateBlock - > streamStride [ StreamNumber ] ) ;
* pStream = This - > stateBlock - > streamSource [ StreamNumber ] ;
* pStride = This - > stateBlock - > streamStride [ StreamNumber ] ;
* pOffset = This - > stateBlock - > streamOffset [ StreamNumber ] ;
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if ( * pStream ! = NULL ) IWineD3DVertexBuffer_AddRef ( * pStream ) ; /* We have created a new reference to the VB */
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return D3D_OK ;
}
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/*Should be quite easy, just an extension of vertexdata
ref . . .
http : //msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
The divider is a bit odd though
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VertexOffset = StartVertex / Divider * StreamStride +
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VertexIndex / Divider * StreamStride + StreamOffset
*/
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HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq ( IWineD3DDevice * iface , UINT StreamNumber , UINT Divider ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq ( IWineD3DDevice * iface , UINT StreamNumber , UINT * Divider ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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/*****
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* Get / Set & Multiply Transform
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* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetTransform ( IWineD3DDevice * iface , D3DTRANSFORMSTATETYPE d3dts , CONST D3DMATRIX * lpmatrix ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE ( " (%p) : Transform State=%d \n " , This , d3dts ) ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
This - > updateStateBlock - > changed . transform [ d3dts ] = TRUE ;
This - > updateStateBlock - > set . transform [ d3dts ] = TRUE ;
memcpy ( & This - > updateStateBlock - > transforms [ d3dts ] , lpmatrix , sizeof ( D3DMATRIX ) ) ;
return D3D_OK ;
}
/*
* If the new matrix is the same as the current one ,
* we cut off any further processing . this seems to be a reasonable
* optimization because as was noticed , some apps ( warcraft3 for example )
* tend towards setting the same matrix repeatedly for some reason .
*
* From here on we assume that the new matrix is different , wherever it matters .
*/
if ( ! memcmp ( & This - > stateBlock - > transforms [ d3dts ] . u . m [ 0 ] [ 0 ] , lpmatrix , sizeof ( D3DMATRIX ) ) ) {
TRACE ( " The app is setting the same matrix over again \n " ) ;
return D3D_OK ;
} else {
conv_mat ( lpmatrix , & This - > stateBlock - > transforms [ d3dts ] . u . m [ 0 ] [ 0 ] ) ;
}
/*
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space , WorldMat = world space .
In OpenGL , camera and world space is combined into GL_MODELVIEW
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matrix . The Projection matrix stay projection matrix .
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*/
/* Capture the times we can just ignore the change for now */
if ( d3dts = = D3DTS_WORLDMATRIX ( 0 ) ) {
This - > modelview_valid = FALSE ;
return D3D_OK ;
} else if ( d3dts = = D3DTS_PROJECTION ) {
This - > proj_valid = FALSE ;
return D3D_OK ;
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} else if ( d3dts > = D3DTS_WORLDMATRIX ( 1 ) & & d3dts < = D3DTS_WORLDMATRIX ( 255 ) ) {
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/* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
FIXME ( " D3DTS_WORLDMATRIX(1..255) not handled \n " ) ;
return D3D_OK ;
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}
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/* Now we really are going to have to change a matrix */
ENTER_GL ( ) ;
if ( d3dts > = D3DTS_TEXTURE0 & & d3dts < = D3DTS_TEXTURE7 ) { /* handle texture matrices */
if ( d3dts < GL_LIMITS ( textures ) ) {
int tex = d3dts - D3DTS_TEXTURE0 ;
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GLACTIVETEXTURE ( tex ) ;
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set_texture_matrix ( ( float * ) lpmatrix ,
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This - > updateStateBlock - > textureState [ tex ] [ WINED3DTSS_TEXTURETRANSFORMFLAGS ] ) ;
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}
} else if ( d3dts = = D3DTS_VIEW ) { /* handle the VIEW matrice */
unsigned int k ;
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/* If we are changing the View matrix, reset the light and clipping planes to the new view
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* NOTE : We have to reset the positions even if the light / plane is not currently
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* enabled , since the call to enable it will not reset the position .
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* NOTE2 : Apparently texture transforms do NOT need reapplying
*/
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PLIGHTINFOEL * lightChain = NULL ;
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This - > modelview_valid = FALSE ;
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This - > view_ident = ! memcmp ( lpmatrix , identity , 16 * sizeof ( float ) ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
checkGLcall ( " glMatrixMode(GL_MODELVIEW) " ) ;
glPushMatrix ( ) ;
glLoadMatrixf ( ( float * ) lpmatrix ) ;
checkGLcall ( " glLoadMatrixf(...) " ) ;
/* Reset lights */
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lightChain = This - > stateBlock - > lights ;
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while ( lightChain & & lightChain - > glIndex ! = - 1 ) {
glLightfv ( GL_LIGHT0 + lightChain - > glIndex , GL_POSITION , lightChain - > lightPosn ) ;
checkGLcall ( " glLightfv posn " ) ;
glLightfv ( GL_LIGHT0 + lightChain - > glIndex , GL_SPOT_DIRECTION , lightChain - > lightDirn ) ;
checkGLcall ( " glLightfv dirn " ) ;
lightChain = lightChain - > next ;
}
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/* Reset Clipping Planes if clipping is enabled */
for ( k = 0 ; k < GL_LIMITS ( clipplanes ) ; k + + ) {
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glClipPlane ( GL_CLIP_PLANE0 + k , This - > stateBlock - > clipplane [ k ] ) ;
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checkGLcall ( " glClipPlane " ) ;
}
glPopMatrix ( ) ;
} else { /* What was requested!?? */
WARN ( " invalid matrix specified: %i \n " , d3dts ) ;
}
/* Release lock, all done */
LEAVE_GL ( ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetTransform ( IWineD3DDevice * iface , D3DTRANSFORMSTATETYPE State , D3DMATRIX * pMatrix ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : for Transform State %d \n " , This , State ) ;
memcpy ( pMatrix , & This - > stateBlock - > transforms [ State ] , sizeof ( D3DMATRIX ) ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform ( IWineD3DDevice * iface , D3DTRANSFORMSTATETYPE State , CONST D3DMATRIX * pMatrix ) {
D3DMATRIX * mat = NULL ;
D3DMATRIX temp ;
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/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
* below means it will be recorded in a state block change , but it
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* works regardless where it is recorded .
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* If this is found to be wrong , change to StateBlock .
*/
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : For state %u \n " , This , State ) ;
if ( State < HIGHEST_TRANSFORMSTATE )
{
mat = & This - > updateStateBlock - > transforms [ State ] ;
} else {
FIXME ( " Unhandled transform state!! \n " ) ;
}
/* Copied from ddraw code: */
temp . u . s . _11 = ( mat - > u . s . _11 * pMatrix - > u . s . _11 ) + ( mat - > u . s . _21 * pMatrix - > u . s . _12 ) + ( mat - > u . s . _31 * pMatrix - > u . s . _13 ) + ( mat - > u . s . _41 * pMatrix - > u . s . _14 ) ;
temp . u . s . _21 = ( mat - > u . s . _11 * pMatrix - > u . s . _21 ) + ( mat - > u . s . _21 * pMatrix - > u . s . _22 ) + ( mat - > u . s . _31 * pMatrix - > u . s . _23 ) + ( mat - > u . s . _41 * pMatrix - > u . s . _24 ) ;
temp . u . s . _31 = ( mat - > u . s . _11 * pMatrix - > u . s . _31 ) + ( mat - > u . s . _21 * pMatrix - > u . s . _32 ) + ( mat - > u . s . _31 * pMatrix - > u . s . _33 ) + ( mat - > u . s . _41 * pMatrix - > u . s . _34 ) ;
temp . u . s . _41 = ( mat - > u . s . _11 * pMatrix - > u . s . _41 ) + ( mat - > u . s . _21 * pMatrix - > u . s . _42 ) + ( mat - > u . s . _31 * pMatrix - > u . s . _43 ) + ( mat - > u . s . _41 * pMatrix - > u . s . _44 ) ;
temp . u . s . _12 = ( mat - > u . s . _12 * pMatrix - > u . s . _11 ) + ( mat - > u . s . _22 * pMatrix - > u . s . _12 ) + ( mat - > u . s . _32 * pMatrix - > u . s . _13 ) + ( mat - > u . s . _42 * pMatrix - > u . s . _14 ) ;
temp . u . s . _22 = ( mat - > u . s . _12 * pMatrix - > u . s . _21 ) + ( mat - > u . s . _22 * pMatrix - > u . s . _22 ) + ( mat - > u . s . _32 * pMatrix - > u . s . _23 ) + ( mat - > u . s . _42 * pMatrix - > u . s . _24 ) ;
temp . u . s . _32 = ( mat - > u . s . _12 * pMatrix - > u . s . _31 ) + ( mat - > u . s . _22 * pMatrix - > u . s . _32 ) + ( mat - > u . s . _32 * pMatrix - > u . s . _33 ) + ( mat - > u . s . _42 * pMatrix - > u . s . _34 ) ;
temp . u . s . _42 = ( mat - > u . s . _12 * pMatrix - > u . s . _41 ) + ( mat - > u . s . _22 * pMatrix - > u . s . _42 ) + ( mat - > u . s . _32 * pMatrix - > u . s . _43 ) + ( mat - > u . s . _42 * pMatrix - > u . s . _44 ) ;
temp . u . s . _13 = ( mat - > u . s . _13 * pMatrix - > u . s . _11 ) + ( mat - > u . s . _23 * pMatrix - > u . s . _12 ) + ( mat - > u . s . _33 * pMatrix - > u . s . _13 ) + ( mat - > u . s . _43 * pMatrix - > u . s . _14 ) ;
temp . u . s . _23 = ( mat - > u . s . _13 * pMatrix - > u . s . _21 ) + ( mat - > u . s . _23 * pMatrix - > u . s . _22 ) + ( mat - > u . s . _33 * pMatrix - > u . s . _23 ) + ( mat - > u . s . _43 * pMatrix - > u . s . _24 ) ;
temp . u . s . _33 = ( mat - > u . s . _13 * pMatrix - > u . s . _31 ) + ( mat - > u . s . _23 * pMatrix - > u . s . _32 ) + ( mat - > u . s . _33 * pMatrix - > u . s . _33 ) + ( mat - > u . s . _43 * pMatrix - > u . s . _34 ) ;
temp . u . s . _43 = ( mat - > u . s . _13 * pMatrix - > u . s . _41 ) + ( mat - > u . s . _23 * pMatrix - > u . s . _42 ) + ( mat - > u . s . _33 * pMatrix - > u . s . _43 ) + ( mat - > u . s . _43 * pMatrix - > u . s . _44 ) ;
temp . u . s . _14 = ( mat - > u . s . _14 * pMatrix - > u . s . _11 ) + ( mat - > u . s . _24 * pMatrix - > u . s . _12 ) + ( mat - > u . s . _34 * pMatrix - > u . s . _13 ) + ( mat - > u . s . _44 * pMatrix - > u . s . _14 ) ;
temp . u . s . _24 = ( mat - > u . s . _14 * pMatrix - > u . s . _21 ) + ( mat - > u . s . _24 * pMatrix - > u . s . _22 ) + ( mat - > u . s . _34 * pMatrix - > u . s . _23 ) + ( mat - > u . s . _44 * pMatrix - > u . s . _24 ) ;
temp . u . s . _34 = ( mat - > u . s . _14 * pMatrix - > u . s . _31 ) + ( mat - > u . s . _24 * pMatrix - > u . s . _32 ) + ( mat - > u . s . _34 * pMatrix - > u . s . _33 ) + ( mat - > u . s . _44 * pMatrix - > u . s . _34 ) ;
temp . u . s . _44 = ( mat - > u . s . _14 * pMatrix - > u . s . _41 ) + ( mat - > u . s . _24 * pMatrix - > u . s . _42 ) + ( mat - > u . s . _34 * pMatrix - > u . s . _43 ) + ( mat - > u . s . _44 * pMatrix - > u . s . _44 ) ;
/* Apply change via set transform - will reapply to eg. lights this way */
IWineD3DDeviceImpl_SetTransform ( iface , State , & temp ) ;
return D3D_OK ;
}
/*****
* Get / Set Light
* WARNING : This code relies on the fact that D3DLIGHT8 = = D3DLIGHT9
* * * * */
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
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you can reference any indexes you want as long as that number max are enabled at any
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one point in time ! Therefore since the indexes can be anything , we need a linked list of them .
However , this causes stateblock problems . When capturing the state block , I duplicate the list ,
but when recording , just build a chain pretty much of commands to be replayed . */
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HRESULT WINAPI IWineD3DDeviceImpl_SetLight ( IWineD3DDevice * iface , DWORD Index , CONST WINED3DLIGHT * pLight ) {
float rho ;
PLIGHTINFOEL * object , * temp ;
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : Idx(%ld), pLight(%p) \n " , This , Index , pLight ) ;
/* If recording state block, just add to end of lights chain */
if ( This - > isRecordingState ) {
object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( PLIGHTINFOEL ) ) ;
if ( NULL = = object ) {
return D3DERR_OUTOFVIDEOMEMORY ;
}
memcpy ( & object - > OriginalParms , pLight , sizeof ( D3DLIGHT9 ) ) ;
object - > OriginalIndex = Index ;
object - > glIndex = - 1 ;
object - > changed = TRUE ;
/* Add to the END of the chain of lights changes to be replayed */
if ( This - > updateStateBlock - > lights = = NULL ) {
This - > updateStateBlock - > lights = object ;
} else {
temp = This - > updateStateBlock - > lights ;
while ( temp - > next ! = NULL ) temp = temp - > next ;
temp - > next = object ;
}
TRACE ( " Recording... not performing anything more \n " ) ;
return D3D_OK ;
}
/* Ok, not recording any longer so do real work */
object = This - > stateBlock - > lights ;
while ( object ! = NULL & & object - > OriginalIndex ! = Index ) object = object - > next ;
/* If we didn't find it in the list of lights, time to add it */
if ( object = = NULL ) {
PLIGHTINFOEL * insertAt , * prevPos ;
object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( PLIGHTINFOEL ) ) ;
if ( NULL = = object ) {
return D3DERR_OUTOFVIDEOMEMORY ;
}
object - > OriginalIndex = Index ;
object - > glIndex = - 1 ;
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/* Add it to the front of list with the idea that lights will be changed as needed
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BUT after any lights currently assigned GL indexes */
insertAt = This - > stateBlock - > lights ;
prevPos = NULL ;
while ( insertAt ! = NULL & & insertAt - > glIndex ! = - 1 ) {
prevPos = insertAt ;
insertAt = insertAt - > next ;
}
if ( insertAt = = NULL & & prevPos = = NULL ) { /* Start of list */
This - > stateBlock - > lights = object ;
} else if ( insertAt = = NULL ) { /* End of list */
prevPos - > next = object ;
object - > prev = prevPos ;
} else { /* Middle of chain */
if ( prevPos = = NULL ) {
This - > stateBlock - > lights = object ;
} else {
prevPos - > next = object ;
}
object - > prev = prevPos ;
object - > next = insertAt ;
insertAt - > prev = object ;
}
}
/* Initialze the object */
TRACE ( " Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f) \n " , Index , pLight - > Type ,
pLight - > Diffuse . r , pLight - > Diffuse . g , pLight - > Diffuse . b , pLight - > Diffuse . a ,
pLight - > Specular . r , pLight - > Specular . g , pLight - > Specular . b , pLight - > Specular . a ,
pLight - > Ambient . r , pLight - > Ambient . g , pLight - > Ambient . b , pLight - > Ambient . a ) ;
TRACE ( " ... Pos(%f,%f,%f), Dirn(%f,%f,%f) \n " , pLight - > Position . x , pLight - > Position . y , pLight - > Position . z ,
pLight - > Direction . x , pLight - > Direction . y , pLight - > Direction . z ) ;
TRACE ( " ... Range(%f), Falloff(%f), Theta(%f), Phi(%f) \n " , pLight - > Range , pLight - > Falloff , pLight - > Theta , pLight - > Phi ) ;
/* Save away the information */
memcpy ( & object - > OriginalParms , pLight , sizeof ( D3DLIGHT9 ) ) ;
switch ( pLight - > Type ) {
case D3DLIGHT_POINT :
/* Position */
object - > lightPosn [ 0 ] = pLight - > Position . x ;
object - > lightPosn [ 1 ] = pLight - > Position . y ;
object - > lightPosn [ 2 ] = pLight - > Position . z ;
object - > lightPosn [ 3 ] = 1.0f ;
object - > cutoff = 180.0f ;
/* FIXME: Range */
break ;
case D3DLIGHT_DIRECTIONAL :
/* Direction */
object - > lightPosn [ 0 ] = - pLight - > Direction . x ;
object - > lightPosn [ 1 ] = - pLight - > Direction . y ;
object - > lightPosn [ 2 ] = - pLight - > Direction . z ;
object - > lightPosn [ 3 ] = 0.0 ;
object - > exponent = 0.0f ;
object - > cutoff = 180.0f ;
break ;
case D3DLIGHT_SPOT :
/* Position */
object - > lightPosn [ 0 ] = pLight - > Position . x ;
object - > lightPosn [ 1 ] = pLight - > Position . y ;
object - > lightPosn [ 2 ] = pLight - > Position . z ;
object - > lightPosn [ 3 ] = 1.0 ;
/* Direction */
object - > lightDirn [ 0 ] = pLight - > Direction . x ;
object - > lightDirn [ 1 ] = pLight - > Direction . y ;
object - > lightDirn [ 2 ] = pLight - > Direction . z ;
object - > lightDirn [ 3 ] = 1.0 ;
/*
* opengl - ish and d3d - ish spot lights use too different models for the
* light " intensity " as a function of the angle towards the main light direction ,
* so we only can approximate very roughly .
* however spot lights are rather rarely used in games ( if ever used at all ) .
* furthermore if still used , probably nobody pays attention to such details .
*/
if ( pLight - > Falloff = = 0 ) {
rho = 6.28f ;
} else {
rho = pLight - > Theta + ( pLight - > Phi - pLight - > Theta ) / ( 2 * pLight - > Falloff ) ;
}
if ( rho < 0.0001 ) rho = 0.0001f ;
object - > exponent = - 0.3 / log ( cos ( rho / 2 ) ) ;
object - > cutoff = pLight - > Phi * 90 / M_PI ;
/* FIXME: Range */
break ;
default :
FIXME ( " Unrecognized light type %d \n " , pLight - > Type ) ;
}
/* Update the live definitions if the light is currently assigned a glIndex */
if ( object - > glIndex ! = - 1 ) {
setup_light ( iface , object - > glIndex , object ) ;
}
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetLight ( IWineD3DDevice * iface , DWORD Index , WINED3DLIGHT * pLight ) {
PLIGHTINFOEL * lightInfo = NULL ;
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : Idx(%ld), pLight(%p) \n " , This , Index , pLight ) ;
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/* Locate the light in the live lights */
lightInfo = This - > stateBlock - > lights ;
while ( lightInfo ! = NULL & & lightInfo - > OriginalIndex ! = Index ) lightInfo = lightInfo - > next ;
if ( lightInfo = = NULL ) {
TRACE ( " Light information requested but light not defined \n " ) ;
return D3DERR_INVALIDCALL ;
}
memcpy ( pLight , & lightInfo - > OriginalParms , sizeof ( D3DLIGHT9 ) ) ;
return D3D_OK ;
}
/*****
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* Get / Set Light Enable
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* ( Note for consistency , renamed d3dx function by adding the ' set ' prefix )
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable ( IWineD3DDevice * iface , DWORD Index , BOOL Enable ) {
PLIGHTINFOEL * lightInfo = NULL ;
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : Idx(%ld), enable? %d \n " , This , Index , Enable ) ;
/* If recording state block, just add to end of lights chain with changedEnable set to true */
if ( This - > isRecordingState ) {
lightInfo = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( PLIGHTINFOEL ) ) ;
if ( NULL = = lightInfo ) {
return D3DERR_OUTOFVIDEOMEMORY ;
}
lightInfo - > OriginalIndex = Index ;
lightInfo - > glIndex = - 1 ;
lightInfo - > enabledChanged = TRUE ;
/* Add to the END of the chain of lights changes to be replayed */
if ( This - > updateStateBlock - > lights = = NULL ) {
This - > updateStateBlock - > lights = lightInfo ;
} else {
PLIGHTINFOEL * temp = This - > updateStateBlock - > lights ;
while ( temp - > next ! = NULL ) temp = temp - > next ;
temp - > next = lightInfo ;
}
TRACE ( " Recording... not performing anything more \n " ) ;
return D3D_OK ;
}
/* Not recording... So, locate the light in the live lights */
lightInfo = This - > stateBlock - > lights ;
while ( lightInfo ! = NULL & & lightInfo - > OriginalIndex ! = Index ) lightInfo = lightInfo - > next ;
/* Special case - enabling an undefined light creates one with a strict set of parms! */
if ( lightInfo = = NULL ) {
D3DLIGHT9 lightParms ;
/* Warning - untested code :-) Prob safe to change fixme to a trace but
wait until someone confirms it seems to work ! */
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TRACE ( " Light enabled requested but light not defined, so defining one! \n " ) ;
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lightParms . Type = D3DLIGHT_DIRECTIONAL ;
lightParms . Diffuse . r = 1.0 ;
lightParms . Diffuse . g = 1.0 ;
lightParms . Diffuse . b = 1.0 ;
lightParms . Diffuse . a = 0.0 ;
lightParms . Specular . r = 0.0 ;
lightParms . Specular . g = 0.0 ;
lightParms . Specular . b = 0.0 ;
lightParms . Specular . a = 0.0 ;
lightParms . Ambient . r = 0.0 ;
lightParms . Ambient . g = 0.0 ;
lightParms . Ambient . b = 0.0 ;
lightParms . Ambient . a = 0.0 ;
lightParms . Position . x = 0.0 ;
lightParms . Position . y = 0.0 ;
lightParms . Position . z = 0.0 ;
lightParms . Direction . x = 0.0 ;
lightParms . Direction . y = 0.0 ;
lightParms . Direction . z = 1.0 ;
lightParms . Range = 0.0 ;
lightParms . Falloff = 0.0 ;
lightParms . Attenuation0 = 0.0 ;
lightParms . Attenuation1 = 0.0 ;
lightParms . Attenuation2 = 0.0 ;
lightParms . Theta = 0.0 ;
lightParms . Phi = 0.0 ;
IWineD3DDeviceImpl_SetLight ( iface , Index , & lightParms ) ;
/* Search for it again! Should be fairly quick as near head of list */
lightInfo = This - > stateBlock - > lights ;
while ( lightInfo ! = NULL & & lightInfo - > OriginalIndex ! = Index ) lightInfo = lightInfo - > next ;
if ( lightInfo = = NULL ) {
FIXME ( " Adding default lights has failed dismally \n " ) ;
return D3DERR_INVALIDCALL ;
}
}
/* OK, we now have a light... */
if ( Enable = = FALSE ) {
/* If we are disabling it, check it was enabled, and
still only do something if it has assigned a glIndex ( which it should have ! ) */
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if ( ( lightInfo - > lightEnabled ) & & ( lightInfo - > glIndex ! = - 1 ) ) {
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TRACE ( " Disabling light set up at gl idx %ld \n " , lightInfo - > glIndex ) ;
ENTER_GL ( ) ;
glDisable ( GL_LIGHT0 + lightInfo - > glIndex ) ;
checkGLcall ( " glDisable GL_LIGHT0+Index " ) ;
LEAVE_GL ( ) ;
} else {
TRACE ( " Nothing to do as light was not enabled \n " ) ;
}
lightInfo - > lightEnabled = FALSE ;
} else {
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/* We are enabling it. If it is enabled, it's really simple */
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if ( lightInfo - > lightEnabled ) {
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/* nop */
TRACE ( " Nothing to do as light was enabled \n " ) ;
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/* If it already has a glIndex, it's still simple */
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} else if ( lightInfo - > glIndex ! = - 1 ) {
TRACE ( " Reusing light as already set up at gl idx %ld \n " , lightInfo - > glIndex ) ;
lightInfo - > lightEnabled = TRUE ;
ENTER_GL ( ) ;
glEnable ( GL_LIGHT0 + lightInfo - > glIndex ) ;
checkGLcall ( " glEnable GL_LIGHT0+Index already setup " ) ;
LEAVE_GL ( ) ;
/* Otherwise got to find space - lights are ordered gl indexes first */
} else {
PLIGHTINFOEL * bsf = NULL ;
PLIGHTINFOEL * pos = This - > stateBlock - > lights ;
PLIGHTINFOEL * prev = NULL ;
int Index = 0 ;
int glIndex = - 1 ;
/* Try to minimize changes as much as possible */
while ( pos ! = NULL & & pos - > glIndex ! = - 1 & & Index < This - > maxConcurrentLights ) {
/* Try to remember which index can be replaced if necessary */
if ( bsf = = NULL & & pos - > lightEnabled = = FALSE ) {
/* Found a light we can replace, save as best replacement */
bsf = pos ;
}
/* Step to next space */
prev = pos ;
pos = pos - > next ;
Index + + ;
}
/* If we have too many active lights, fail the call */
if ( ( Index = = This - > maxConcurrentLights ) & & ( bsf = = NULL ) ) {
FIXME ( " Program requests too many concurrent lights \n " ) ;
return D3DERR_INVALIDCALL ;
/* If we have allocated all lights, but not all are enabled,
reuse one which is not enabled */
} else if ( Index = = This - > maxConcurrentLights ) {
/* use bsf - Simply swap the new light and the BSF one */
PLIGHTINFOEL * bsfNext = bsf - > next ;
PLIGHTINFOEL * bsfPrev = bsf - > prev ;
/* Sort out ends */
if ( lightInfo - > next ! = NULL ) lightInfo - > next - > prev = bsf ;
if ( bsf - > prev ! = NULL ) {
bsf - > prev - > next = lightInfo ;
} else {
This - > stateBlock - > lights = lightInfo ;
}
/* If not side by side, lots of chains to update */
if ( bsf - > next ! = lightInfo ) {
lightInfo - > prev - > next = bsf ;
bsf - > next - > prev = lightInfo ;
bsf - > next = lightInfo - > next ;
bsf - > prev = lightInfo - > prev ;
lightInfo - > next = bsfNext ;
lightInfo - > prev = bsfPrev ;
} else {
/* Simple swaps */
bsf - > prev = lightInfo ;
bsf - > next = lightInfo - > next ;
lightInfo - > next = bsf ;
lightInfo - > prev = bsfPrev ;
}
/* Update states */
glIndex = bsf - > glIndex ;
bsf - > glIndex = - 1 ;
lightInfo - > glIndex = glIndex ;
lightInfo - > lightEnabled = TRUE ;
/* Finally set up the light in gl itself */
TRACE ( " Replacing light which was set up at gl idx %ld \n " , lightInfo - > glIndex ) ;
ENTER_GL ( ) ;
setup_light ( iface , glIndex , lightInfo ) ;
glEnable ( GL_LIGHT0 + glIndex ) ;
checkGLcall ( " glEnable GL_LIGHT0 new setup " ) ;
LEAVE_GL ( ) ;
/* If we reached the end of the allocated lights, with space in the
gl lights , setup a new light */
} else if ( pos - > glIndex = = - 1 ) {
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/* We reached the end of the allocated gl lights, so already
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know the index of the next one ! */
glIndex = Index ;
lightInfo - > glIndex = glIndex ;
lightInfo - > lightEnabled = TRUE ;
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/* In an ideal world, it's already in the right place */
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if ( lightInfo - > prev = = NULL | | lightInfo - > prev - > glIndex ! = - 1 ) {
/* No need to move it */
} else {
/* Remove this light from the list */
lightInfo - > prev - > next = lightInfo - > next ;
if ( lightInfo - > next ! = NULL ) {
lightInfo - > next - > prev = lightInfo - > prev ;
}
/* Add in at appropriate place (inbetween prev and pos) */
lightInfo - > prev = prev ;
lightInfo - > next = pos ;
if ( prev = = NULL ) {
This - > stateBlock - > lights = lightInfo ;
} else {
prev - > next = lightInfo ;
}
if ( pos ! = NULL ) {
pos - > prev = lightInfo ;
}
}
/* Finally set up the light in gl itself */
TRACE ( " Defining new light at gl idx %ld \n " , lightInfo - > glIndex ) ;
ENTER_GL ( ) ;
setup_light ( iface , glIndex , lightInfo ) ;
glEnable ( GL_LIGHT0 + glIndex ) ;
checkGLcall ( " glEnable GL_LIGHT0 new setup " ) ;
LEAVE_GL ( ) ;
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}
}
}
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable ( IWineD3DDevice * iface , DWORD Index , BOOL * pEnable ) {
PLIGHTINFOEL * lightInfo = NULL ;
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : for idx(%ld) \n " , This , Index ) ;
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/* Locate the light in the live lights */
lightInfo = This - > stateBlock - > lights ;
while ( lightInfo ! = NULL & & lightInfo - > OriginalIndex ! = Index ) lightInfo = lightInfo - > next ;
if ( lightInfo = = NULL ) {
TRACE ( " Light enabled state requested but light not defined \n " ) ;
return D3DERR_INVALIDCALL ;
}
* pEnable = lightInfo - > lightEnabled ;
return D3D_OK ;
}
/*****
* Get / Set Clip Planes
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane ( IWineD3DDevice * iface , DWORD Index , CONST float * pPlane ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : for idx %ld, %p \n " , This , Index , pPlane ) ;
/* Validate Index */
if ( Index > = GL_LIMITS ( clipplanes ) ) {
TRACE ( " Application has requested clipplane this device doesn't support \n " ) ;
return D3DERR_INVALIDCALL ;
}
This - > updateStateBlock - > changed . clipplane [ Index ] = TRUE ;
This - > updateStateBlock - > set . clipplane [ Index ] = TRUE ;
This - > updateStateBlock - > clipplane [ Index ] [ 0 ] = pPlane [ 0 ] ;
This - > updateStateBlock - > clipplane [ Index ] [ 1 ] = pPlane [ 1 ] ;
This - > updateStateBlock - > clipplane [ Index ] [ 2 ] = pPlane [ 2 ] ;
This - > updateStateBlock - > clipplane [ Index ] [ 3 ] = pPlane [ 3 ] ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
/* Apply it */
ENTER_GL ( ) ;
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadMatrixf ( ( float * ) & This - > stateBlock - > transforms [ D3DTS_VIEW ] . u . m [ 0 ] [ 0 ] ) ;
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TRACE ( " Clipplane [%f,%f,%f,%f] \n " ,
This - > updateStateBlock - > clipplane [ Index ] [ 0 ] ,
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This - > updateStateBlock - > clipplane [ Index ] [ 1 ] ,
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This - > updateStateBlock - > clipplane [ Index ] [ 2 ] ,
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This - > updateStateBlock - > clipplane [ Index ] [ 3 ] ) ;
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glClipPlane ( GL_CLIP_PLANE0 + Index , This - > updateStateBlock - > clipplane [ Index ] ) ;
checkGLcall ( " glClipPlane " ) ;
glPopMatrix ( ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane ( IWineD3DDevice * iface , DWORD Index , float * pPlane ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : for idx %ld \n " , This , Index ) ;
/* Validate Index */
if ( Index > = GL_LIMITS ( clipplanes ) ) {
TRACE ( " Application has requested clipplane this device doesn't support \n " ) ;
return D3DERR_INVALIDCALL ;
}
pPlane [ 0 ] = This - > stateBlock - > clipplane [ Index ] [ 0 ] ;
pPlane [ 1 ] = This - > stateBlock - > clipplane [ Index ] [ 1 ] ;
pPlane [ 2 ] = This - > stateBlock - > clipplane [ Index ] [ 2 ] ;
pPlane [ 3 ] = This - > stateBlock - > clipplane [ Index ] [ 3 ] ;
return D3D_OK ;
}
/*****
* Get / Set Clip Plane Status
* WARNING : This code relies on the fact that D3DCLIPSTATUS8 = = D3DCLIPSTATUS9
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus ( IWineD3DDevice * iface , CONST WINED3DCLIPSTATUS * pClipStatus ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
if ( NULL = = pClipStatus ) {
return D3DERR_INVALIDCALL ;
}
This - > updateStateBlock - > clip_status . ClipUnion = pClipStatus - > ClipUnion ;
This - > updateStateBlock - > clip_status . ClipIntersection = pClipStatus - > ClipIntersection ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus ( IWineD3DDevice * iface , WINED3DCLIPSTATUS * pClipStatus ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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FIXME ( " (%p) : stub \n " , This ) ;
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if ( NULL = = pClipStatus ) {
return D3DERR_INVALIDCALL ;
}
pClipStatus - > ClipUnion = This - > updateStateBlock - > clip_status . ClipUnion ;
pClipStatus - > ClipIntersection = This - > updateStateBlock - > clip_status . ClipIntersection ;
return D3D_OK ;
}
/*****
* Get / Set Material
* WARNING : This code relies on the fact that D3DMATERIAL8 = = D3DMATERIAL9
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial ( IWineD3DDevice * iface , CONST WINED3DMATERIAL * pMaterial ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
This - > updateStateBlock - > changed . material = TRUE ;
This - > updateStateBlock - > set . material = TRUE ;
memcpy ( & This - > updateStateBlock - > material , pMaterial , sizeof ( WINED3DMATERIAL ) ) ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
ENTER_GL ( ) ;
TRACE ( " (%p) : Diffuse (%f,%f,%f,%f) \n " , This , pMaterial - > Diffuse . r , pMaterial - > Diffuse . g , pMaterial - > Diffuse . b , pMaterial - > Diffuse . a ) ;
TRACE ( " (%p) : Ambient (%f,%f,%f,%f) \n " , This , pMaterial - > Ambient . r , pMaterial - > Ambient . g , pMaterial - > Ambient . b , pMaterial - > Ambient . a ) ;
TRACE ( " (%p) : Specular (%f,%f,%f,%f) \n " , This , pMaterial - > Specular . r , pMaterial - > Specular . g , pMaterial - > Specular . b , pMaterial - > Specular . a ) ;
TRACE ( " (%p) : Emissive (%f,%f,%f,%f) \n " , This , pMaterial - > Emissive . r , pMaterial - > Emissive . g , pMaterial - > Emissive . b , pMaterial - > Emissive . a ) ;
TRACE ( " (%p) : Power (%f) \n " , This , pMaterial - > Power ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_AMBIENT , ( float * ) & This - > updateStateBlock - > material . Ambient ) ;
checkGLcall ( " glMaterialfv " ) ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_DIFFUSE , ( float * ) & This - > updateStateBlock - > material . Diffuse ) ;
checkGLcall ( " glMaterialfv " ) ;
/* Only change material color if specular is enabled, otherwise it is set to black */
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if ( This - > stateBlock - > renderState [ WINED3DRS_SPECULARENABLE ] ) {
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glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , ( float * ) & This - > updateStateBlock - > material . Specular ) ;
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checkGLcall ( " glMaterialfv " ) ;
} else {
float black [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , & black [ 0 ] ) ;
checkGLcall ( " glMaterialfv " ) ;
}
glMaterialfv ( GL_FRONT_AND_BACK , GL_EMISSION , ( float * ) & This - > updateStateBlock - > material . Emissive ) ;
checkGLcall ( " glMaterialfv " ) ;
glMaterialf ( GL_FRONT_AND_BACK , GL_SHININESS , This - > updateStateBlock - > material . Power ) ;
checkGLcall ( " glMaterialf " ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial ( IWineD3DDevice * iface , WINED3DMATERIAL * pMaterial ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
memcpy ( pMaterial , & This - > updateStateBlock - > material , sizeof ( WINED3DMATERIAL ) ) ;
TRACE ( " (%p) : Diffuse (%f,%f,%f,%f) \n " , This , pMaterial - > Diffuse . r , pMaterial - > Diffuse . g , pMaterial - > Diffuse . b , pMaterial - > Diffuse . a ) ;
TRACE ( " (%p) : Ambient (%f,%f,%f,%f) \n " , This , pMaterial - > Ambient . r , pMaterial - > Ambient . g , pMaterial - > Ambient . b , pMaterial - > Ambient . a ) ;
TRACE ( " (%p) : Specular (%f,%f,%f,%f) \n " , This , pMaterial - > Specular . r , pMaterial - > Specular . g , pMaterial - > Specular . b , pMaterial - > Specular . a ) ;
TRACE ( " (%p) : Emissive (%f,%f,%f,%f) \n " , This , pMaterial - > Emissive . r , pMaterial - > Emissive . g , pMaterial - > Emissive . b , pMaterial - > Emissive . a ) ;
TRACE ( " (%p) : Power (%f) \n " , This , pMaterial - > Power ) ;
return D3D_OK ;
}
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/*****
* Get / Set Indices
* * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_SetIndices ( IWineD3DDevice * iface , IWineD3DIndexBuffer * pIndexData ,
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UINT BaseVertexIndex ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DIndexBuffer * oldIdxs ;
TRACE ( " (%p) : Setting to %p, base %d \n " , This , pIndexData , BaseVertexIndex ) ;
oldIdxs = This - > updateStateBlock - > pIndexData ;
This - > updateStateBlock - > changed . indices = TRUE ;
This - > updateStateBlock - > set . indices = TRUE ;
This - > updateStateBlock - > pIndexData = pIndexData ;
This - > updateStateBlock - > baseVertexIndex = BaseVertexIndex ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
if ( oldIdxs ) IWineD3DIndexBuffer_Release ( oldIdxs ) ;
if ( pIndexData ) IWineD3DIndexBuffer_AddRef ( This - > stateBlock - > pIndexData ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetIndices ( IWineD3DDevice * iface , IWineD3DIndexBuffer * * ppIndexData , UINT * pBaseVertexIndex ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
* ppIndexData = This - > stateBlock - > pIndexData ;
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/* up ref count on ppindexdata */
if ( * ppIndexData ) IWineD3DIndexBuffer_AddRef ( * ppIndexData ) ;
* pBaseVertexIndex = This - > stateBlock - > baseVertexIndex ;
return D3D_OK ;
}
/*****
* Get / Set Viewports
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetViewport ( IWineD3DDevice * iface , CONST WINED3DVIEWPORT * pViewport ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) \n " , This ) ;
This - > updateStateBlock - > changed . viewport = TRUE ;
This - > updateStateBlock - > set . viewport = TRUE ;
memcpy ( & This - > updateStateBlock - > viewport , pViewport , sizeof ( WINED3DVIEWPORT ) ) ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
ENTER_GL ( ) ;
TRACE ( " (%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f \n " , This ,
pViewport - > X , pViewport - > Y , pViewport - > Width , pViewport - > Height , pViewport - > MinZ , pViewport - > MaxZ ) ;
glDepthRange ( pViewport - > MinZ , pViewport - > MaxZ ) ;
checkGLcall ( " glDepthRange " ) ;
/* Note: GL requires lower left, DirectX supplies upper left */
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/* TODO: replace usage of renderTarget with context management */
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glViewport ( pViewport - > X ,
( ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height - ( pViewport - > Y + pViewport - > Height ) ) ,
pViewport - > Width , pViewport - > Height ) ;
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checkGLcall ( " glViewport " ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetViewport ( IWineD3DDevice * iface , WINED3DVIEWPORT * pViewport ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) \n " , This ) ;
memcpy ( pViewport , & This - > stateBlock - > viewport , sizeof ( WINED3DVIEWPORT ) ) ;
return D3D_OK ;
}
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/*****
* Get / Set Render States
* TODO : Verify against dx9 definitions
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState ( IWineD3DDevice * iface , D3DRENDERSTATETYPE State , DWORD Value ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
DWORD OldValue = This - > stateBlock - > renderState [ State ] ;
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/* Simple way of referring to either a DWORD or a 4 byte float */
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union {
DWORD d ;
float f ;
} tmpvalue ;
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TRACE ( " (%p)->state = %s(%d), value = %ld \n " , This , debug_d3drenderstate ( State ) , State , Value ) ;
This - > updateStateBlock - > changed . renderState [ State ] = TRUE ;
This - > updateStateBlock - > set . renderState [ State ] = TRUE ;
This - > updateStateBlock - > renderState [ State ] = Value ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
ENTER_GL ( ) ;
switch ( State ) {
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case WINED3DRS_FILLMODE :
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switch ( ( D3DFILLMODE ) Value ) {
case D3DFILL_POINT : glPolygonMode ( GL_FRONT_AND_BACK , GL_POINT ) ; break ;
case D3DFILL_WIREFRAME : glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ; break ;
case D3DFILL_SOLID : glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ; break ;
default :
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FIXME ( " Unrecognized WINED3DRS_FILLMODE value %ld \n " , Value ) ;
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}
checkGLcall ( " glPolygonMode (fillmode) " ) ;
break ;
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case WINED3DRS_LIGHTING :
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if ( Value ) {
glEnable ( GL_LIGHTING ) ;
checkGLcall ( " glEnable GL_LIGHTING " ) ;
} else {
glDisable ( GL_LIGHTING ) ;
checkGLcall ( " glDisable GL_LIGHTING " ) ;
}
break ;
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case WINED3DRS_ZENABLE :
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switch ( ( D3DZBUFFERTYPE ) Value ) {
case D3DZB_FALSE :
glDisable ( GL_DEPTH_TEST ) ;
checkGLcall ( " glDisable GL_DEPTH_TEST " ) ;
break ;
case D3DZB_TRUE :
glEnable ( GL_DEPTH_TEST ) ;
checkGLcall ( " glEnable GL_DEPTH_TEST " ) ;
break ;
case D3DZB_USEW :
glEnable ( GL_DEPTH_TEST ) ;
checkGLcall ( " glEnable GL_DEPTH_TEST " ) ;
FIXME ( " W buffer is not well handled \n " ) ;
break ;
default :
FIXME ( " Unrecognized D3DZBUFFERTYPE value %ld \n " , Value ) ;
}
break ;
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case WINED3DRS_CULLMODE :
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/* If we are culling "back faces with clockwise vertices" then
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set front faces to be counter clockwise and enable culling
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of back faces */
switch ( ( D3DCULL ) Value ) {
case D3DCULL_NONE :
glDisable ( GL_CULL_FACE ) ;
checkGLcall ( " glDisable GL_CULL_FACE " ) ;
break ;
case D3DCULL_CW :
glEnable ( GL_CULL_FACE ) ;
checkGLcall ( " glEnable GL_CULL_FACE " ) ;
if ( This - > renderUpsideDown ) {
glFrontFace ( GL_CW ) ;
checkGLcall ( " glFrontFace GL_CW " ) ;
} else {
glFrontFace ( GL_CCW ) ;
checkGLcall ( " glFrontFace GL_CCW " ) ;
}
glCullFace ( GL_BACK ) ;
break ;
case D3DCULL_CCW :
glEnable ( GL_CULL_FACE ) ;
checkGLcall ( " glEnable GL_CULL_FACE " ) ;
if ( This - > renderUpsideDown ) {
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glFrontFace ( GL_CCW ) ;
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checkGLcall ( " glFrontFace GL_CCW " ) ;
} else {
glFrontFace ( GL_CW ) ;
checkGLcall ( " glFrontFace GL_CW " ) ;
}
glCullFace ( GL_BACK ) ;
break ;
default :
FIXME ( " Unrecognized/Unhandled D3DCULL value %ld \n " , Value ) ;
}
break ;
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case WINED3DRS_SHADEMODE :
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switch ( ( D3DSHADEMODE ) Value ) {
case D3DSHADE_FLAT :
glShadeModel ( GL_FLAT ) ;
checkGLcall ( " glShadeModel " ) ;
break ;
case D3DSHADE_GOURAUD :
glShadeModel ( GL_SMOOTH ) ;
checkGLcall ( " glShadeModel " ) ;
break ;
case D3DSHADE_PHONG :
FIXME ( " D3DSHADE_PHONG isn't supported? \n " ) ;
LEAVE_GL ( ) ;
return D3DERR_INVALIDCALL ;
default :
FIXME ( " Unrecognized/Unhandled D3DSHADEMODE value %ld \n " , Value ) ;
}
break ;
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case WINED3DRS_DITHERENABLE :
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if ( Value ) {
glEnable ( GL_DITHER ) ;
checkGLcall ( " glEnable GL_DITHER " ) ;
} else {
glDisable ( GL_DITHER ) ;
checkGLcall ( " glDisable GL_DITHER " ) ;
}
break ;
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case WINED3DRS_ZWRITEENABLE :
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if ( Value ) {
glDepthMask ( 1 ) ;
checkGLcall ( " glDepthMask " ) ;
} else {
glDepthMask ( 0 ) ;
checkGLcall ( " glDepthMask " ) ;
}
break ;
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case WINED3DRS_ZFUNC :
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{
int glParm = GL_LESS ;
switch ( ( D3DCMPFUNC ) Value ) {
case D3DCMP_NEVER : glParm = GL_NEVER ; break ;
case D3DCMP_LESS : glParm = GL_LESS ; break ;
case D3DCMP_EQUAL : glParm = GL_EQUAL ; break ;
case D3DCMP_LESSEQUAL : glParm = GL_LEQUAL ; break ;
case D3DCMP_GREATER : glParm = GL_GREATER ; break ;
case D3DCMP_NOTEQUAL : glParm = GL_NOTEQUAL ; break ;
case D3DCMP_GREATEREQUAL : glParm = GL_GEQUAL ; break ;
case D3DCMP_ALWAYS : glParm = GL_ALWAYS ; break ;
default :
FIXME ( " Unrecognized/Unhandled D3DCMPFUNC value %ld \n " , Value ) ;
}
glDepthFunc ( glParm ) ;
checkGLcall ( " glDepthFunc " ) ;
}
break ;
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case WINED3DRS_AMBIENT :
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{
float col [ 4 ] ;
D3DCOLORTOGLFLOAT4 ( Value , col ) ;
TRACE ( " Setting ambient to (%f,%f,%f,%f) \n " , col [ 0 ] , col [ 1 ] , col [ 2 ] , col [ 3 ] ) ;
glLightModelfv ( GL_LIGHT_MODEL_AMBIENT , col ) ;
checkGLcall ( " glLightModel for MODEL_AMBIENT " ) ;
}
break ;
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case WINED3DRS_ALPHABLENDENABLE :
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if ( Value ) {
glEnable ( GL_BLEND ) ;
checkGLcall ( " glEnable GL_BLEND " ) ;
} else {
glDisable ( GL_BLEND ) ;
checkGLcall ( " glDisable GL_BLEND " ) ;
} ;
break ;
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case WINED3DRS_SRCBLEND :
case WINED3DRS_DESTBLEND :
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{
int newVal = GL_ZERO ;
switch ( Value ) {
case D3DBLEND_ZERO : newVal = GL_ZERO ; break ;
case D3DBLEND_ONE : newVal = GL_ONE ; break ;
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR ; break ;
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR ; break ;
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA ; break ;
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA ; break ;
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA ; break ;
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA ; break ;
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR ; break ;
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR ; break ;
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE ; break ;
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA ;
This - > srcBlend = newVal ;
This - > dstBlend = newVal ;
break ;
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA ;
This - > srcBlend = newVal ;
This - > dstBlend = newVal ;
break ;
default :
FIXME ( " Unrecognized src/dest blend value %ld (%d) \n " , Value , State ) ;
}
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if ( State = = WINED3DRS_SRCBLEND ) This - > srcBlend = newVal ;
if ( State = = WINED3DRS_DESTBLEND ) This - > dstBlend = newVal ;
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TRACE ( " glBlendFunc src=%x, dst=%x \n " , This - > srcBlend , This - > dstBlend ) ;
glBlendFunc ( This - > srcBlend , This - > dstBlend ) ;
checkGLcall ( " glBlendFunc " ) ;
}
break ;
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case WINED3DRS_ALPHATESTENABLE :
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if ( Value ) {
glEnable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glEnable GL_ALPHA_TEST " ) ;
} else {
glDisable ( GL_ALPHA_TEST ) ;
checkGLcall ( " glDisable GL_ALPHA_TEST " ) ;
}
break ;
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case WINED3DRS_ALPHAFUNC :
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{
int glParm = GL_LESS ;
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float ref = ( ( float ) This - > stateBlock - > renderState [ WINED3DRS_ALPHAREF ] ) / 255.0f ;
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switch ( ( D3DCMPFUNC ) Value ) {
case D3DCMP_NEVER : glParm = GL_NEVER ; break ;
case D3DCMP_LESS : glParm = GL_LESS ; break ;
case D3DCMP_EQUAL : glParm = GL_EQUAL ; break ;
case D3DCMP_LESSEQUAL : glParm = GL_LEQUAL ; break ;
case D3DCMP_GREATER : glParm = GL_GREATER ; break ;
case D3DCMP_NOTEQUAL : glParm = GL_NOTEQUAL ; break ;
case D3DCMP_GREATEREQUAL : glParm = GL_GEQUAL ; break ;
case D3DCMP_ALWAYS : glParm = GL_ALWAYS ; break ;
default :
FIXME ( " Unrecognized/Unhandled D3DCMPFUNC value %ld \n " , Value ) ;
}
TRACE ( " glAlphaFunc with Parm=%x, ref=%f \n " , glParm , ref ) ;
glAlphaFunc ( glParm , ref ) ;
This - > alphafunc = glParm ;
checkGLcall ( " glAlphaFunc " ) ;
}
break ;
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case WINED3DRS_ALPHAREF :
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{
int glParm = This - > alphafunc ;
float ref = 1.0f ;
ref = ( ( float ) Value ) / 255.0f ;
TRACE ( " glAlphaFunc with Parm=%x, ref=%f \n " , glParm , ref ) ;
glAlphaFunc ( glParm , ref ) ;
checkGLcall ( " glAlphaFunc " ) ;
}
break ;
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case WINED3DRS_CLIPPLANEENABLE :
case WINED3DRS_CLIPPING :
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{
/* Ensure we only do the changed clip planes */
DWORD enable = 0xFFFFFFFF ;
DWORD disable = 0x00000000 ;
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/* If enabling / disabling all */
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if ( State = = WINED3DRS_CLIPPING ) {
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if ( Value ) {
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enable = This - > stateBlock - > renderState [ WINED3DRS_CLIPPLANEENABLE ] ;
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disable = 0x00 ;
} else {
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disable = This - > stateBlock - > renderState [ WINED3DRS_CLIPPLANEENABLE ] ;
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enable = 0x00 ;
}
} else {
enable = Value & ~ OldValue ;
disable = ~ Value & OldValue ;
}
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if ( enable & D3DCLIPPLANE0 ) { glEnable ( GL_CLIP_PLANE0 ) ; checkGLcall ( " glEnable(clip plane 0) " ) ; }
if ( enable & D3DCLIPPLANE1 ) { glEnable ( GL_CLIP_PLANE1 ) ; checkGLcall ( " glEnable(clip plane 1) " ) ; }
if ( enable & D3DCLIPPLANE2 ) { glEnable ( GL_CLIP_PLANE2 ) ; checkGLcall ( " glEnable(clip plane 2) " ) ; }
if ( enable & D3DCLIPPLANE3 ) { glEnable ( GL_CLIP_PLANE3 ) ; checkGLcall ( " glEnable(clip plane 3) " ) ; }
if ( enable & D3DCLIPPLANE4 ) { glEnable ( GL_CLIP_PLANE4 ) ; checkGLcall ( " glEnable(clip plane 4) " ) ; }
if ( enable & D3DCLIPPLANE5 ) { glEnable ( GL_CLIP_PLANE5 ) ; checkGLcall ( " glEnable(clip plane 5) " ) ; }
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if ( disable & D3DCLIPPLANE0 ) { glDisable ( GL_CLIP_PLANE0 ) ; checkGLcall ( " glDisable(clip plane 0) " ) ; }
if ( disable & D3DCLIPPLANE1 ) { glDisable ( GL_CLIP_PLANE1 ) ; checkGLcall ( " glDisable(clip plane 1) " ) ; }
if ( disable & D3DCLIPPLANE2 ) { glDisable ( GL_CLIP_PLANE2 ) ; checkGLcall ( " glDisable(clip plane 2) " ) ; }
if ( disable & D3DCLIPPLANE3 ) { glDisable ( GL_CLIP_PLANE3 ) ; checkGLcall ( " glDisable(clip plane 3) " ) ; }
if ( disable & D3DCLIPPLANE4 ) { glDisable ( GL_CLIP_PLANE4 ) ; checkGLcall ( " glDisable(clip plane 4) " ) ; }
if ( disable & D3DCLIPPLANE5 ) { glDisable ( GL_CLIP_PLANE5 ) ; checkGLcall ( " glDisable(clip plane 5) " ) ; }
/** update clipping status */
if ( enable ) {
This - > stateBlock - > clip_status . ClipUnion = 0 ;
This - > stateBlock - > clip_status . ClipIntersection = 0xFFFFFFFF ;
} else {
This - > stateBlock - > clip_status . ClipUnion = 0 ;
This - > stateBlock - > clip_status . ClipIntersection = 0 ;
}
}
break ;
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case WINED3DRS_BLENDOP :
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{
int glParm = GL_FUNC_ADD ;
switch ( ( D3DBLENDOP ) Value ) {
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD ; break ;
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT ; break ;
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT ; break ;
case D3DBLENDOP_MIN : glParm = GL_MIN ; break ;
case D3DBLENDOP_MAX : glParm = GL_MAX ; break ;
default :
FIXME ( " Unrecognized/Unhandled D3DBLENDOP value %ld \n " , Value ) ;
}
TRACE ( " glBlendEquation(%x) \n " , glParm ) ;
glBlendEquation ( glParm ) ;
checkGLcall ( " glBlendEquation " ) ;
}
break ;
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case WINED3DRS_TEXTUREFACTOR :
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{
unsigned int i ;
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/* Note the texture color applies to all textures whereas
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GL_TEXTURE_ENV_COLOR applies to active only */
float col [ 4 ] ;
D3DCOLORTOGLFLOAT4 ( Value , col ) ;
/* Set the default alpha blend color */
glBlendColor ( col [ 0 ] , col [ 1 ] , col [ 2 ] , col [ 3 ] ) ;
checkGLcall ( " glBlendColor " ) ;
/* And now the default texture color as well */
for ( i = 0 ; i < GL_LIMITS ( textures ) ; i + + ) {
/* Note the D3DRS value applies to all textures, but GL has one
per texture , so apply it now ready to be used ! */
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
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GLACTIVETEXTURE ( i ) ;
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} else if ( i > 0 ) {
FIXME ( " Program using multiple concurrent textures which this opengl implementation doesn't support \n " ) ;
}
glTexEnvfv ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_COLOR , & col [ 0 ] ) ;
checkGLcall ( " glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color); " ) ;
}
}
break ;
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case WINED3DRS_SPECULARENABLE :
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{
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
and ( GL_LIGHT_MODEL_COLOR_CONTROL , GL_SINGLE_COLOR ) to swap between enabled / disabled
specular color . This is wrong :
Separate specular color means the specular colour is maintained separately , whereas
single color means it is merged in . However in both cases they are being used to
some extent .
To disable specular color , set it explicitly to black and turn off GL_COLOR_SUM_EXT
NOTE : If not supported don ' t give FIXMEs the impact is really minimal and very few people are
running 1.4 yet !
*/
if ( Value ) {
glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , ( float * ) & This - > updateStateBlock - > material . Specular ) ;
checkGLcall ( " glMaterialfv " ) ;
if ( GL_SUPPORT ( EXT_SECONDARY_COLOR ) ) {
glEnable ( GL_COLOR_SUM_EXT ) ;
} else {
TRACE ( " Specular colors cannot be enabled in this version of opengl \n " ) ;
}
checkGLcall ( " glEnable(GL_COLOR_SUM) " ) ;
} else {
float black [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
/* for the case of enabled lighting: */
glMaterialfv ( GL_FRONT_AND_BACK , GL_SPECULAR , & black [ 0 ] ) ;
checkGLcall ( " glMaterialfv " ) ;
/* for the case of disabled lighting: */
if ( GL_SUPPORT ( EXT_SECONDARY_COLOR ) ) {
glDisable ( GL_COLOR_SUM_EXT ) ;
} else {
TRACE ( " Specular colors cannot be disabled in this version of opengl \n " ) ;
}
checkGLcall ( " glDisable(GL_COLOR_SUM) " ) ;
}
}
break ;
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case WINED3DRS_STENCILENABLE :
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if ( Value ) {
glEnable ( GL_STENCIL_TEST ) ;
checkGLcall ( " glEnable GL_STENCIL_TEST " ) ;
} else {
glDisable ( GL_STENCIL_TEST ) ;
checkGLcall ( " glDisable GL_STENCIL_TEST " ) ;
}
break ;
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case WINED3DRS_STENCILFUNC :
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{
int glParm = GL_ALWAYS ;
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int ref = This - > stateBlock - > renderState [ WINED3DRS_STENCILREF ] ;
GLuint mask = This - > stateBlock - > renderState [ WINED3DRS_STENCILMASK ] ;
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switch ( ( D3DCMPFUNC ) Value ) {
case D3DCMP_NEVER : glParm = GL_NEVER ; break ;
case D3DCMP_LESS : glParm = GL_LESS ; break ;
case D3DCMP_EQUAL : glParm = GL_EQUAL ; break ;
case D3DCMP_LESSEQUAL : glParm = GL_LEQUAL ; break ;
case D3DCMP_GREATER : glParm = GL_GREATER ; break ;
case D3DCMP_NOTEQUAL : glParm = GL_NOTEQUAL ; break ;
case D3DCMP_GREATEREQUAL : glParm = GL_GEQUAL ; break ;
case D3DCMP_ALWAYS : glParm = GL_ALWAYS ; break ;
default :
FIXME ( " Unrecognized/Unhandled D3DCMPFUNC value %ld \n " , Value ) ;
}
TRACE ( " glStencilFunc with Parm=%x, ref=%d, mask=%x \n " , glParm , ref , mask ) ;
This - > stencilfunc = glParm ;
glStencilFunc ( glParm , ref , mask ) ;
checkGLcall ( " glStencilFunc " ) ;
}
break ;
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case WINED3DRS_STENCILREF :
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{
int glParm = This - > stencilfunc ;
int ref = 0 ;
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GLuint mask = This - > stateBlock - > renderState [ WINED3DRS_STENCILMASK ] ;
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ref = Value ;
TRACE ( " glStencilFunc with Parm=%x, ref=%d, mask=%x \n " , glParm , ref , mask ) ;
glStencilFunc ( glParm , ref , mask ) ;
checkGLcall ( " glStencilFunc " ) ;
}
break ;
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case WINED3DRS_STENCILMASK :
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{
int glParm = This - > stencilfunc ;
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int ref = This - > stateBlock - > renderState [ WINED3DRS_STENCILREF ] ;
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GLuint mask = Value ;
TRACE ( " glStencilFunc with Parm=%x, ref=%d, mask=%x \n " , glParm , ref , mask ) ;
glStencilFunc ( glParm , ref , mask ) ;
checkGLcall ( " glStencilFunc " ) ;
}
break ;
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case WINED3DRS_STENCILFAIL :
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{
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GLenum fail ;
GLenum zpass ;
GLenum zfail ;
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fail = StencilOp ( Value ) ;
glGetIntegerv ( GL_STENCIL_PASS_DEPTH_PASS , & zpass ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass); " ) ;
glGetIntegerv ( GL_STENCIL_PASS_DEPTH_FAIL , & zfail ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail); " ) ;
TRACE ( " StencilOp fail=%x, zfail=%x, zpass=%x \n " , fail , zfail , zpass ) ;
glStencilOp ( fail , zfail , zpass ) ;
checkGLcall ( " glStencilOp(fail, zfail, zpass); " ) ;
}
break ;
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case WINED3DRS_STENCILZFAIL :
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{
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GLenum fail ;
GLenum zpass ;
GLenum zfail ;
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glGetIntegerv ( GL_STENCIL_FAIL , & fail ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_FAIL, &fail); " ) ;
glGetIntegerv ( GL_STENCIL_PASS_DEPTH_PASS , & zpass ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass); " ) ;
zfail = StencilOp ( Value ) ;
TRACE ( " StencilOp fail=%x, zfail=%x, zpass=%x \n " , fail , zfail , zpass ) ;
glStencilOp ( fail , zfail , zpass ) ;
checkGLcall ( " glStencilOp(fail, zfail, zpass); " ) ;
}
break ;
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case WINED3DRS_STENCILPASS :
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{
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GLenum fail ;
GLenum zpass ;
GLenum zfail ;
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glGetIntegerv ( GL_STENCIL_FAIL , & fail ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_FAIL, &fail); " ) ;
zpass = StencilOp ( Value ) ;
glGetIntegerv ( GL_STENCIL_PASS_DEPTH_FAIL , & zfail ) ;
checkGLcall ( " glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail); " ) ;
TRACE ( " StencilOp fail=%x, zfail=%x, zpass=%x \n " , fail , zfail , zpass ) ;
glStencilOp ( fail , zfail , zpass ) ;
checkGLcall ( " glStencilOp(fail, zfail, zpass); " ) ;
}
break ;
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case WINED3DRS_STENCILWRITEMASK :
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{
glStencilMask ( Value ) ;
TRACE ( " glStencilMask(%lu) \n " , Value ) ;
checkGLcall ( " glStencilMask " ) ;
}
break ;
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case WINED3DRS_FOGENABLE :
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{
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if ( Value /* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/ ) {
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glEnable ( GL_FOG ) ;
checkGLcall ( " glEnable GL_FOG " ) ;
} else {
glDisable ( GL_FOG ) ;
checkGLcall ( " glDisable GL_FOG " ) ;
}
}
break ;
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case WINED3DRS_RANGEFOGENABLE :
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{
if ( Value ) {
TRACE ( " Enabled RANGEFOG " ) ;
} else {
TRACE ( " Disabled RANGEFOG " ) ;
}
}
break ;
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case WINED3DRS_FOGCOLOR :
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{
float col [ 4 ] ;
D3DCOLORTOGLFLOAT4 ( Value , col ) ;
/* Set the default alpha blend color */
glFogfv ( GL_FOG_COLOR , & col [ 0 ] ) ;
checkGLcall ( " glFog GL_FOG_COLOR " ) ;
}
break ;
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case WINED3DRS_FOGTABLEMODE :
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{
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glHint ( GL_FOG_HINT , GL_NICEST ) ;
switch ( Value ) {
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case D3DFOG_NONE : /* I don't know what to do here */ checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP " ) ; break ;
case D3DFOG_EXP : glFogi ( GL_FOG_MODE , GL_EXP ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP " ) ; break ;
case D3DFOG_EXP2 : glFogi ( GL_FOG_MODE , GL_EXP2 ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP2 " ) ; break ;
case D3DFOG_LINEAR : glFogi ( GL_FOG_MODE , GL_LINEAR ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_LINEAR " ) ; break ;
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default :
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FIXME ( " Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE! \n " , Value ) ;
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}
if ( GL_SUPPORT ( NV_FOG_DISTANCE ) ) {
glFogi ( GL_FOG_DISTANCE_MODE_NV , GL_EYE_PLANE_ABSOLUTE_NV ) ;
}
}
break ;
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case WINED3DRS_FOGVERTEXMODE :
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{
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glHint ( GL_FOG_HINT , GL_FASTEST ) ;
switch ( Value ) {
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case D3DFOG_NONE : /* I don't know what to do here */ checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP " ) ; break ;
case D3DFOG_EXP : glFogi ( GL_FOG_MODE , GL_EXP ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP " ) ; break ;
case D3DFOG_EXP2 : glFogi ( GL_FOG_MODE , GL_EXP2 ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_EXP2 " ) ; break ;
case D3DFOG_LINEAR : glFogi ( GL_FOG_MODE , GL_LINEAR ) ; checkGLcall ( " glFogi(GL_FOG_MODE, GL_LINEAR " ) ; break ;
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default :
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FIXME ( " Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE! \n " , Value ) ;
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}
if ( GL_SUPPORT ( NV_FOG_DISTANCE ) ) {
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glFogi ( GL_FOG_DISTANCE_MODE_NV , This - > stateBlock - > renderState [ WINED3DRS_RANGEFOGENABLE ] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV ) ;
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}
}
break ;
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case WINED3DRS_FOGSTART :
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{
tmpvalue . d = Value ;
glFogfv ( GL_FOG_START , & tmpvalue . f ) ;
checkGLcall ( " glFogf(GL_FOG_START, (float) Value) " ) ;
TRACE ( " Fog Start == %f \n " , tmpvalue . f ) ;
}
break ;
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case WINED3DRS_FOGEND :
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{
tmpvalue . d = Value ;
glFogfv ( GL_FOG_END , & tmpvalue . f ) ;
checkGLcall ( " glFogf(GL_FOG_END, (float) Value) " ) ;
TRACE ( " Fog End == %f \n " , tmpvalue . f ) ;
}
break ;
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case WINED3DRS_FOGDENSITY :
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{
tmpvalue . d = Value ;
glFogfv ( GL_FOG_DENSITY , & tmpvalue . f ) ;
checkGLcall ( " glFogf(GL_FOG_DENSITY, (float) Value) " ) ;
}
break ;
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case WINED3DRS_VERTEXBLEND :
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{
This - > updateStateBlock - > vertex_blend = ( D3DVERTEXBLENDFLAGS ) Value ;
TRACE ( " Vertex Blending state to %ld \n " , Value ) ;
}
break ;
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case WINED3DRS_TWEENFACTOR :
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{
tmpvalue . d = Value ;
This - > updateStateBlock - > tween_factor = tmpvalue . f ;
TRACE ( " Vertex Blending Tween Factor to %f \n " , This - > updateStateBlock - > tween_factor ) ;
}
break ;
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case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
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{
TRACE ( " Indexed Vertex Blend Enable to %ul \n " , ( BOOL ) Value ) ;
}
break ;
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case WINED3DRS_COLORVERTEX :
case WINED3DRS_DIFFUSEMATERIALSOURCE :
case WINED3DRS_SPECULARMATERIALSOURCE :
case WINED3DRS_AMBIENTMATERIALSOURCE :
case WINED3DRS_EMISSIVEMATERIALSOURCE :
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{
GLenum Parm = GL_AMBIENT_AND_DIFFUSE ;
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if ( This - > stateBlock - > renderState [ WINED3DRS_COLORVERTEX ] ) {
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TRACE ( " diff %ld, amb %ld, emis %ld, spec %ld \n " ,
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This - > stateBlock - > renderState [ WINED3DRS_DIFFUSEMATERIALSOURCE ] ,
This - > stateBlock - > renderState [ WINED3DRS_AMBIENTMATERIALSOURCE ] ,
This - > stateBlock - > renderState [ WINED3DRS_EMISSIVEMATERIALSOURCE ] ,
This - > stateBlock - > renderState [ WINED3DRS_SPECULARMATERIALSOURCE ] ) ;
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if ( This - > stateBlock - > renderState [ WINED3DRS_DIFFUSEMATERIALSOURCE ] = = D3DMCS_COLOR1 ) {
if ( This - > stateBlock - > renderState [ WINED3DRS_AMBIENTMATERIALSOURCE ] = = D3DMCS_COLOR1 ) {
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Parm = GL_AMBIENT_AND_DIFFUSE ;
} else {
Parm = GL_DIFFUSE ;
}
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} else if ( This - > stateBlock - > renderState [ WINED3DRS_AMBIENTMATERIALSOURCE ] = = D3DMCS_COLOR1 ) {
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Parm = GL_AMBIENT ;
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} else if ( This - > stateBlock - > renderState [ WINED3DRS_EMISSIVEMATERIALSOURCE ] = = D3DMCS_COLOR1 ) {
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Parm = GL_EMISSION ;
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} else if ( This - > stateBlock - > renderState [ WINED3DRS_SPECULARMATERIALSOURCE ] = = D3DMCS_COLOR1 ) {
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Parm = GL_SPECULAR ;
} else {
Parm = - 1 ;
}
if ( Parm = = - 1 ) {
if ( This - > tracking_color ! = DISABLED_TRACKING ) This - > tracking_color = NEEDS_DISABLE ;
} else {
This - > tracking_color = NEEDS_TRACKING ;
This - > tracking_parm = Parm ;
}
} else {
if ( This - > tracking_color ! = DISABLED_TRACKING ) This - > tracking_color = NEEDS_DISABLE ;
}
}
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break ;
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case WINED3DRS_LINEPATTERN :
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{
union {
DWORD d ;
D3DLINEPATTERN lp ;
} tmppattern ;
tmppattern . d = Value ;
TRACE ( " Line pattern: repeat %d bits %x \n " , tmppattern . lp . wRepeatFactor , tmppattern . lp . wLinePattern ) ;
if ( tmppattern . lp . wRepeatFactor ) {
glLineStipple ( tmppattern . lp . wRepeatFactor , tmppattern . lp . wLinePattern ) ;
checkGLcall ( " glLineStipple(repeat, linepattern) " ) ;
glEnable ( GL_LINE_STIPPLE ) ;
checkGLcall ( " glEnable(GL_LINE_STIPPLE); " ) ;
} else {
glDisable ( GL_LINE_STIPPLE ) ;
checkGLcall ( " glDisable(GL_LINE_STIPPLE); " ) ;
}
}
break ;
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case WINED3DRS_ZBIAS :
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{
if ( Value ) {
tmpvalue . d = Value ;
TRACE ( " ZBias value %f \n " , tmpvalue . f ) ;
glPolygonOffset ( 0 , - tmpvalue . f ) ;
checkGLcall ( " glPolygonOffset(0, -Value) " ) ;
glEnable ( GL_POLYGON_OFFSET_FILL ) ;
checkGLcall ( " glEnable(GL_POLYGON_OFFSET_FILL); " ) ;
glEnable ( GL_POLYGON_OFFSET_LINE ) ;
checkGLcall ( " glEnable(GL_POLYGON_OFFSET_LINE); " ) ;
glEnable ( GL_POLYGON_OFFSET_POINT ) ;
checkGLcall ( " glEnable(GL_POLYGON_OFFSET_POINT); " ) ;
} else {
glDisable ( GL_POLYGON_OFFSET_FILL ) ;
checkGLcall ( " glDisable(GL_POLYGON_OFFSET_FILL); " ) ;
glDisable ( GL_POLYGON_OFFSET_LINE ) ;
checkGLcall ( " glDisable(GL_POLYGON_OFFSET_LINE); " ) ;
glDisable ( GL_POLYGON_OFFSET_POINT ) ;
checkGLcall ( " glDisable(GL_POLYGON_OFFSET_POINT); " ) ;
}
}
break ;
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case WINED3DRS_NORMALIZENORMALS :
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if ( Value ) {
glEnable ( GL_NORMALIZE ) ;
checkGLcall ( " glEnable(GL_NORMALIZE); " ) ;
} else {
glDisable ( GL_NORMALIZE ) ;
checkGLcall ( " glDisable(GL_NORMALIZE); " ) ;
}
break ;
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case WINED3DRS_POINTSIZE :
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tmpvalue . d = Value ;
TRACE ( " Set point size to %f \n " , tmpvalue . f ) ;
glPointSize ( tmpvalue . f ) ;
checkGLcall ( " glPointSize(...); " ) ;
break ;
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case WINED3DRS_POINTSIZE_MIN :
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if ( GL_SUPPORT ( EXT_POINT_PARAMETERS ) ) {
tmpvalue . d = Value ;
GL_EXTCALL ( glPointParameterfEXT ) ( GL_POINT_SIZE_MIN_EXT , tmpvalue . f ) ;
checkGLcall ( " glPointParameterfEXT(...); " ) ;
} else {
2005-03-03 14:57:15 +01:00
FIXME ( " WINED3DRS_POINTSIZE_MIN not supported on this opengl \n " ) ;
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}
break ;
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case WINED3DRS_POINTSIZE_MAX :
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if ( GL_SUPPORT ( EXT_POINT_PARAMETERS ) ) {
tmpvalue . d = Value ;
GL_EXTCALL ( glPointParameterfEXT ) ( GL_POINT_SIZE_MAX_EXT , tmpvalue . f ) ;
checkGLcall ( " glPointParameterfEXT(...); " ) ;
} else {
2005-03-03 14:57:15 +01:00
FIXME ( " WINED3DRS_POINTSIZE_MAX not supported on this opengl \n " ) ;
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}
break ;
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case WINED3DRS_POINTSCALE_A :
case WINED3DRS_POINTSCALE_B :
case WINED3DRS_POINTSCALE_C :
case WINED3DRS_POINTSCALEENABLE :
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{
/* If enabled, supply the parameters, otherwise fall back to defaults */
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if ( This - > stateBlock - > renderState [ WINED3DRS_POINTSCALEENABLE ] ) {
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GLfloat att [ 3 ] = { 1.0f , 0.0f , 0.0f } ;
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att [ 0 ] = * ( ( float * ) & This - > stateBlock - > renderState [ WINED3DRS_POINTSCALE_A ] ) ;
att [ 1 ] = * ( ( float * ) & This - > stateBlock - > renderState [ WINED3DRS_POINTSCALE_B ] ) ;
att [ 2 ] = * ( ( float * ) & This - > stateBlock - > renderState [ WINED3DRS_POINTSCALE_C ] ) ;
2004-12-13 14:35:38 +01:00
if ( GL_SUPPORT ( EXT_POINT_PARAMETERS ) ) {
GL_EXTCALL ( glPointParameterfvEXT ) ( GL_DISTANCE_ATTENUATION_EXT , att ) ;
checkGLcall ( " glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...); " ) ;
} else {
2005-03-03 14:57:15 +01:00
TRACE ( " WINED3DRS_POINTSCALEENABLE not supported on this opengl \n " ) ;
2004-12-13 14:35:38 +01:00
}
} else {
GLfloat att [ 3 ] = { 1.0f , 0.0f , 0.0f } ;
if ( GL_SUPPORT ( EXT_POINT_PARAMETERS ) ) {
GL_EXTCALL ( glPointParameterfvEXT ) ( GL_DISTANCE_ATTENUATION_EXT , att ) ;
checkGLcall ( " glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...); " ) ;
} else {
2005-03-03 14:57:15 +01:00
TRACE ( " WINED3DRS_POINTSCALEENABLE not supported, but not on either \n " ) ;
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}
}
break ;
}
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case WINED3DRS_COLORWRITEENABLE :
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{
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TRACE ( " Color mask: r(%d) g(%d) b(%d) a(%d) \n " ,
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Value & D3DCOLORWRITEENABLE_RED ? 1 : 0 ,
Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0 ,
Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0 ,
2005-07-13 16:15:54 +02:00
Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0 ) ;
glColorMask ( Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE ,
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Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE ,
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Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE ,
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Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE ) ;
checkGLcall ( " glColorMask(...) " ) ;
}
break ;
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case WINED3DRS_LOCALVIEWER :
2004-12-13 14:35:38 +01:00
{
GLint state = ( Value ) ? 1 : 0 ;
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TRACE ( " Local Viewer Enable to %ul \n " , ( BOOL ) Value ) ;
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glLightModeli ( GL_LIGHT_MODEL_LOCAL_VIEWER , state ) ;
}
break ;
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case WINED3DRS_LASTPIXEL :
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{
if ( Value ) {
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TRACE ( " Last Pixel Drawing Enabled \n " ) ;
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} else {
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FIXME ( " Last Pixel Drawing Disabled, not handled yet \n " ) ;
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}
}
break ;
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case WINED3DRS_SOFTWAREVERTEXPROCESSING :
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{
if ( Value ) {
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TRACE ( " Software Processing Enabled \n " ) ;
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} else {
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TRACE ( " Software Processing Disabled \n " ) ;
2004-12-13 14:35:38 +01:00
}
}
break ;
/** not supported */
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case WINED3DRS_ZVISIBLE :
2004-12-13 14:35:38 +01:00
{
LEAVE_GL ( ) ;
return D3DERR_INVALIDCALL ;
}
/* Unhandled yet...! */
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case WINED3DRS_EDGEANTIALIAS :
case WINED3DRS_WRAP0 :
case WINED3DRS_WRAP1 :
case WINED3DRS_WRAP2 :
case WINED3DRS_WRAP3 :
case WINED3DRS_WRAP4 :
case WINED3DRS_WRAP5 :
case WINED3DRS_WRAP6 :
case WINED3DRS_WRAP7 :
case WINED3DRS_POINTSPRITEENABLE :
case WINED3DRS_MULTISAMPLEANTIALIAS :
case WINED3DRS_MULTISAMPLEMASK :
case WINED3DRS_PATCHEDGESTYLE :
case WINED3DRS_PATCHSEGMENTS :
case WINED3DRS_DEBUGMONITORTOKEN :
case WINED3DRS_POSITIONORDER :
case WINED3DRS_NORMALORDER :
2004-12-13 14:35:38 +01:00
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
FIXME ( " (%p)->(%d,%ld) not handled yet \n " , This , State , Value ) ;
break ;
default :
FIXME ( " (%p)->(%d,%ld) unrecognized \n " , This , State , Value ) ;
}
LEAVE_GL ( ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState ( IWineD3DDevice * iface , D3DRENDERSTATETYPE State , DWORD * pValue ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) for State %d = %ld \n " , This , State , This - > stateBlock - > renderState [ State ] ) ;
* pValue = This - > stateBlock - > renderState [ State ] ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState ( IWineD3DDevice * iface , DWORD Sampler , WINED3DSAMPLERSTATETYPE Type , DWORD Value ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/**
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* SetSampler is designed to allow for more than the standard up to 8 textures
* and Geforce has stopped supporting more than 6 standard textures in openGL .
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* So I have to use ARB for Gforce . ( maybe if the sampler > 4 then use ARB ? )
*
* http : //developer.nvidia.com/object/General_FAQ.html#t6
*
* There are two new settings for GForce
* the sampler one :
* GL_MAX_TEXTURE_IMAGE_UNITS_ARB
* and the texture one :
* GL_MAX_TEXTURE_COORDS_ARB .
* Ok GForce say it ' s ok to use glTexParameter / glGetTexParameter ( . . . ) .
* * * * * * * * * * * * * * * * * */
union {
float f ;
DWORD d ;
} tmpvalue ;
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TRACE ( " (%p) Sampler(%ld), Type(%d) Value(%ld) \n " , This , Sampler , Type , Value ) ;
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if ( Sampler > GL_LIMITS ( samplers ) | | Sampler < 0 | | Type > HIGHEST_SAMPLER_STATE | | Type < 0 ) {
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FIXME ( " out of range %d %d sampler %ld type %u \n " , GL_LIMITS ( samplers ) , HIGHEST_SAMPLER_STATE , Sampler , Type ) ;
return D3DERR_INVALIDCALL ;
}
This - > updateStateBlock - > changed . samplerState [ Sampler ] [ Type ] = TRUE ;
This - > updateStateBlock - > set . samplerState [ Sampler ] [ Type ] = TRUE ;
TRACE ( " Setting sampler %ld %d to %ld \n " , Sampler , Type , Value ) ;
This - > updateStateBlock - > samplerState [ Sampler ] [ Type ] = Value ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
/* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
clamping , MIPLOD , etc . This will work for up to 16 samplers .
is this just GL_TEXTURE_2D or is it GL_TEXTURE_1D and GL_TEXTURE_3D as well ?
*/
ENTER_GL ( ) ;
VTRACE ( ( " Activating appropriate texture state %ld \n " , Sampler ) ) ;
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
GLACTIVETEXTURE ( Sampler ) ;
} else if ( Sampler > 0 ) {
FIXME ( " Program using multiple concurrent textures which this opengl implementation doesn't support \n " ) ;
}
switch ( Type ) {
case WINED3DSAMP_ADDRESSU : /* 1 */
case WINED3DSAMP_ADDRESSV : /* 2 */
case WINED3DSAMP_ADDRESSW : /* 3 */
{
GLint wrapParm = GL_REPEAT ;
switch ( Value ) {
case D3DTADDRESS_WRAP : wrapParm = GL_REPEAT ; break ;
case D3DTADDRESS_CLAMP : wrapParm = GL_CLAMP_TO_EDGE ; break ;
case D3DTADDRESS_BORDER :
{
if ( GL_SUPPORT ( ARB_TEXTURE_BORDER_CLAMP ) ) {
wrapParm = GL_CLAMP_TO_BORDER_ARB ;
} else {
/* FIXME: Not right, but better */
TRACE ( " Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d \n " , Value , Type ) ;
wrapParm = GL_REPEAT ;
}
}
break ;
case D3DTADDRESS_MIRROR :
{
if ( GL_SUPPORT ( ARB_TEXTURE_MIRRORED_REPEAT ) ) {
wrapParm = GL_MIRRORED_REPEAT_ARB ;
} else {
/* Unsupported in OpenGL pre-1.4 */
TRACE ( " Unsupported D3DTADDRESS_MIRROR (needs GL_ARB_texture_mirrored_repeat) state %d \n " , Type ) ;
wrapParm = GL_REPEAT ;
}
}
break ;
case D3DTADDRESS_MIRRORONCE :
{
if ( GL_SUPPORT ( ATI_TEXTURE_MIRROR_ONCE ) ) {
wrapParm = GL_MIRROR_CLAMP_TO_EDGE_ATI ;
} else {
TRACE ( " Unsupported D3DTADDRESS_MIRRORONCE (needs GL_ATI_texture_mirror_once) state %d \n " , Type ) ;
wrapParm = GL_REPEAT ;
}
}
break ;
default :
/* This is for the whole context, not just the sampler,
so we should warn if two states are baing set for any given scene */
if ( Type ! = 0 )
TRACE ( " Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d \n " , Value , Type ) ;
wrapParm = GL_REPEAT ;
}
switch ( Type ) {
case WINED3DSAMP_ADDRESSU :
TRACE ( " Setting WRAP_S for %ld to %d \n " , Sampler , wrapParm ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_WRAP_S , wrapParm ) ;
checkGLcall ( " glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm) " ) ;
break ;
case WINED3DSAMP_ADDRESSV :
TRACE ( " Setting WRAP_T for %ld to %d \n " , Sampler , wrapParm ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_WRAP_T , wrapParm ) ;
checkGLcall ( " glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm) " ) ;
break ;
case WINED3DSAMP_ADDRESSW :
TRACE ( " Setting WRAP_R for %ld to %d \n " , Sampler , wrapParm ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_WRAP_R , wrapParm ) ;
checkGLcall ( " glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm) " ) ;
break ;
default : /* nop */
break ; /** stupic compilator */
}
}
break ;
case WINED3DSAMP_BORDERCOLOR : /* 4 */
{
float col [ 4 ] ;
D3DCOLORTOGLFLOAT4 ( Value , col ) ;
TRACE ( " Setting border color for %ld to %lx \n " , Sampler , Value ) ;
glTexParameterfv ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_BORDER_COLOR , & col [ 0 ] ) ;
checkGLcall ( " glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...) " ) ;
}
break ;
case WINED3DSAMP_MAGFILTER : /* 5 */
{
DWORD ValueMAG = This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MAGFILTER ] ;
GLint realVal = GL_NEAREST ;
if ( ValueMAG = = D3DTEXF_POINT ) {
realVal = GL_NEAREST ;
} else if ( ValueMAG = = D3DTEXF_LINEAR ) {
realVal = GL_LINEAR ;
} else if ( ValueMAG = = D3DTEXF_ANISOTROPIC ) {
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) ) {
realVal = GL_LINEAR ;
} else {
FIXME ( " Trying to use ANISOTROPIC_FILTERING for WINED3DTSS_MAGFILTER. But not supported by current OpenGL driver \n " ) ;
realVal = GL_NEAREST ;
}
} else {
FIXME ( " Unhandled WINED3DTSS_MAGFILTER value of %ld \n " , ValueMAG ) ;
realVal = GL_NEAREST ;
}
TRACE ( " ValueMAG=%ld setting MAGFILTER to %x \n " , ValueMAG , realVal ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_MAG_FILTER , realVal ) ;
checkGLcall ( " glTexParameter GL_TEXTURE_MAG_FILTER, ... " ) ;
/**
* if we juste choose to use ANISOTROPIC filtering , refresh openGL state
*/
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) & & D3DTEXF_ANISOTROPIC = = ValueMAG ) {
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] ,
GL_TEXTURE_MAX_ANISOTROPY_EXT ,
This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MAXANISOTROPY ] ) ;
checkGLcall ( " glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ... " ) ;
}
}
break ;
case WINED3DSAMP_MINFILTER : /* 6 */
case WINED3DSAMP_MIPFILTER : /* 7 */
{
DWORD ValueMIN = This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MINFILTER ] ;
DWORD ValueMIP = This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MIPFILTER ] ;
GLint realVal = GL_LINEAR ;
if ( ValueMIN = = D3DTEXF_NONE ) {
/* Doesn't really make sense - Windows just seems to disable
mipmapping when this occurs */
FIXME ( " Odd - minfilter of none, just disabling mipmaps \n " ) ;
realVal = GL_LINEAR ;
} else if ( ValueMIN = = D3DTEXF_POINT ) {
/* GL_NEAREST_* */
if ( ValueMIP = = D3DTEXF_NONE ) {
realVal = GL_NEAREST ;
} else if ( ValueMIP = = D3DTEXF_POINT ) {
realVal = GL_NEAREST_MIPMAP_NEAREST ;
} else if ( ValueMIP = = D3DTEXF_LINEAR ) {
realVal = GL_NEAREST_MIPMAP_LINEAR ;
} else {
FIXME ( " Unhandled WINED3DTSS_MIPFILTER value of %ld \n " , ValueMIP ) ;
realVal = GL_NEAREST ;
}
} else if ( ValueMIN = = D3DTEXF_LINEAR ) {
/* GL_LINEAR_* */
if ( ValueMIP = = D3DTEXF_NONE ) {
realVal = GL_LINEAR ;
} else if ( ValueMIP = = D3DTEXF_POINT ) {
realVal = GL_LINEAR_MIPMAP_NEAREST ;
} else if ( ValueMIP = = D3DTEXF_LINEAR ) {
realVal = GL_LINEAR_MIPMAP_LINEAR ;
} else {
FIXME ( " Unhandled WINED3DTSS_MIPFILTER value of %ld \n " , ValueMIP ) ;
realVal = GL_LINEAR ;
}
} else if ( ValueMIN = = D3DTEXF_ANISOTROPIC ) {
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) ) {
if ( ValueMIP = = D3DTEXF_NONE ) {
realVal = GL_LINEAR_MIPMAP_LINEAR ;
} else if ( ValueMIP = = D3DTEXF_POINT ) {
realVal = GL_LINEAR_MIPMAP_NEAREST ;
} else if ( ValueMIP = = D3DTEXF_LINEAR ) {
realVal = GL_LINEAR_MIPMAP_LINEAR ;
} else {
FIXME ( " Unhandled WINED3DTSS_MIPFILTER value of %ld \n " , ValueMIP ) ;
realVal = GL_LINEAR ;
}
} else {
WARN ( " Trying to use ANISOTROPIC_FILTERING for WINED3DTSS_MINFILTER. But not supported by OpenGL driver \n " ) ;
realVal = GL_LINEAR ;
}
} else {
FIXME ( " Unhandled WINED3DTSS_MINFILTER value of %ld \n " , ValueMIN ) ;
realVal = GL_LINEAR_MIPMAP_LINEAR ;
}
TRACE ( " ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x \n " , ValueMIN , ValueMIP , realVal ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_MIN_FILTER , realVal ) ;
checkGLcall ( " glTexParameter GL_TEXTURE_MIN_FILTER, ... " ) ;
/**
* if we just choose to use ANISOTROPIC filtering , refresh openGL state
*/
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) & & D3DTEXF_ANISOTROPIC = = ValueMIN ) {
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] , GL_TEXTURE_MAX_ANISOTROPY_EXT ,
This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MAXANISOTROPY ] ) ;
checkGLcall ( " glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ... " ) ;
}
}
break ;
case WINED3DSAMP_MIPMAPLODBIAS : /* 8 */
{
if ( GL_SUPPORT ( EXT_TEXTURE_LOD_BIAS ) ) {
tmpvalue . d = Value ;
glTexEnvf ( GL_TEXTURE_FILTER_CONTROL_EXT ,
GL_TEXTURE_LOD_BIAS_EXT ,
tmpvalue . f ) ;
checkGLcall ( " glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ... " ) ;
}
}
break ;
case WINED3DSAMP_MAXMIPLEVEL : /* 9 */
{
/**
* Not really the same , but the more apprioprate than nothing
*/
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] ,
GL_TEXTURE_BASE_LEVEL ,
This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MAXMIPLEVEL ] ) ;
checkGLcall ( " glTexParameteri GL_TEXTURE_BASE_LEVEL ... " ) ;
}
break ;
case WINED3DSAMP_MAXANISOTROPY : /* 10 */
{
if ( GL_SUPPORT ( EXT_TEXTURE_FILTER_ANISOTROPIC ) ) {
glTexParameteri ( This - > stateBlock - > textureDimensions [ Sampler ] ,
GL_TEXTURE_MAX_ANISOTROPY_EXT ,
This - > stateBlock - > samplerState [ Sampler ] [ WINED3DSAMP_MAXANISOTROPY ] ) ;
checkGLcall ( " glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ... " ) ;
}
}
break ;
case WINED3DSAMP_SRGBTEXTURE : /* 11 */
/* Per texture gamma correction, default 0 */
case WINED3DSAMP_ELEMENTINDEX : /* 12 */
/* When a multi-element textures is used this indicates the element, (what's a multielement texture?) */
case WINED3DSAMP_DMAPOFFSET : /* 13 */
/* Value of a precompiled displacement map used by the tesselator, default 0 */
TRACE ( " Unsupported sampler setting, Sampler=%ld, Type=%d, Value =%ld \n " , Sampler , Type , Value ) ;
break ;
default :
TRACE ( " invalid sampler setting, Sampler=%ld, Type=%d, Value =%ld \n " , Sampler , Type , Value ) ;
} ;
LEAVE_GL ( ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState ( IWineD3DDevice * iface , DWORD Sampler , WINED3DSAMPLERSTATETYPE Type , DWORD * Value ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/** TODO: check that sampler is in range **/
* Value = This - > updateStateBlock - > samplerState [ Sampler ] [ Type ] ;
TRACE ( " (%p) : Sampler %ld Type %u Returning %ld \n " , This , Sampler , Type , * Value ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect ( IWineD3DDevice * iface , CONST RECT * pRect ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
ENTER_GL ( ) ;
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/** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
TRACE ( " (%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld \n " , This , pRect - > left , pRect - > top , pRect - > right , pRect - > bottom ) ;
glScissor ( pRect - > left , pRect - > top , pRect - > right - pRect - > left , pRect - > bottom - pRect - > top ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect ( IWineD3DDevice * iface , RECT * pRect ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
GLint scissorBox [ 4 ] ;
ENTER_GL ( ) ;
/** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
glGetIntegerv ( GL_SCISSOR_BOX , scissorBox ) ;
pRect - > left = scissorBox [ 1 ] ;
pRect - > top = scissorBox [ 2 ] ;
pRect - > right = scissorBox [ 1 ] + scissorBox [ 3 ] ;
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pRect - > bottom = scissorBox [ 2 ] + scissorBox [ 4 ] ;
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TRACE ( " (%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld \n " , This , pRect - > left , pRect - > top , pRect - > right , pRect - > bottom ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration ( IWineD3DDevice * iface , IWineD3DVertexDeclaration * pDecl ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : pDecl=%p \n " , This , pDecl ) ;
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/* TODO: what about recording stateblocks? */
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if ( NULL ! = pDecl ) {
IWineD3DVertexDeclaration_AddRef ( pDecl ) ;
}
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if ( NULL ! = This - > updateStateBlock - > vertexDecl ) {
IWineD3DVertexDeclaration_Release ( This - > updateStateBlock - > vertexDecl ) ;
}
This - > updateStateBlock - > vertexDecl = pDecl ;
This - > updateStateBlock - > changed . vertexDecl = TRUE ;
This - > updateStateBlock - > set . vertexDecl = TRUE ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration ( IWineD3DDevice * iface , IWineD3DVertexDeclaration * * ppDecl ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : ppDecl=%p \n " , This , ppDecl ) ;
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* ppDecl = This - > updateStateBlock - > vertexDecl ;
if ( NULL ! = * ppDecl ) IWineD3DVertexDeclaration_AddRef ( * ppDecl ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader ( IWineD3DDevice * iface , IWineD3DVertexShader * pShader ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
static BOOL showFixmes = TRUE ;
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This - > updateStateBlock - > vertexShader = pShader ;
This - > updateStateBlock - > changed . vertexShader = TRUE ;
This - > updateStateBlock - > set . vertexShader = TRUE ;
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if ( pShader = = NULL ) {
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/* clear down the shader */
TRACE ( " Clear down the shader \n " ) ;
} else {
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if ( showFixmes ) {
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FIXME ( " (%p) : stub pShader(%p) \n " , This , pShader ) ;
showFixmes = FALSE ;
}
}
return D3D_OK ;
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/** FIXME: refernece counting? **/
if ( pShader = = NULL ) { /* only valid with non FVF shaders */
TRACE_ ( d3d_shader ) ( " (%p) : FVF Shader, pShader=%p \n " , This , pShader ) ;
This - > updateStateBlock - > vertexShader = NULL ;
} else {
TRACE_ ( d3d_shader ) ( " (%p) : Created shader, pShader=%p \n " , This , pShader ) ;
This - > updateStateBlock - > vertexShader = pShader ;
}
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This - > updateStateBlock - > changed . vertexShader = TRUE ;
This - > updateStateBlock - > set . vertexShader = TRUE ;
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/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
/**
* TODO : merge HAL shaders context switching from prototype
*/
return D3D_OK ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader ( IWineD3DDevice * iface , IWineD3DVertexShader * * ppShader ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
* ppShader = This - > stateBlock - > vertexShader ;
if ( * ppShader ! = NULL )
IWineD3DVertexShader_AddRef ( * ppShader ) ;
TRACE ( " (%p) : returning %p \n " , This , * ppShader ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB ( IWineD3DDevice * iface , UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB ( IWineD3DDevice * iface , UINT StartRegister , BOOL * pConstantData , UINT BoolCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI ( IWineD3DDevice * iface , UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI ( IWineD3DDevice * iface , UINT StartRegister , int * pConstantData , UINT Vector4iCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF ( IWineD3DDevice * iface , UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF ( IWineD3DDevice * iface , UINT StartRegister , float * pConstantData , UINT Vector4fCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader ( IWineD3DDevice * iface , IWineD3DPixelShader * pShader ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader ( IWineD3DDevice * iface , IWineD3DPixelShader * * ppShader ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB ( IWineD3DDevice * iface , UINT StartRegister , CONST BOOL * pConstantData , UINT BoolCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB ( IWineD3DDevice * iface , UINT StartRegister , BOOL * pConstantData , UINT BoolCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI ( IWineD3DDevice * iface , UINT StartRegister , CONST int * pConstantData , UINT Vector4iCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI ( IWineD3DDevice * iface , UINT StartRegister , int * pConstantData , UINT Vector4iCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF ( IWineD3DDevice * iface , UINT StartRegister , CONST float * pConstantData , UINT Vector4fCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF ( IWineD3DDevice * iface , UINT StartRegister , float * pConstantData , UINT Vector4fCount ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : stub \n " , This ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices ( IWineD3DDevice * iface , UINT SrcStartIndex , UINT DestIndex , UINT VertexCount , IWineD3DVertexBuffer * pDestBuffer , IWineD3DVertexBuffer * pVertexDecl , DWORD Flags ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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/*****
* Get / Set Texture Stage States
* TODO : Verify against dx9 definitions
* * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState ( IWineD3DDevice * iface , DWORD Stage , WINED3DTEXTURESTAGESTATETYPE Type , DWORD Value ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
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TRACE ( " (%p) : Stage=%ld, Type=%s(%d), Value=%ld \n " , This , Stage , debug_d3dtexturestate ( Type ) , Type , Value ) ;
/* Reject invalid texture units */
if ( Stage > = GL_LIMITS ( textures ) ) {
TRACE ( " Attempt to access invalid texture rejected \n " ) ;
return D3DERR_INVALIDCALL ;
}
This - > updateStateBlock - > changed . textureState [ Stage ] [ Type ] = TRUE ;
This - > updateStateBlock - > set . textureState [ Stage ] [ Type ] = TRUE ;
This - > updateStateBlock - > textureState [ Stage ] [ Type ] = Value ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
ENTER_GL ( ) ;
/* Make appropriate texture active */
VTRACE ( ( " Activating appropriate texture state %ld \n " , Stage ) ) ;
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
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GLACTIVETEXTURE ( Stage ) ;
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} else if ( Stage > 0 ) {
FIXME ( " Program using multiple concurrent textures which this opengl implementation doesn't support \n " ) ;
}
switch ( Type ) {
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case WINED3DTSS_ALPHAOP :
case WINED3DTSS_COLOROP :
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{
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if ( ( Value = = D3DTOP_DISABLE ) & & ( Type = = WINED3DTSS_COLOROP ) ) {
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/* TODO: Disable by making this and all later levels disabled */
glDisable ( GL_TEXTURE_1D ) ;
checkGLcall ( " Disable GL_TEXTURE_1D " ) ;
glDisable ( GL_TEXTURE_2D ) ;
checkGLcall ( " Disable GL_TEXTURE_2D " ) ;
glDisable ( GL_TEXTURE_3D ) ;
checkGLcall ( " Disable GL_TEXTURE_3D " ) ;
break ; /* Don't bother setting the texture operations */
} else {
/* Enable only the appropriate texture dimension */
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if ( Type = = WINED3DTSS_COLOROP ) {
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if ( This - > stateBlock - > textureDimensions [ Stage ] = = GL_TEXTURE_1D ) {
glEnable ( GL_TEXTURE_1D ) ;
checkGLcall ( " Enable GL_TEXTURE_1D " ) ;
} else {
glDisable ( GL_TEXTURE_1D ) ;
checkGLcall ( " Disable GL_TEXTURE_1D " ) ;
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}
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if ( This - > stateBlock - > textureDimensions [ Stage ] = = GL_TEXTURE_2D ) {
if ( GL_SUPPORT ( NV_TEXTURE_SHADER ) & & This - > texture_shader_active ) {
glTexEnvi ( GL_TEXTURE_SHADER_NV , GL_SHADER_OPERATION_NV , GL_TEXTURE_2D ) ;
checkGLcall ( " Enable GL_TEXTURE_2D " ) ;
} else {
glEnable ( GL_TEXTURE_2D ) ;
checkGLcall ( " Enable GL_TEXTURE_2D " ) ;
}
} else {
glDisable ( GL_TEXTURE_2D ) ;
checkGLcall ( " Disable GL_TEXTURE_2D " ) ;
}
if ( This - > stateBlock - > textureDimensions [ Stage ] = = GL_TEXTURE_3D ) {
glEnable ( GL_TEXTURE_3D ) ;
checkGLcall ( " Enable GL_TEXTURE_3D " ) ;
} else {
glDisable ( GL_TEXTURE_3D ) ;
checkGLcall ( " Disable GL_TEXTURE_3D " ) ;
}
if ( This - > stateBlock - > textureDimensions [ Stage ] = = GL_TEXTURE_CUBE_MAP_ARB ) {
glEnable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
checkGLcall ( " Enable GL_TEXTURE_CUBE_MAP " ) ;
} else {
glDisable ( GL_TEXTURE_CUBE_MAP_ARB ) ;
checkGLcall ( " Disable GL_TEXTURE_CUBE_MAP " ) ;
}
}
}
/* Drop through... (Except disable case) */
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case WINED3DTSS_COLORARG0 :
case WINED3DTSS_COLORARG1 :
case WINED3DTSS_COLORARG2 :
case WINED3DTSS_ALPHAARG0 :
case WINED3DTSS_ALPHAARG1 :
case WINED3DTSS_ALPHAARG2 :
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{
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BOOL isAlphaArg = ( Type = = WINED3DTSS_ALPHAOP | | Type = = WINED3DTSS_ALPHAARG1 | |
Type = = WINED3DTSS_ALPHAARG2 | | Type = = WINED3DTSS_ALPHAARG0 ) ;
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if ( isAlphaArg ) {
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set_tex_op ( iface , TRUE , Stage , This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_ALPHAOP ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_ALPHAARG1 ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_ALPHAARG2 ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_ALPHAARG0 ] ) ;
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} else {
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set_tex_op ( iface , FALSE , Stage , This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_COLOROP ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_COLORARG1 ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_COLORARG2 ] ,
This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_COLORARG0 ] ) ;
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}
}
break ;
}
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case WINED3DTSS_ADDRESSW :
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{
GLint wrapParm = GL_REPEAT ;
switch ( Value ) {
case D3DTADDRESS_WRAP : wrapParm = GL_REPEAT ; break ;
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case D3DTADDRESS_CLAMP : wrapParm = GL_CLAMP_TO_EDGE ; break ;
case D3DTADDRESS_BORDER :
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{
if ( GL_SUPPORT ( ARB_TEXTURE_BORDER_CLAMP ) ) {
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wrapParm = GL_CLAMP_TO_BORDER_ARB ;
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} else {
/* FIXME: Not right, but better */
FIXME ( " Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d \n " , Value , Type ) ;
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wrapParm = GL_REPEAT ;
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}
}
break ;
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case D3DTADDRESS_MIRROR :
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{
if ( GL_SUPPORT ( ARB_TEXTURE_MIRRORED_REPEAT ) ) {
wrapParm = GL_MIRRORED_REPEAT_ARB ;
} else {
/* Unsupported in OpenGL pre-1.4 */
FIXME ( " Unsupported D3DTADDRESS_MIRROR (needs GL_ARB_texture_mirrored_repeat) state %d \n " , Type ) ;
wrapParm = GL_REPEAT ;
}
}
break ;
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case D3DTADDRESS_MIRRORONCE :
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{
if ( GL_SUPPORT ( ATI_TEXTURE_MIRROR_ONCE ) ) {
wrapParm = GL_MIRROR_CLAMP_TO_EDGE_ATI ;
} else {
FIXME ( " Unsupported D3DTADDRESS_MIRRORONCE (needs GL_ATI_texture_mirror_once) state %d \n " , Type ) ;
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wrapParm = GL_REPEAT ;
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}
}
break ;
default :
FIXME ( " Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d \n " , Value , Type ) ;
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wrapParm = GL_REPEAT ;
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}
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TRACE ( " Setting WRAP_R to %d for %x \n " , wrapParm , This - > stateBlock - > textureDimensions [ Stage ] ) ;
glTexParameteri ( This - > stateBlock - > textureDimensions [ Stage ] , GL_TEXTURE_WRAP_R , wrapParm ) ;
checkGLcall ( " glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm) " ) ;
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}
break ;
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case WINED3DTSS_TEXCOORDINDEX :
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{
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
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/* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
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one flag , you can still specify an index value , which the system uses to
determine the texture wrapping mode .
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eg . SetTextureStageState ( 0 , D3DTSS_TEXCOORDINDEX , D3DTSS_TCI_CAMERASPACEPOSITION | 1 ) ;
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means use the vertex position ( camera - space ) as the input texture coordinates
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for this texture stage , and the wrap mode set in the WINED3DRS_WRAP1 render
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state . We do not ( yet ) support the D3DRENDERSTATE_WRAPx values , nor tie them up
to the TEXCOORDINDEX value */
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/**
* Be careful the value of the mask 0xF0000 come from d3d8types . h infos
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*/
switch ( Value & 0xFFFF0000 ) {
case D3DTSS_TCI_PASSTHRU :
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
glDisable ( GL_TEXTURE_GEN_S ) ;
glDisable ( GL_TEXTURE_GEN_T ) ;
glDisable ( GL_TEXTURE_GEN_R ) ;
checkGLcall ( " glDisable(GL_TEXTURE_GEN_S,T,R) " ) ;
break ;
case D3DTSS_TCI_CAMERASPACEPOSITION :
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/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage ' s texture transformation . This
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equates roughly to EYE_LINEAR */
{
float s_plane [ ] = { 1.0 , 0.0 , 0.0 , 0.0 } ;
float t_plane [ ] = { 0.0 , 1.0 , 0.0 , 0.0 } ;
float r_plane [ ] = { 0.0 , 0.0 , 1.0 , 0.0 } ;
float q_plane [ ] = { 0.0 , 0.0 , 0.0 , 1.0 } ;
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TRACE ( " WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane \n " ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glTexGenfv ( GL_S , GL_EYE_PLANE , s_plane ) ;
glTexGenfv ( GL_T , GL_EYE_PLANE , t_plane ) ;
glTexGenfv ( GL_R , GL_EYE_PLANE , r_plane ) ;
glTexGenfv ( GL_Q , GL_EYE_PLANE , q_plane ) ;
glPopMatrix ( ) ;
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TRACE ( " WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR \n " ) ;
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glEnable ( GL_TEXTURE_GEN_S ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_S); " ) ;
glTexGeni ( GL_S , GL_TEXTURE_GEN_MODE , GL_EYE_LINEAR ) ;
checkGLcall ( " glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) " ) ;
glEnable ( GL_TEXTURE_GEN_T ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_T); " ) ;
glTexGeni ( GL_T , GL_TEXTURE_GEN_MODE , GL_EYE_LINEAR ) ;
checkGLcall ( " glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) " ) ;
glEnable ( GL_TEXTURE_GEN_R ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_R); " ) ;
glTexGeni ( GL_R , GL_TEXTURE_GEN_MODE , GL_EYE_LINEAR ) ;
checkGLcall ( " glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) " ) ;
}
break ;
case D3DTSS_TCI_CAMERASPACENORMAL :
{
if ( GL_SUPPORT ( NV_TEXGEN_REFLECTION ) ) {
float s_plane [ ] = { 1.0 , 0.0 , 0.0 , 0.0 } ;
float t_plane [ ] = { 0.0 , 1.0 , 0.0 , 0.0 } ;
float r_plane [ ] = { 0.0 , 0.0 , 1.0 , 0.0 } ;
float q_plane [ ] = { 0.0 , 0.0 , 0.0 , 1.0 } ;
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TRACE ( " WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane \n " ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glTexGenfv ( GL_S , GL_EYE_PLANE , s_plane ) ;
glTexGenfv ( GL_T , GL_EYE_PLANE , t_plane ) ;
glTexGenfv ( GL_R , GL_EYE_PLANE , r_plane ) ;
glTexGenfv ( GL_Q , GL_EYE_PLANE , q_plane ) ;
glPopMatrix ( ) ;
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glEnable ( GL_TEXTURE_GEN_S ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_S); " ) ;
glTexGeni ( GL_S , GL_TEXTURE_GEN_MODE , GL_NORMAL_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV) " ) ;
glEnable ( GL_TEXTURE_GEN_T ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_T); " ) ;
glTexGeni ( GL_T , GL_TEXTURE_GEN_MODE , GL_NORMAL_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV) " ) ;
glEnable ( GL_TEXTURE_GEN_R ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_R); " ) ;
glTexGeni ( GL_R , GL_TEXTURE_GEN_MODE , GL_NORMAL_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV) " ) ;
}
}
break ;
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR :
{
if ( GL_SUPPORT ( NV_TEXGEN_REFLECTION ) ) {
float s_plane [ ] = { 1.0 , 0.0 , 0.0 , 0.0 } ;
float t_plane [ ] = { 0.0 , 1.0 , 0.0 , 0.0 } ;
float r_plane [ ] = { 0.0 , 0.0 , 1.0 , 0.0 } ;
float q_plane [ ] = { 0.0 , 0.0 , 0.0 , 1.0 } ;
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TRACE ( " WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane \n " ) ;
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glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glTexGenfv ( GL_S , GL_EYE_PLANE , s_plane ) ;
glTexGenfv ( GL_T , GL_EYE_PLANE , t_plane ) ;
glTexGenfv ( GL_R , GL_EYE_PLANE , r_plane ) ;
glTexGenfv ( GL_Q , GL_EYE_PLANE , q_plane ) ;
glPopMatrix ( ) ;
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glEnable ( GL_TEXTURE_GEN_S ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_S); " ) ;
glTexGeni ( GL_S , GL_TEXTURE_GEN_MODE , GL_REFLECTION_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV) " ) ;
glEnable ( GL_TEXTURE_GEN_T ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_T); " ) ;
glTexGeni ( GL_T , GL_TEXTURE_GEN_MODE , GL_REFLECTION_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV) " ) ;
glEnable ( GL_TEXTURE_GEN_R ) ;
checkGLcall ( " glEnable(GL_TEXTURE_GEN_R); " ) ;
glTexGeni ( GL_R , GL_TEXTURE_GEN_MODE , GL_REFLECTION_MAP_NV ) ;
checkGLcall ( " glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV) " ) ;
}
}
break ;
/* Unhandled types: */
default :
/* Todo: */
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/* ? disable GL_TEXTURE_GEN_n ? */
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glDisable ( GL_TEXTURE_GEN_S ) ;
glDisable ( GL_TEXTURE_GEN_T ) ;
glDisable ( GL_TEXTURE_GEN_R ) ;
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FIXME ( " Unhandled WINED3DTSS_TEXCOORDINDEX %lx \n " , Value ) ;
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break ;
}
}
break ;
/* Unhandled */
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case WINED3DTSS_TEXTURETRANSFORMFLAGS :
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set_texture_matrix ( ( float * ) & This - > stateBlock - > transforms [ D3DTS_TEXTURE0 + Stage ] . u . m [ 0 ] [ 0 ] , Value ) ;
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break ;
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case WINED3DTSS_BUMPENVMAT00 :
case WINED3DTSS_BUMPENVMAT01 :
TRACE ( " BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld \n " , Type - WINED3DTSS_BUMPENVMAT00 , Stage , Type , Value ) ;
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break ;
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case WINED3DTSS_BUMPENVMAT10 :
case WINED3DTSS_BUMPENVMAT11 :
TRACE ( " BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld \n " , Type - WINED3DTSS_BUMPENVMAT10 , Stage , Type , Value ) ;
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break ;
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case WINED3DTSS_BUMPENVLSCALE :
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TRACE ( " BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld \n " , Stage , Type , Value ) ;
break ;
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case WINED3DTSS_BUMPENVLOFFSET :
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TRACE ( " BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld \n " , Stage , Type , Value ) ;
break ;
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case WINED3DTSS_RESULTARG :
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TRACE ( " RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld \n " , Stage , Type , Value ) ;
break ;
default :
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
TRACE ( " Still a stub, Stage=%ld, Type=%d, Value =%ld \n " , Stage , Type , Value ) ;
}
LEAVE_GL ( ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState ( IWineD3DDevice * iface , DWORD Stage , WINED3DTEXTURESTAGESTATETYPE Type , DWORD * pValue ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : requesting Stage %ld, Type %d getting %ld \n " , This , Stage , Type , This - > updateStateBlock - > textureState [ Stage ] [ Type ] ) ;
* pValue = This - > updateStateBlock - > textureState [ Stage ] [ Type ] ;
return D3D_OK ;
}
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/*****
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* Get / Set Texture
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* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_SetTexture ( IWineD3DDevice * iface , DWORD Stage , IWineD3DBaseTexture * pTexture ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DBaseTexture * oldTexture ;
BOOL reapplyStates = TRUE ;
DWORD reapplyFlags = 0 ;
INT oldTextureDimensions = - 1 ;
D3DRESOURCETYPE textureType ;
oldTexture = This - > updateStateBlock - > textures [ Stage ] ;
TRACE ( " (%p) : Stage(%ld), Texture (%p) \n " , This , Stage , pTexture ) ;
/* Reject invalid texture units */
if ( Stage > = GL_LIMITS ( textures ) ) {
TRACE ( " Attempt to access invalid texture rejected \n " ) ;
return D3DERR_INVALIDCALL ;
}
This - > updateStateBlock - > set . textures [ Stage ] = TRUE ;
This - > updateStateBlock - > changed . textures [ Stage ] = TRUE ;
This - > updateStateBlock - > textures [ Stage ] = pTexture ;
/* Handle recording of state blocks */
if ( This - > isRecordingState ) {
TRACE ( " Recording... not performing anything \n " ) ;
return D3D_OK ;
}
oldTextureDimensions = This - > updateStateBlock - > textureDimensions [ Stage ] ;
ENTER_GL ( ) ;
/* Make appropriate texture active */
if ( GL_SUPPORT ( ARB_MULTITEXTURE ) ) {
GLACTIVETEXTURE ( Stage ) ;
} else if ( Stage > 0 ) {
FIXME ( " Program using multiple concurrent textures which this opengl implementation doesn't support \n " ) ;
}
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/** NOTE: MSDN says that setTexture increases the reference count,
* and the the application nust set the texture back to null ( or have a leaky application ) ,
* This means we should pass the refcount upto the parent
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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if ( NULL ! = oldTexture ) {
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IUnknown * textureParent ;
IWineD3DBaseTexture_GetParent ( oldTexture , ( IUnknown * * ) & textureParent ) ;
IUnknown_Release ( textureParent ) ;
IUnknown_Release ( textureParent ) ; /** NOTE: Twice because GetParent adds a ref **/
oldTexture = NULL ;
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}
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if ( NULL ! = pTexture ) {
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IUnknown * textureParent ;
IWineD3DBaseTexture_GetParent ( This - > updateStateBlock - > textures [ Stage ] , ( IUnknown * * ) & textureParent ) ;
/** NOTE: GetParent will increase the ref count for me, I won't clean up untill the texture is set to NULL **/
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/* Now setup the texture appropraitly */
textureType = IWineD3DBaseTexture_GetType ( pTexture ) ;
if ( textureType = = D3DRTYPE_TEXTURE ) {
if ( oldTexture = = pTexture & & ! IWineD3DBaseTexture_GetDirty ( pTexture ) ) {
TRACE ( " Skipping setting texture as old == new \n " ) ;
reapplyStates = FALSE ;
} else {
/* Standard 2D texture */
TRACE ( " Standard 2d texture \n " ) ;
This - > updateStateBlock - > textureDimensions [ Stage ] = GL_TEXTURE_2D ;
/* Load up the texture now */
IWineD3DTexture_PreLoad ( ( IWineD3DTexture * ) pTexture ) ;
}
} else if ( textureType = = D3DRTYPE_VOLUMETEXTURE ) {
if ( oldTexture = = pTexture & & ! IWineD3DBaseTexture_GetDirty ( pTexture ) ) {
TRACE ( " Skipping setting texture as old == new \n " ) ;
reapplyStates = FALSE ;
} else {
/* Standard 3D (volume) texture */
TRACE ( " Standard 3d texture \n " ) ;
This - > updateStateBlock - > textureDimensions [ Stage ] = GL_TEXTURE_3D ;
/* Load up the texture now */
IWineD3DVolumeTexture_PreLoad ( ( IWineD3DVolumeTexture * ) pTexture ) ;
}
} else if ( textureType = = D3DRTYPE_CUBETEXTURE ) {
if ( oldTexture = = pTexture & & ! IWineD3DBaseTexture_GetDirty ( pTexture ) ) {
TRACE ( " Skipping setting texture as old == new \n " ) ;
reapplyStates = FALSE ;
} else {
/* Standard Cube texture */
TRACE ( " Standard Cube texture \n " ) ;
This - > updateStateBlock - > textureDimensions [ Stage ] = GL_TEXTURE_CUBE_MAP_ARB ;
/* Load up the texture now */
IWineD3DCubeTexture_PreLoad ( ( IWineD3DCubeTexture * ) pTexture ) ;
}
} else {
FIXME ( " (%p) : Incorrect type for a texture : (%d,%s) \n " , This , textureType , debug_d3dresourcetype ( textureType ) ) ;
}
} else {
TRACE ( " Setting to no texture (ie default texture) \n " ) ;
This - > updateStateBlock - > textureDimensions [ Stage ] = GL_TEXTURE_1D ;
glBindTexture ( GL_TEXTURE_1D , This - > dummyTextureName [ Stage ] ) ;
checkGLcall ( " glBindTexture " ) ;
TRACE ( " Bound dummy Texture to stage %ld (gl name %d) \n " , Stage , This - > dummyTextureName [ Stage ] ) ;
}
/* Disable the old texture binding and enable the new one (unless operations are disabled) */
if ( oldTextureDimensions ! = This - > updateStateBlock - > textureDimensions [ Stage ] ) {
glDisable ( oldTextureDimensions ) ;
checkGLcall ( " Disable oldTextureDimensions " ) ;
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if ( This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_COLOROP ] ! = D3DTOP_DISABLE ) {
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glEnable ( This - > updateStateBlock - > textureDimensions [ Stage ] ) ;
checkGLcall ( " glEnable new texture dimensions " ) ;
}
/* If Alpha arg1 is texture then handle the special case when there changes between a
texture and no texture - See comments in set_tex_op */
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if ( ( This - > stateBlock - > textureState [ Stage ] [ WINED3DTSS_ALPHAARG1 ] = = D3DTA_TEXTURE ) & &
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( ( ( oldTexture = = NULL ) & & ( pTexture ! = NULL ) ) | | ( ( pTexture = = NULL ) & & ( oldTexture ! = NULL ) ) ) )
{
reapplyFlags | = REAPPLY_ALPHAOP ;
}
}
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
a dummy texture in opengl , and we always need to ensure the current view of the TextureStates apply */
if ( reapplyStates ) {
IWineD3DDeviceImpl_SetupTextureStates ( iface , Stage , reapplyFlags ) ;
}
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LEAVE_GL ( ) ;
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TRACE ( " Texture now fully setup \n " ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetTexture ( IWineD3DDevice * iface , DWORD Stage , IWineD3DBaseTexture * * ppTexture ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : returning %p for stage %ld \n " , This , This - > updateStateBlock - > textures [ Stage ] , Stage ) ;
* ppTexture = ( IWineD3DBaseTexture * ) This - > updateStateBlock - > textures [ Stage ] ;
if ( * ppTexture )
IWineD3DBaseTexture_AddRef ( * ppTexture ) ;
return D3D_OK ;
}
/*****
* Get Back Buffer
* * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer ( IWineD3DDevice * iface , UINT iSwapChain , UINT BackBuffer , D3DBACKBUFFER_TYPE Type ,
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IWineD3DSurface * * ppBackBuffer ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DSwapChain * swapChain ;
HRESULT hr ;
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TRACE ( " (%p) : BackBuf %d Type %d SwapChain %d returning %p \n " , This , BackBuffer , Type , iSwapChain , * ppBackBuffer ) ;
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hr = IWineD3DDeviceImpl_GetSwapChain ( iface , iSwapChain , & swapChain ) ;
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if ( hr = = D3D_OK ) {
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hr = IWineD3DSwapChain_GetBackBuffer ( swapChain , BackBuffer , Type , ppBackBuffer ) ;
IWineD3DSwapChain_Release ( swapChain ) ;
} else {
* ppBackBuffer = NULL ;
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}
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return hr ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps ( IWineD3DDevice * iface , WINED3DCAPS * pCaps ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
WARN ( " (%p) : stub, calling idirect3d for now \n " , This ) ;
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return IWineD3D_GetDeviceCaps ( This - > wineD3D , This - > adapterNo , This - > devType , pCaps ) ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode ( IWineD3DDevice * iface , UINT iSwapChain , D3DDISPLAYMODE * pMode ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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IWineD3DSwapChain * swapChain ;
HRESULT hr ;
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hr = IWineD3DDeviceImpl_GetSwapChain ( iface , iSwapChain , ( IWineD3DSwapChain * * ) & swapChain ) ;
if ( hr = = D3D_OK ) {
hr = IWineD3DSwapChain_GetDisplayMode ( swapChain , pMode ) ;
IWineD3DSwapChain_Release ( swapChain ) ;
} else {
FIXME ( " (%p) Error getting display mode \n " , This ) ;
}
return hr ;
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}
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/*****
* Stateblock related functions
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DStateBlockImpl * object ;
TRACE ( " (%p) " , This ) ;
object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( IWineD3DStateBlockImpl ) ) ;
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if ( NULL = = object ) {
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FIXME ( " (%p)Error allocating memory for stateblock \n " , This ) ;
return E_OUTOFMEMORY ;
}
TRACE ( " (%p) creted object %p \n " , This , object ) ;
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object - > wineD3DDevice = This ;
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/** FIXME: object->parent = parent; **/
object - > parent = NULL ;
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object - > blockType = D3DSBT_ALL ;
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object - > ref = 1 ;
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object - > lpVtbl = & IWineD3DStateBlock_Vtbl ;
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IWineD3DStateBlock_Release ( ( IWineD3DStateBlock * ) This - > updateStateBlock ) ;
This - > updateStateBlock = object ;
This - > isRecordingState = TRUE ;
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TRACE ( " (%p) recording stateblock %p \n " , This , object ) ;
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return D3D_OK ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock ( IWineD3DDevice * iface , IWineD3DStateBlock * * ppStateBlock ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
if ( ! This - > isRecordingState ) {
FIXME ( " (%p) not recording! returning error \n " , This ) ;
* ppStateBlock = NULL ;
return D3DERR_INVALIDCALL ;
}
* ppStateBlock = ( IWineD3DStateBlock * ) This - > updateStateBlock ;
This - > isRecordingState = FALSE ;
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This - > updateStateBlock = This - > stateBlock ;
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IWineD3DStateBlock_AddRef ( ( IWineD3DStateBlock * ) This - > updateStateBlock ) ;
/* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
TRACE ( " (%p) returning token (ptr to stateblock) of %p \n " , This , * ppStateBlock ) ;
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return D3D_OK ;
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}
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/*****
* Scene related functions
* * * * */
HRESULT WINAPI IWineD3DDeviceImpl_BeginScene ( IWineD3DDevice * iface ) {
/* At the moment we have no need for any functionality at the beginning
of a scene */
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_EndScene ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) \n " , This ) ;
ENTER_GL ( ) ;
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/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
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glFlush ( ) ;
checkGLcall ( " glFlush " ) ;
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TRACE ( " End Scene \n " ) ;
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if ( This - > renderTarget ! = NULL ) {
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/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
IUnknown * targetContainer = NULL ;
if ( D3D_OK = = IWineD3DSurface_GetContainer ( This - > renderTarget , & IID_IWineD3DBaseTexture , ( void * * ) & targetContainer ) ) {
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TRACE ( " (%p) : Texture rendertarget %p \n " , This , This - > renderTarget ) ;
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/** always dirtify for now. we must find a better way to see that surface have been modified
( Modifications should will only occur via draw - primitive , but we do need better locking
switching to render - to - texture should remove the overhead though .
*/
IWineD3DSurface_SetPBufferState ( This - > renderTarget , TRUE /* inPBuffer */ , FALSE /* inTexture */ ) ;
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IWineD3DSurface_AddDirtyRect ( This - > renderTarget , NULL ) ;
IWineD3DSurface_PreLoad ( This - > renderTarget ) ;
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IWineD3DSurface_SetPBufferState ( This - > renderTarget , FALSE /* inPBuffer */ , FALSE /* inTexture */ ) ;
IUnknown_Release ( targetContainer ) ;
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} else
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if ( D3D_OK = = IWineD3DSurface_GetContainer ( This - > renderTarget , & IID_IWineD3DDevice , ( void * * ) & targetContainer ) ) {
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/* The surface is stand-alone, so doesn't currently have a context of it's own */
TRACE ( " (%p) : standalone rendertarget %p \n " , This , This - > renderTarget ) ;
IWineD3DSurface_SetPBufferState ( This - > renderTarget , TRUE /* inPBuffer */ , FALSE /* inTexture */ ) ;
IWineD3DSurface_AddDirtyRect ( This - > renderTarget , NULL ) ;
IWineD3DSurface_PreLoad ( This - > renderTarget ) ;
IWineD3DSurface_SetPBufferState ( This - > renderTarget , FALSE /* inPBuffer */ , FALSE /* inTexture */ ) ;
IUnknown_Release ( targetContainer ) ;
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}
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}
LEAVE_GL ( ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_Present ( IWineD3DDevice * iface ,
CONST RECT * pSourceRect , CONST RECT * pDestRect ,
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HWND hDestWindowOverride , CONST RGNDATA * pDirtyRegion ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
IWineD3DSwapChain * swapChain = NULL ;
int i ;
int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains ( iface ) ;
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TRACE ( " (%p) Presenting the frame \n " , This ) ;
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for ( i = 0 ; i < swapchains ; i + + ) {
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IWineD3DDeviceImpl_GetSwapChain ( iface , i , ( IWineD3DSwapChain * * ) & swapChain ) ;
TRACE ( " presentinng chain %d, %p \n " , i , swapChain ) ;
IWineD3DSwapChain_Present ( swapChain , pSourceRect , pDestRect , hDestWindowOverride , pDirtyRegion , 0 ) ;
IWineD3DSwapChain_Release ( swapChain ) ;
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}
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_Clear ( IWineD3DDevice * iface , DWORD Count , CONST D3DRECT * pRects ,
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DWORD Flags , D3DCOLOR Color , float Z , DWORD Stencil ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
render target does not have an attached depth buffer . Similarly , if you specify the D3DCLEAR_STENCIL flag
when the depth - buffer format does not contain stencil buffer information , this method fails . */
GLbitfield glMask = 0 ;
GLboolean old_ztest ;
GLfloat old_z_clear_value ;
GLint old_stencil_clear_value ;
GLfloat old_color_clear_value [ 4 ] ;
unsigned int i ;
CONST D3DRECT * curRect ;
TRACE ( " (%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld) \n " , This ,
Count , pRects , Flags , Z , Stencil ) ;
ENTER_GL ( ) ;
glEnable ( GL_SCISSOR_TEST ) ;
checkGLcall ( " glEnable GL_SCISSOR_TEST " ) ;
if ( Count > 0 & & pRects ) {
curRect = pRects ;
} else {
curRect = NULL ;
}
/* Only set the values up once, as they are not changing */
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if ( Flags & D3DCLEAR_STENCIL ) {
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glGetIntegerv ( GL_STENCIL_CLEAR_VALUE , & old_stencil_clear_value ) ;
glClearStencil ( Stencil ) ;
checkGLcall ( " glClearStencil " ) ;
glMask = glMask | GL_STENCIL_BUFFER_BIT ;
glStencilMask ( 0xFFFFFFFF ) ;
}
if ( Flags & D3DCLEAR_ZBUFFER ) {
glGetBooleanv ( GL_DEPTH_WRITEMASK , & old_ztest ) ;
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glDepthMask ( GL_TRUE ) ;
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glGetFloatv ( GL_DEPTH_CLEAR_VALUE , & old_z_clear_value ) ;
glClearDepth ( Z ) ;
checkGLcall ( " glClearDepth " ) ;
glMask = glMask | GL_DEPTH_BUFFER_BIT ;
}
if ( Flags & D3DCLEAR_TARGET ) {
TRACE ( " Clearing screen with glClear to color %lx \n " , Color ) ;
glGetFloatv ( GL_COLOR_CLEAR_VALUE , old_color_clear_value ) ;
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glClearColor ( ( ( Color > > 16 ) & 0xFF ) / 255.0f ,
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( ( Color > > 8 ) & 0xFF ) / 255.0f ,
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( ( Color > > 0 ) & 0xFF ) / 255.0f ,
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( ( Color > > 24 ) & 0xFF ) / 255.0f ) ;
checkGLcall ( " glClearColor " ) ;
/* Clear ALL colors! */
glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
glMask = glMask | GL_COLOR_BUFFER_BIT ;
}
/* Now process each rect in turn */
for ( i = 0 ; i < Count | | i = = 0 ; i + + ) {
if ( curRect ) {
/* Note gl uses lower left, width/height */
TRACE ( " (%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld \n " , This , curRect ,
curRect - > x1 , curRect - > y1 , curRect - > x2 , curRect - > y2 ,
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curRect - > x1 , ( ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height - curRect - > y2 ) ,
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curRect - > x2 - curRect - > x1 , curRect - > y2 - curRect - > y1 ) ;
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glScissor ( curRect - > x1 , ( ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height - curRect - > y2 ) ,
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curRect - > x2 - curRect - > x1 , curRect - > y2 - curRect - > y1 ) ;
checkGLcall ( " glScissor " ) ;
} else {
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glScissor ( This - > stateBlock - > viewport . X ,
( ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height - ( This - > stateBlock - > viewport . Y + This - > stateBlock - > viewport . Height ) ) ,
This - > stateBlock - > viewport . Width ,
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This - > stateBlock - > viewport . Height ) ;
checkGLcall ( " glScissor " ) ;
}
/* Clear the selected rectangle (or full screen) */
glClear ( glMask ) ;
checkGLcall ( " glClear " ) ;
/* Step to the next rectangle */
if ( curRect ) curRect = curRect + sizeof ( D3DRECT ) ;
}
/* Restore the old values (why..?) */
if ( Flags & D3DCLEAR_STENCIL ) {
glClearStencil ( old_stencil_clear_value ) ;
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glStencilMask ( This - > stateBlock - > renderState [ WINED3DRS_STENCILWRITEMASK ] ) ;
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}
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if ( Flags & D3DCLEAR_ZBUFFER ) {
glDepthMask ( old_ztest ) ;
glClearDepth ( old_z_clear_value ) ;
}
if ( Flags & D3DCLEAR_TARGET ) {
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glClearColor ( old_color_clear_value [ 0 ] ,
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old_color_clear_value [ 1 ] ,
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old_color_clear_value [ 2 ] ,
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old_color_clear_value [ 3 ] ) ;
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glColorMask ( This - > stateBlock - > renderState [ WINED3DRS_COLORWRITEENABLE ] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE ,
This - > stateBlock - > renderState [ WINED3DRS_COLORWRITEENABLE ] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE ,
This - > stateBlock - > renderState [ WINED3DRS_COLORWRITEENABLE ] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE ,
This - > stateBlock - > renderState [ WINED3DRS_COLORWRITEENABLE ] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE ) ;
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}
glDisable ( GL_SCISSOR_TEST ) ;
checkGLcall ( " glDisable " ) ;
LEAVE_GL ( ) ;
return D3D_OK ;
}
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/*****
* Drawing functions
* * * * */
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HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive ( IWineD3DDevice * iface , D3DPRIMITIVETYPE PrimitiveType , UINT StartVertex ,
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UINT PrimitiveCount ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
This - > stateBlock - > streamIsUP = FALSE ;
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TRACE ( " (%p) : Type=(%d,%s), Start=%d, Count=%d \n " , This , PrimitiveType ,
debug_d3dprimitivetype ( PrimitiveType ) ,
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StartVertex , PrimitiveCount ) ;
drawPrimitive ( iface , PrimitiveType , PrimitiveCount , StartVertex , - 1 , 0 , NULL , 0 ) ;
return D3D_OK ;
}
/* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
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HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive ( IWineD3DDevice * iface ,
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D3DPRIMITIVETYPE PrimitiveType ,
INT baseVIndex , UINT minIndex ,
UINT NumVertices , UINT startIndex , UINT primCount ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
UINT idxStride = 2 ;
IWineD3DIndexBuffer * pIB ;
D3DINDEXBUFFER_DESC IdxBufDsc ;
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pIB = This - > stateBlock - > pIndexData ;
This - > stateBlock - > streamIsUP = FALSE ;
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TRACE ( " (%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d \n " , This ,
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PrimitiveType , debug_d3dprimitivetype ( PrimitiveType ) ,
minIndex , NumVertices , startIndex , baseVIndex , primCount ) ;
IWineD3DIndexBuffer_GetDesc ( pIB , & IdxBufDsc ) ;
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if ( IdxBufDsc . Format = = WINED3DFMT_INDEX16 ) {
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idxStride = 2 ;
} else {
idxStride = 4 ;
}
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drawPrimitive ( iface , PrimitiveType , primCount , baseVIndex ,
startIndex , idxStride ,
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( ( IWineD3DIndexBufferImpl * ) pIB ) - > resource . allocatedMemory ,
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minIndex ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP ( IWineD3DDevice * iface , D3DPRIMITIVETYPE PrimitiveType ,
UINT PrimitiveCount , CONST void * pVertexStreamZeroData ,
UINT VertexStreamZeroStride ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d \n " , This , PrimitiveType ,
debug_d3dprimitivetype ( PrimitiveType ) ,
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PrimitiveCount , pVertexStreamZeroData , VertexStreamZeroStride ) ;
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if ( This - > stateBlock - > streamSource [ 0 ] ! = NULL ) IWineD3DVertexBuffer_Release ( This - > stateBlock - > streamSource [ 0 ] ) ;
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
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This - > stateBlock - > streamSource [ 0 ] = ( IWineD3DVertexBuffer * ) pVertexStreamZeroData ;
This - > stateBlock - > streamStride [ 0 ] = VertexStreamZeroStride ;
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This - > stateBlock - > streamIsUP = TRUE ;
drawPrimitive ( iface , PrimitiveType , PrimitiveCount , 0 , 0 , 0 , NULL , 0 ) ;
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This - > stateBlock - > streamStride [ 0 ] = 0 ;
This - > stateBlock - > streamSource [ 0 ] = NULL ;
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/*stream zero settings set to null at end, as per the msdn */
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP ( IWineD3DDevice * iface , D3DPRIMITIVETYPE PrimitiveType ,
UINT MinVertexIndex ,
UINT NumVertexIndices , UINT PrimitiveCount , CONST void * pIndexData ,
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WINED3DFORMAT IndexDataFormat , CONST void * pVertexStreamZeroData ,
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UINT VertexStreamZeroStride ) {
int idxStride ;
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d \n " ,
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This , PrimitiveType , debug_d3dprimitivetype ( PrimitiveType ) ,
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MinVertexIndex , NumVertexIndices , PrimitiveCount , pIndexData ,
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IndexDataFormat , pVertexStreamZeroData , VertexStreamZeroStride ) ;
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if ( This - > stateBlock - > streamSource [ 0 ] ! = NULL ) IWineD3DVertexBuffer_Release ( This - > stateBlock - > streamSource [ 0 ] ) ;
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if ( IndexDataFormat = = WINED3DFMT_INDEX16 ) {
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idxStride = 2 ;
} else {
idxStride = 4 ;
}
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
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This - > stateBlock - > streamSource [ 0 ] = ( IWineD3DVertexBuffer * ) pVertexStreamZeroData ;
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This - > stateBlock - > streamIsUP = TRUE ;
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This - > stateBlock - > streamStride [ 0 ] = VertexStreamZeroStride ;
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drawPrimitive ( iface , PrimitiveType , PrimitiveCount , 0 , 0 , idxStride , pIndexData , MinVertexIndex ) ;
/* stream zero settings set to null at end as per the msdn */
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This - > stateBlock - > streamSource [ 0 ] = NULL ;
This - > stateBlock - > streamStride [ 0 ] = 0 ;
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IWineD3DDevice_SetIndices ( iface , NULL , 0 ) ;
return D3D_OK ;
}
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/* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
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HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture ( IWineD3DDevice * iface , IWineD3DBaseTexture * pSourceTexture , IWineD3DBaseTexture * pDestinationTexture ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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D3DRESOURCETYPE sourceType ;
D3DRESOURCETYPE destinationType ;
IWineD3DTextureImpl * pDestTexture = ( IWineD3DTextureImpl * ) pDestinationTexture ;
IWineD3DTextureImpl * pSrcTexture = ( IWineD3DTextureImpl * ) pSourceTexture ;
int i ;
sourceType = IWineD3DBaseTexture_GetType ( pSourceTexture ) ;
destinationType = IWineD3DBaseTexture_GetType ( pDestinationTexture ) ;
if ( sourceType ! = D3DRTYPE_TEXTURE & & destinationType ! = D3DRTYPE_TEXTURE ) {
FIXME ( " (%p) Only D3DRTYPE_TEXTURE to D3DRTYPE_TEXTURE supported \n " , This ) ;
return D3DERR_INVALIDCALL ;
}
TRACE ( " (%p) Source %p Destination %p \n " , This , pSourceTexture , pDestinationTexture ) ;
/** TODO: Get rid of the casts to IWineD3DBaseTextureImpl
repalce surfaces [ x ] with GetSurfaceLevel , or GetCubeMapSurface etc . .
think about moving the code into texture , and adding a member to base texture to occomplish this * */
/* Make sure that the destination texture is loaded */
IWineD3DBaseTexture_PreLoad ( pDestinationTexture ) ;
TRACE ( " Loading source texture \n " ) ;
if ( pSrcTexture - > surfaces [ 0 ] = = NULL | | pDestTexture - > surfaces [ 0 ] = = NULL ) {
FIXME ( " (%p) Texture src %p or dest %p has not surface %p %p \n " , This , pSrcTexture , pDestTexture ,
pSrcTexture - > surfaces [ 0 ] , pDestTexture - > surfaces [ 0 ] ) ;
}
if ( ( ( IWineD3DSurfaceImpl * ) pSrcTexture - > surfaces [ 0 ] ) - > resource . pool ! = D3DPOOL_SYSTEMMEM | |
( ( IWineD3DSurfaceImpl * ) pDestTexture - > surfaces [ 0 ] ) - > resource . pool ! = D3DPOOL_DEFAULT ) {
FIXME ( " (%p) source %p must be SYSTEMMEM and dest %p must be DEFAULT \n " , This , pSrcTexture , pDestTexture ) ;
return D3DERR_INVALIDCALL ;
}
/** TODO: check that both textures have the same number of levels **/
#if 0
if ( IWineD3DBaseTexture_GetLevelCount ( pDestinationTexture ) ! = IWineD3DBaseTexture_GetLevelCount ( pSourceTexture ) )
return D3DERR_INVALIDCALL ;
# endif
/** TODO: move this code into baseTexture? device should never touch impl*'s **/
for ( i = 0 ; i < IWineD3DBaseTexture_GetLevelCount ( pDestinationTexture ) ; i + + ) {
IWineD3DDevice_UpdateSurface ( iface , pSrcTexture - > surfaces [ i ] , NULL , pDestTexture - > surfaces [ i ] , NULL ) ;
}
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_StretchRect ( IWineD3DDevice * iface , IWineD3DSurface * pSourceSurface ,
CONST RECT * pSourceRect , IWineD3DSurface * pDestinationSurface ,
CONST RECT * pDestRect , D3DTEXTUREFILTERTYPE Filter ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData ( IWineD3DDevice * iface , IWineD3DSurface * pRenderTarget , IWineD3DSurface * pSurface ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData ( IWineD3DDevice * iface , UINT iSwapChain , IWineD3DSurface * pDestSurface ) {
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IWineD3DSwapChain * swapChain ;
HRESULT hr ;
hr = IWineD3DDeviceImpl_GetSwapChain ( iface , iSwapChain , ( IWineD3DSwapChain * * ) & swapChain ) ;
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if ( hr = = D3D_OK ) {
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hr = IWineD3DSwapChain_GetFrontBufferData ( swapChain , pDestSurface ) ;
IWineD3DSwapChain_Release ( swapChain ) ;
}
return hr ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice ( IWineD3DDevice * iface , DWORD * pNumPasses ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* return a sensible default */
* pNumPasses = 1 ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries ( IWineD3DDevice * iface , UINT PaletteNumber , CONST PALETTEENTRY * pEntries ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries ( IWineD3DDevice * iface , UINT PaletteNumber , PALETTEENTRY * pEntries ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette ( IWineD3DDevice * iface , UINT PaletteNumber ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette ( IWineD3DDevice * iface , UINT * PaletteNumber ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing ( IWineD3DDevice * iface , BOOL bSoftware ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
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}
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BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ;
return FALSE ;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus ( IWineD3DDevice * iface , UINT iSwapChain , D3DRASTER_STATUS * pRasterStatus ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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pRasterStatus - > InVBlank = TRUE ;
pRasterStatus - > ScanLine = 0 ;
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode ( IWineD3DDevice * iface , float nSegments ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
static BOOL showfixmes = TRUE ;
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if ( nSegments ! = 0.0f ) {
if ( showfixmes ) {
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FIXME ( " (%p) : stub nSegments(%f) \n " , This , nSegments ) ;
showfixmes = FALSE ;
}
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}
return D3D_OK ;
}
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float WINAPI IWineD3DDeviceImpl_GetNPatchMode ( IWineD3DDevice * iface ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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static BOOL showfixmes = TRUE ;
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if ( showfixmes ) {
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FIXME ( " (%p) : stub returning(%f) \n " , This , 0.0f ) ;
showfixmes = FALSE ;
}
return 0.0f ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface ( IWineD3DDevice * iface , IWineD3DSurface * pSourceSurface , CONST RECT * pSourceRect , IWineD3DSurface * pDestinationSurface , CONST POINT * pDestPoint ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/** TODO: remove casts to IWineD3DSurfaceImpl
* NOTE : move code to surface to accomplish this
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
IWineD3DSurfaceImpl * pSrcSurface = ( IWineD3DSurfaceImpl * ) pSourceSurface ;
int srcWidth , srcHeight , srcSurfaceWidth , srcSurfaceHeight , destSurfaceWidth , destSurfaceHeight ;
WINED3DFORMAT destFormat , srcFormat ;
UINT destSize ;
int destLeft , destTop ;
D3DPOOL srcPool , destPool ;
int offset = 0 ;
int rowoffset = 0 ; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
glDescriptor * glDescription = NULL ;
GLenum textureDimensions = GL_TEXTURE_2D ;
IWineD3DBaseTexture * baseTexture ;
WINED3DSURFACE_DESC winedesc ;
memset ( & winedesc , 0 , sizeof ( winedesc ) ) ;
winedesc . Width = & srcSurfaceWidth ;
winedesc . Height = & srcSurfaceHeight ;
winedesc . Pool = & srcPool ;
winedesc . Format = & srcFormat ;
IWineD3DSurface_GetDesc ( pSourceSurface , & winedesc ) ;
winedesc . Width = & destSurfaceWidth ;
winedesc . Height = & destSurfaceHeight ;
winedesc . Pool = & destPool ;
winedesc . Format = & destFormat ;
winedesc . Size = & destSize ;
IWineD3DSurface_GetDesc ( pDestinationSurface , & winedesc ) ;
if ( srcPool ! = D3DPOOL_SYSTEMMEM | | destPool ! = D3DPOOL_DEFAULT ) {
FIXME ( " source %p must be SYSTEMMEM and dest %p must be DEFAULT \n " , pSourceSurface , pDestinationSurface ) ;
return D3DERR_INVALIDCALL ;
}
/* TODO: change this to use bindTexture */
/* Make sure the surface is loaded and upto date */
IWineD3DSurface_PreLoad ( pDestinationSurface ) ;
IWineD3DSurface_GetGlDesc ( pDestinationSurface , & glDescription ) ;
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ENTER_GL ( ) ;
/* this needs to be done in lines if the sourceRect != the sourceWidth */
srcWidth = pSourceRect ? pSourceRect - > right - pSourceRect - > left : srcSurfaceWidth ;
srcHeight = pSourceRect ? pSourceRect - > top - pSourceRect - > bottom : srcSurfaceHeight ;
destLeft = pDestPoint ? pDestPoint - > x : 0 ;
destTop = pDestPoint ? pDestPoint - > y : 0 ;
/* This function doesn't support compressed textures
the pitch is just bytesPerPixel * width */
if ( srcWidth ! = srcSurfaceWidth | | ( pSourceRect ! = NULL & & pSourceRect - > left ! = 0 ) ) {
rowoffset = ( srcSurfaceWidth - srcWidth ) * pSrcSurface - > bytesPerPixel ;
offset + = pSourceRect - > left * pSrcSurface - > bytesPerPixel ;
/* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
}
/* TODO DXT formats */
if ( pSourceRect ! = NULL & & pSourceRect - > top ! = 0 ) {
offset + = pSourceRect - > top * srcWidth * pSrcSurface - > bytesPerPixel ;
}
TRACE ( " (%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p \n "
, This
, glDescription - > level
, destLeft
, destTop
, srcWidth
, srcHeight
, glDescription - > glFormat
, glDescription - > glType
, IWineD3DSurface_GetData ( pSourceSurface )
) ;
/* Sanity check */
if ( IWineD3DSurface_GetData ( pSourceSurface ) = = NULL ) {
/* need to lock the surface to get the data */
FIXME ( " Surfaces has no allocated memory, but should be an in memory only surface \n " ) ;
}
/* TODO: Cube and volume support */
if ( rowoffset ! = 0 ) {
/* not a whole row so we have to do it a line at a time */
int j ;
/* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
unsigned char * data = ( ( unsigned char * ) IWineD3DSurface_GetData ( pSourceSurface ) ) + offset ;
for ( j = destTop ; j < ( srcHeight + destTop ) ; j + + ) {
glTexSubImage2D ( glDescription - > target
, glDescription - > level
, destLeft
, j
, srcWidth
, 1
, glDescription - > glFormat
, glDescription - > glType
, data /* could be quicker using */
) ;
data + = rowoffset ;
}
} else { /* Full width, so just write out the whole texture */
if ( WINED3DFMT_DXT1 = = destFormat | |
WINED3DFMT_DXT3 = = destFormat | |
WINED3DFMT_DXT5 = = destFormat ) {
if ( GL_SUPPORT ( EXT_TEXTURE_COMPRESSION_S3TC ) ) {
if ( destSurfaceHeight ! = srcHeight | | destSurfaceWidth ! = srcWidth ) {
/* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
FIXME ( " Updating part of a compressed texture is not supported at the moment \n " ) ;
} if ( destFormat ! = srcFormat ) {
FIXME ( " Updating mixed format compressed texture is not curretly support \n " ) ;
} else {
GL_EXTCALL ( glCompressedTexImage2DARB ) ( glDescription - > target ,
glDescription - > level ,
glDescription - > glFormatInternal ,
srcWidth ,
srcHeight ,
0 ,
destSize ,
IWineD3DSurface_GetData ( pSourceSurface ) ) ;
}
} else {
FIXME ( " Attempting to update a DXT compressed texture without hardware support \n " ) ;
}
} else {
/* some applications can not handle odd pitches returned by soft non-power2, so we have
to repack the data from pow2Width / Height to expected Width , Height , this makes the
data returned by GetData non - power2 width / height with hardware non - power2
pow2Width / height are set to surface width height , repacking isn ' t needed so it
doesn ' t matter which function gets called . */
glTexSubImage2D ( glDescription - > target
, glDescription - > level
, destLeft
, destTop
, srcWidth
, srcHeight
, glDescription - > glFormat
, glDescription - > glType
, IWineD3DSurface_GetData ( pSourceSurface )
) ;
}
}
checkGLcall ( " glTexSubImage2D " ) ;
/* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
* GL_DIMENSIONS lookup , or maybe store the dimensions on the surface ( but that ' s making the
* surface bigger than it needs to be hmm . . */
if ( D3D_OK = = IWineD3DSurface_GetContainer ( pDestinationSurface , & IID_IWineD3DBaseTexture , ( void * * ) & baseTexture ) ) {
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions ( baseTexture ) ;
IWineD3DBaseTexture_Release ( baseTexture ) ;
}
glDisable ( textureDimensions ) ; /* This needs to be managed better.... */
LEAVE_GL ( ) ;
return D3D_OK ;
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}
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/* Implementation details at http://developer.nvidia.com/attach/6494
and
http : //oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
hmm . . no longer supported use
OpenGL evaluators or tessellate surfaces within your application .
*/
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
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HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch ( IWineD3DDevice * iface , UINT Handle , CONST float * pNumSegs , CONST D3DRECTPATCH_INFO * pRectPatchInfo ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) Handle(%d) noSegs(%p) rectpatch(%p) \n " , This , Handle , pNumSegs , pRectPatchInfo ) ;
FIXME ( " (%p) : Stub \n " , This ) ;
return D3D_OK ;
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}
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/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
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HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch ( IWineD3DDevice * iface , UINT Handle , CONST float * pNumSegs , CONST D3DTRIPATCH_INFO * pTriPatchInfo ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) Handle(%d) noSegs(%p) tripatch(%p) \n " , This , Handle , pNumSegs , pTriPatchInfo ) ;
FIXME ( " (%p) : Stub \n " , This ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch ( IWineD3DDevice * iface , UINT Handle ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) Handle(%d) \n " , This , Handle ) ;
FIXME ( " (%p) : Stub \n " , This ) ;
return D3D_OK ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_ColorFill ( IWineD3DDevice * iface , IWineD3DSurface * pSurface , CONST D3DRECT * pRect , D3DCOLOR color ) {
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/* I couldn't find a 'really' quick way of doing this in openGl so here goes
fill a surface with a block of color ! */
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
IWineD3DSurfaceImpl * surface = ( IWineD3DSurfaceImpl * ) pSurface ;
IWineD3DSwapChainImpl * container = NULL ;
BOOL isRenderTarget = FALSE ;
unsigned int width , height ;
unsigned int top , left ;
unsigned int u , v ;
DWORD * data ;
TRACE ( " (%p) Colour fill Surface: %p rect: %p color: %ld \n " , This , pSurface , pRect , color ) ;
if ( surface - > resource . pool ! = D3DPOOL_DEFAULT ) {
FIXME ( " call to colorfill with non D3DPOOL_DEFAULT surface \n " ) ;
return D3DERR_INVALIDCALL ;
}
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/* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
if ( D3D_OK = = IWineD3DSurface_GetContainer ( pSurface , & IID_IWineD3DSwapChain , ( void * * ) & container ) | | pSurface = = This - > renderTarget ) {
if ( D3DUSAGE_RENDERTARGET & surface - > resource . usage ) {
/* TODO: make sure we set everything back to the way it was, and context management!
glGetIntegerv ( GL_READ_BUFFER , & prev_read ) ;
vcheckGLcall ( " glIntegerv " ) ;
glGetIntegerv ( GL_PACK_SWAP_BYTES , & prev_store ) ;
vcheckGLcall ( " glIntegerv " ) ;
*/
TRACE ( " Color fill to render targets may cause some graphics issues \n " ) ;
if ( pSurface = = container - > frontBuffer ) {
glDrawBuffer ( GL_FRONT ) ;
} else {
glDrawBuffer ( GL_BACK ) ;
}
} else {
if ( D3DUSAGE_DEPTHSTENCIL & surface - > resource . usage ) {
FIXME ( " colouring of depth_stencil? %p buffers is not yet supported? %ld \n " , surface , surface - > resource . usage ) ;
} else {
FIXME ( " (%p) : Regression %ld %p %p \n " , This , surface - > resource . usage , pSurface , This - > renderTarget ) ;
}
if ( container ! = NULL ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) container ) ;
}
/* we can use GL_STENCIL_INDEX etc...*/
return D3D_OK ;
}
if ( container ! = NULL ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) container ) ;
}
isRenderTarget = TRUE ;
}
/* TODO: drawing to GL_FRONT and GL_BACK */
/* TODO: see if things can be speeded up by using the correct
* colour model of the target texture from the start ( 16 bit graphics on 32 X are slow anyway ! ) */
if ( pRect = = NULL ) {
top = 0 ;
left = 0 ;
width = surface - > currentDesc . Width ;
height = surface - > currentDesc . Height ;
} else {
left = pRect - > x1 ;
top = pRect - > y1 ;
width = pRect - > x2 - left ;
height = pRect - > y2 - top ;
}
data = HeapAlloc ( GetProcessHeap ( ) , 0 , 4 * width ) ;
/* Create a 'line' of color color, in the correct format for the surface */
for ( u = 0 ; u < width ; u + + ) {
data [ u ] = color ;
}
ENTER_GL ( ) ;
if ( isRenderTarget = = FALSE ) {
glDescriptor * glDesc ;
IWineD3DSurface_PreLoad ( pSurface ) ;
/* draw a block of the coloured line on the sufrace */
IWineD3DSurface_GetGlDesc ( pSurface , & glDesc ) ;
for ( v = 0 ; v < height ; v + + ) {
glTexSubImage2D ( glDesc - > target
, glDesc - > level /* level */
, left
, top + v
, width
, 1 /* height */
, GL_RGBA
, GL_UNSIGNED_BYTE
, data
) ;
}
checkGLcall ( " glTexSubImage2D " ) ;
/* clean up */
glDisable ( glDesc - > target ) ;
} else {
/** FIXME: Using GLClear may be faster **/
glRasterPos2i ( left , top ) ;
glPixelZoom ( ( float ) width , ( float ) height ) ;
glDrawPixels ( 1 , 1 , GL_RGBA , GL_UNSIGNED_BYTE , data ) ;
checkGLcall ( " glDrawPixels " ) ;
}
HeapFree ( GetProcessHeap ( ) , 0 , data ) ;
LEAVE_GL ( ) ;
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return D3D_OK ;
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}
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/* rendertarget and deptth stencil functions */
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HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget ( IWineD3DDevice * iface , DWORD RenderTargetIndex , IWineD3DSurface * * ppRenderTarget ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/* FIXME: Implelent RenderTargetIndex >0 */
if ( RenderTargetIndex > 0 )
FIXME ( " (%p) : RenderTargetIndex %ld >0 not currently supported \n " , This , RenderTargetIndex ) ;
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* ppRenderTarget = ( IWineD3DSurface * ) This - > renderTarget ;
TRACE ( " (%p) : RenderTarget %ld Index returning %p \n " , This , RenderTargetIndex , * ppRenderTarget ) ;
/* Note inc ref on returned surface */
if ( * ppRenderTarget ! = NULL )
IWineD3DSurface_AddRef ( * ppRenderTarget ) ;
return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface ( IWineD3DDevice * iface , IWineD3DSurface * * ppZStencilSurface ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
* ppZStencilSurface = ( IWineD3DSurface * ) This - > depthStencilBuffer ;
TRACE ( " (%p) : zStencilSurface returning %p \n " , This , * ppZStencilSurface ) ;
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if ( * ppZStencilSurface ! = NULL ) {
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/* Note inc ref on returned surface */
IWineD3DSurface_AddRef ( * ppZStencilSurface ) ;
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}
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return D3D_OK ;
}
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/* internal static helper functions */
HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender ( IWineD3DDevice * iface ,
IWineD3DSurface * RenderSurface ) ;
HRESULT WINAPI static IWineD3DDeviceImpl_CleanRender ( IWineD3DDevice * iface , IWineD3DSwapChainImpl * swapchain ) ;
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HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget ( IWineD3DDevice * iface , DWORD RenderTargetIndex , IWineD3DSurface * pRenderTarget ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
HRESULT hr = D3D_OK ;
WINED3DVIEWPORT viewport ;
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TRACE ( " (%p) Swapping rendertarget \n " , This ) ;
if ( RenderTargetIndex > 0 ) {
FIXME ( " (%p) Render targets other than the first are not supported \n " , This ) ;
RenderTargetIndex = 0 ;
}
/* MSDN says that null disables the render target
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but a device must always be associated with a render target
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nope MSDN says that we return invalid call to a null rendertarget with an index of 0
see http : //msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
for more details
*/
if ( RenderTargetIndex = = 0 & & pRenderTarget = = NULL ) {
FIXME ( " Trying to set render target 0 to NULL \n " ) ;
return D3DERR_INVALIDCALL ;
}
/* TODO: raplce Impl* usage with interface usage */
if ( ! ( ( IWineD3DSurfaceImpl * ) pRenderTarget ) - > resource . usage & D3DUSAGE_RENDERTARGET ) {
FIXME ( " (%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET \n " , This , pRenderTarget ) ;
return D3DERR_INVALIDCALL ;
}
/** TODO: check that the depth stencil format matches the render target, this is only done in debug
* builds , but I think wine counts as a ' debug ' build for now .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* If we are trying to set what we already have, don't bother */
if ( pRenderTarget = = This - > renderTarget ) {
TRACE ( " Trying to do a NOP SetRenderTarget operation \n " ) ;
} else {
/* Otherwise, set the render target up */
TRACE ( " clearing renderer \n " ) ;
/* IWineD3DDeviceImpl_CleanRender(iface); */
/* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
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depending on the renter target implementation being used .
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A shared context implementation will share all buffers between all rendertargets ( including swapchains ) ,
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implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
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stencil buffer and incure an extra memory overhead */
hr = IWineD3DDeviceImpl_ActiveRender ( iface , pRenderTarget ) ;
}
if ( SUCCEEDED ( hr ) ) {
/* Finally, reset the viewport as the MSDN states. */
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/* TODO: Replace impl usage */
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viewport . Height = ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height ;
viewport . Width = ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Width ;
viewport . X = 0 ;
viewport . Y = 0 ;
viewport . MaxZ = 1.0f ;
viewport . MinZ = 0.0f ;
IWineD3DDeviceImpl_SetViewport ( iface , & viewport ) ;
} else {
FIXME ( " Unknown error setting the render target \n " ) ;
}
return hr ;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface ( IWineD3DDevice * iface , IWineD3DSurface * pNewZStencil ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
HRESULT hr = D3D_OK ;
WINED3DVIEWPORT viewport ;
IWineD3DSurface * tmp ;
TRACE ( " (%p) Swapping z-buffer \n " , This ) ;
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if ( pNewZStencil = = This - > stencilBufferTarget ) {
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TRACE ( " Trying to do a NOP SetRenderTarget operation \n " ) ;
} else {
/** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
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* depending on the renter target implementation being used .
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* A shared context implementation will share all buffers between all rendertargets ( including swapchains ) ,
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* implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
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* stencil buffer and incure an extra memory overhead
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
tmp = This - > stencilBufferTarget ;
This - > stencilBufferTarget = pNewZStencil ;
/* should we be calling the parent or the wined3d surface? */
if ( NULL ! = This - > stencilBufferTarget ) IWineD3DSurface_AddRef ( This - > stencilBufferTarget ) ;
if ( NULL ! = tmp ) IWineD3DSurface_Release ( tmp ) ;
hr = D3D_OK ;
/** TODO: glEnable/glDisable on depth/stencil depending on
* pNewZStencil is NULL and the depth / stencil is enabled in d3d
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
}
if ( SUCCEEDED ( hr ) ) {
/* Finally, reset the viewport as the MSDN states.*/
/* TODO: get ridd of Impl usage */
viewport . Height = ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height ;
viewport . Width = ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Width ;
viewport . X = 0 ;
viewport . Y = 0 ;
viewport . MaxZ = 1.0f ;
viewport . MinZ = 0.0f ;
IWineD3DDeviceImpl_SetViewport ( iface , & viewport ) ;
}
return hr ;
}
/* Internal functions not in DirectX */
/** TODO: move this off to the opengl context manager
* ( the swapchain doesn ' t need to know anything about offscreen rendering ! )
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DDeviceImpl_CleanRender ( IWineD3DDevice * iface , IWineD3DSwapChainImpl * swapchain )
{
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p), %p \n " , This , swapchain ) ;
if ( swapchain - > win ! = swapchain - > drawable ) {
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# if defined(GL_VERSION_1_3) /* @see comments on ActiveRender */
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ENTER_GL ( ) ;
if ( swapchain - > glCtx ! = swapchain - > render_ctx ) {
FIXME ( " Destroying context %p \n " , swapchain - > render_ctx ) ;
glXDestroyContext ( swapchain - > display , swapchain - > render_ctx ) ;
}
FIXME ( " glXDestroyPbuffer %ld \n " , swapchain - > drawable ) ;
glXDestroyPbuffer ( swapchain - > display , swapchain - > drawable ) ;
LEAVE_GL ( ) ;
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# endif
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/* Set everything back the way it ws */
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swapchain - > render_ctx = swapchain - > glCtx ;
swapchain - > drawable = swapchain - > win ;
}
return D3D_OK ;
}
/** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
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* the functionality needs splitting up so that we don ' t do more than we should do .
* this only seems to impact performance a little .
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender ( IWineD3DDevice * iface ,
IWineD3DSurface * RenderSurface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
# ifndef USE_RENDER_MANAGER
IWineD3DSurface * StencilSurface = This - > stencilBufferTarget ;
HRESULT ret = D3DERR_INVALIDCALL ;
/**
* Currently only active for GLX > = 1.3
* for others versions we ' ll have to use GLXPixmaps
*
* normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
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* as they implement GLX 1.3 but only define GLX_VERSION_1_2
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* so only check OpenGL version
* . . . . . . . . . . . . . . . . . . . . . . . . . .
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* I don ' t believe that it is a problem with NVidia headers ,
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* XFree only supports GLX1 .2 , nVidia ( and ATI to some extent ) provide 1.3 functions
* in GLX 1.2 , there is no mention of the correct way to tell if the extensions are provided .
* ATI Note :
* Your application will report GLX version 1.2 on glXQueryVersion .
* However , it is safe to call the GLX 1.3 functions as described below .
*/
# if defined(GL_VERSION_1_3)
/** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
GLXFBConfig * cfgs = NULL ;
int nCfgs = 0 ;
int attribs [ 256 ] ;
int nAttribs = 0 ;
IWineD3DSwapChain * currentSwapchain ;
IWineD3DSwapChainImpl * swapchain ;
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/** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
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* but switch them off if the StencilSurface is set to NULL
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
D3DFORMAT BackBufferFormat = ( ( IWineD3DSurfaceImpl * ) RenderSurface ) - > resource . format ;
D3DFORMAT StencilBufferFormat = ( NULL ! = StencilSurface ) ? ( ( IWineD3DSurfaceImpl * ) StencilSurface ) - > resource . format : 0 ;
#if 0
UINT Width = ( ( IWineD3DSurfaceImpl * ) RenderSurface ) - > currentDesc . Width ;
UINT Height = ( ( IWineD3DSurfaceImpl * ) RenderSurface ) - > currentDesc . Height ;
# endif
IWineD3DSurface * tmp ;
/**TODO:
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if StencilSurface = = NULL & & zBufferTarget ! = NULL then switch the zbuffer off ,
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it StencilSurface ! = NULL & & zBufferTarget = = NULL switch it on
*/
# define PUSH1(att) attribs[nAttribs++] = (att);
# define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
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/** TODO: remove the reff to Impl (context manager should fix this!) **/
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IWineD3DSwapChainImpl * impSwapChain ;
IWineD3DDevice_GetSwapChain ( iface , 0 , ( IWineD3DSwapChain * * ) & impSwapChain ) ;
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if ( NULL = = impSwapChain ) { /* NOTE: This should NEVER fail */
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ERR ( " (%p) Failed to get a the implicit swapchain \n " , iface ) ;
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}
ENTER_GL ( ) ;
PUSH2 ( GLX_DRAWABLE_TYPE , GLX_PBUFFER_BIT ) ;
PUSH2 ( GLX_X_RENDERABLE , TRUE ) ;
PUSH2 ( GLX_DOUBLEBUFFER , TRUE ) ;
TRACE ( " calling makeglcfg \n " ) ;
D3DFmtMakeGlCfg ( BackBufferFormat , StencilBufferFormat , attribs , & nAttribs , FALSE /* alternate */ ) ;
PUSH1 ( None ) ;
TRACE ( " calling chooseFGConfig \n " ) ;
cfgs = glXChooseFBConfig ( impSwapChain - > display , DefaultScreen ( impSwapChain - > display ) ,
attribs , & nCfgs ) ;
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if ( ! cfgs ) { /* OK we didn't find the exact config, so use any reasonable match */
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/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
why we failed and only show this message once ! */
MESSAGE ( " Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth \n " ) ; /**/
nAttribs = 0 ;
PUSH2 ( GLX_DRAWABLE_TYPE , GLX_PBUFFER_BIT | GLX_WINDOW_BIT ) ;
/* PUSH2(GLX_X_RENDERABLE, TRUE); */
PUSH2 ( GLX_RENDER_TYPE , GLX_RGBA_BIT ) ;
PUSH2 ( GLX_DOUBLEBUFFER , FALSE ) ;
TRACE ( " calling makeglcfg \n " ) ;
D3DFmtMakeGlCfg ( BackBufferFormat , StencilBufferFormat , attribs , & nAttribs , TRUE /* alternate */ ) ;
PUSH1 ( None ) ;
cfgs = glXChooseFBConfig ( impSwapChain - > display , DefaultScreen ( impSwapChain - > display ) ,
attribs , & nCfgs ) ;
}
#if 0
# ifdef EXTRA_TRACES
int i ;
for ( i = 0 ; i < nCfgs ; + + i ) {
TRACE ( " for (%u,%s)/(%u,%s) found config[%d]@%p \n " , BackBufferFormat ,
debug_d3dformat ( BackBufferFormat ) , StencilBufferFormat ,
debug_d3dformat ( StencilBufferFormat ) , i , cfgs [ i ] ) ;
}
# endif
# endif
if ( NULL ! = This - > renderTarget ) {
# ifdef EXTRA_TRACES
glFlush ( ) ;
vcheckGLcall ( " glFlush " ) ;
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/** This is only useful if the old render target was a swapchain,
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* we need to supercede this with a function that displays
* the current buffer on the screen . This is easy to do in glx1 .3 but
* we need to do copy - write pixels in glx 1.2 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
glXSwapBuffers ( impSwapChain - > display , impSwapChain - > drawable ) ;
printf ( " Hit Enter to get next frame ... \n " ) ;
getchar ( ) ;
# endif
}
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if ( IWineD3DSurface_GetContainer ( This - > renderTarget , & IID_IWineD3DSwapChain , ( void * * ) & currentSwapchain ) ! = D3D_OK ) {
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/* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
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IWineD3DDevice_GetSwapChain ( iface , 0 , & currentSwapchain ) ;
}
/**
* TODO : remove the use of IWineD3DSwapChainImpl , a context manager will help since it will replace the
* renderTarget = swapchain - > backBuffer bit and anything to do with * glContexts
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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if ( IWineD3DSurface_GetContainer ( RenderSurface , & IID_IWineD3DSwapChain , ( void * * ) & swapchain ) = = D3D_OK ) {
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/* We also need to make sure that the lights &co are also in the context of the swapchains */
/* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
TRACE ( " making swapchain active \n " ) ;
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if ( RenderSurface ! = This - > renderTarget ) {
if ( RenderSurface = = swapchain - > backBuffer ) {
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} else {
/* This could be flagged so that some operations work directly with the front buffer */
FIXME ( " Attempting to set the renderTarget to the frontBuffer \n " ) ;
}
if ( glXMakeCurrent ( swapchain - > display , swapchain - > win , swapchain - > glCtx )
= = False ) {
TRACE ( " Error in setting current context: context %p drawable %ld ! \n " ,
impSwapChain - > glCtx , impSwapChain - > win ) ;
}
#if 0 /* TODO: apply the state block to the 'possibly' new context. */
BOOL oldRecording ;
IWineD3DStateBlockImpl * oldUpdateStateBlock ;
oldUpdateStateBlock = This - > updateStateBlock ;
oldRecording = This - > isRecordingState ;
This - > isRecordingState = FALSE ;
This - > updateStateBlock = This - > stateBlock ;
IWineD3DStateBlock_Apply ( ( IWineD3DStateBlock * ) This - > stateBlock ) ;
This - > isRecordingState = oldRecording ;
This - > updateStateBlock = oldUpdateStateBlock ;
# endif
IWineD3DDeviceImpl_CleanRender ( iface , ( IWineD3DSwapChainImpl * ) currentSwapchain ) ;
}
checkGLcall ( " glXMakeContextCurrent " ) ;
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) swapchain ) ;
}
#if 0
else
if ( NULL ! = cfgs & &
( ( ( IWineD3DSwapChainImpl * ) currentSwapchain ) - > drawable = = ( ( IWineD3DSwapChainImpl * ) currentSwapchain ) - > win
| | BackBufferFormat ! = ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Format
| | ( Width > ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Width
| | Height > ( ( IWineD3DSurfaceImpl * ) This - > renderTarget ) - > currentDesc . Height ) ) ) {
/** ********************************************************************
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* This code is far too leaky to be useful . IWineD3DDeviceImpl_CleanRender
* doesn ' t seem to work properly and creating a new context every time is ' extremely ' overkill .
2005-07-07 22:35:05 +02:00
* The code does however work , and should be moved to a context manager to
* manage caching of pbuffers or render to texture are appropriate .
*
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* There are some real speed vs compatibility issues here :
2005-07-07 22:35:05 +02:00
* we should really use a new context for every texture , but that eats ram .
* we should also be restoring the texture to the pbuffer but that eats CPU
* we can also ' reuse ' the current pbuffer if the size is larger than the requested buffer ,
* but if this means reusing the display backbuffer then we need to make sure that
* states are correctly preserved .
* In many cases I would expect that we can ' skip ' some functions , such as preserving states ,
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* and gain a good performance increase at the cost of compatibility .
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* I would suggest that , when this is the case , a user configurable flag be made
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* available , allowing the user to choose the best emulated experience for them .
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/**
* TODO : support for faces of cube textures , possibly volumes
* ( this should be easy for ATI as I have examples )
* */
GLXContext newContext ;
Drawable newDrawable ;
XVisualInfo * visinfo ;
TRACE ( " making new buffer \n " ) ;
nAttribs = 0 ;
PUSH2 ( GLX_PBUFFER_WIDTH , Width ) ;
PUSH2 ( GLX_PBUFFER_HEIGHT , Height ) ;
#if 0 /* ATI render to texture support */
PUSH2 ( GLX_LARGEST_PBUFFER , True ) ; /* This is ignored by ATI */
PUSH2 ( GLX_TEXTURE_FORMAT_ATI , GLX_TEXTURE_RGBA_ATI ) ;
PUSH2 ( GLX_TEXTURE_TARGET_ATI , cubemap ? GLX_TEXTURE_CUBE_MAP_ATI : GLX_TEXTURE_2D_ATI ) ;
PUSH2 ( GLX_MIPMAP_TEXTURE_ATI , mipmapped ? True : False ) ;
# endif
#if 0
/* TODO: discardable Pbuffer */
PUSH2 ( GLX_PRESERVED_CONTENTS , FALSE ) ;
# endif
PUSH1 ( None ) ;
newDrawable = glXCreatePbuffer ( impSwapChain - > display , cfgs [ 0 ] , attribs ) ;
/** ****************************************
* GLX1 .3 isn ' t supported by XFree ' yet ' untill that point ATI emulates pBuffers
* they note :
* In future releases , we may provide the calls glXCreateNewContext ,
* glXQueryDrawable and glXMakeContextCurrent .
* so until then we have to use glXGetVisualFromFBConfig & co . .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
visinfo = glXGetVisualFromFBConfig ( impSwapChain - > display , cfgs [ 0 ] ) ;
if ( ! visinfo ) {
ERR ( " Error: couldn't get an RGBA, double-buffered visual \n " ) ;
}
newContext = glXCreateContext ( impSwapChain - > display , visinfo , impSwapChain - > glCtx , GL_TRUE ) ;
XFree ( visinfo ) ;
/* Make sure that the sorface exists as a glTexture */
IWineD3DSurface_PreLoad ( RenderSurface ) ;
newContext = glXCreateNewContext ( impSwapChain - > display , cfgs [ 0 ] , GLX_RGBA_TYPE , impSwapChain - > glCtx , TRUE ) ;
if ( NULL = = newContext ) {
ERR ( " cannot create glxContext \n " ) ;
} else {
/* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
FIXME ( " Created context %p drawable %ld \n " , newContext , newDrawable ) ;
if ( glXMakeCurrent ( impSwapChain - > display , newDrawable , newContext ) = = False ) {
TRACE ( " Error in setting current context: context %p drawable %ld \n " , newContext , newDrawable ) ;
}
/* TODO: find out what of the current context needs to be coppied accross */
checkGLcall ( " glXMakeContextCurrent " ) ;
/* clean renderer should become part of the context manager so I'm not goint to put in in SwapChain just to remove it */
IWineD3DDeviceImpl_CleanRender ( iface , ( IWineD3DSwapChainImpl * ) currentSwapchain ) ;
/** TODO: We may need to copy the bits into the buffer,
* this should ! ! ONLY ! ! be done if an operation is performed on the target
* without it being cleared and the buffer is not discardable .
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* ( basically only bother preserving the contents if there ' s a possibility that it will be reused )
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
impSwapChain - > drawable = newDrawable ;
impSwapChain - > render_ctx = newContext ;
}
}
# endif
/* clean up the current rendertargets swapchain (if it belonged to one) */
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if ( currentSwapchain ! = NULL ) {
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IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) currentSwapchain ) ;
}
/* Were done with the opengl context management, setup the rendertargets */
tmp = This - > renderTarget ;
This - > renderTarget = RenderSurface ;
IWineD3DSurface_AddRef ( This - > renderTarget ) ;
IWineD3DSurface_Release ( tmp ) ;
{
DWORD value ;
/* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
/* Check that the container is not a swapchain member */
IWineD3DSwapChain * tmpSwapChain ;
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if ( D3D_OK ! = IWineD3DSurface_GetContainer ( This - > renderTarget , & IID_IWineD3DSwapChain , ( void * * ) & tmpSwapChain ) ) {
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This - > renderUpsideDown = TRUE ;
} else {
This - > renderUpsideDown = FALSE ;
IWineD3DSwapChain_Release ( tmpSwapChain ) ;
}
/* Force updating the cull mode */
TRACE ( " setting render state \n " ) ;
IWineD3DDevice_GetRenderState ( iface , WINED3DRS_CULLMODE , & value ) ;
IWineD3DDevice_SetRenderState ( iface , WINED3DRS_CULLMODE , value ) ;
/* Force updating projection matrix */
This - > last_was_rhw = FALSE ;
This - > proj_valid = FALSE ;
}
ret = D3D_OK ;
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if ( cfgs ! = NULL ) {
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XFree ( cfgs ) ;
} else {
ERR ( " cannot get valides GLXFBConfig for (%u,%s)/(%u,%s) \n " , BackBufferFormat ,
debug_d3dformat ( BackBufferFormat ) , StencilBufferFormat , debug_d3dformat ( StencilBufferFormat ) ) ;
}
# undef PUSH1
# undef PUSH2
if ( NULL ! = impSwapChain ) {
IWineD3DSwapChain_Release ( ( IWineD3DSwapChain * ) impSwapChain ) ;
}
LEAVE_GL ( ) ;
# endif
# else
IWineD3DSurface * tmp ;
/* This should be handled outside of this function */
tmp = This - > renderTarget ;
This - > renderTarget = RenderSurface ;
IWineD3DSurface_AddRef ( This - > renderTarget ) ;
IWineD3DSurface_Release ( tmp ) ;
tmp = This - > stencilBufferTarget ;
This - > stencilBufferTarget = StencilSurface ;
# endif
return ret ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties ( IWineD3DDevice * iface , UINT XHotSpot ,
UINT YHotSpot , IWineD3DSurface * pCursorBitmap ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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/* TODO: the use of Impl is deprecated. */
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/* some basic validation checks */
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IWineD3DSurfaceImpl * pSur = ( IWineD3DSurfaceImpl * ) pCursorBitmap ;
TRACE ( " (%p) : Spot Pos(%u,%u) \n " , This , XHotSpot , YHotSpot ) ;
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if ( WINED3DFMT_A8R8G8B8 ! = pSur - > resource . format ) {
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ERR ( " (%p) : surface(%p) has an invalid format \n " , This , pCursorBitmap ) ;
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return D3DERR_INVALIDCALL ;
}
if ( 32 ! = pSur - > currentDesc . Height | | 32 ! = pSur - > currentDesc . Width ) {
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ERR ( " (%p) : surface(%p) has an invalid size \n " , This , pCursorBitmap ) ;
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return D3DERR_INVALIDCALL ;
}
/* TODO: make the cursor 'real' */
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This - > xHotSpot = XHotSpot ;
This - > yHotSpot = YHotSpot ;
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return D3D_OK ;
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}
void WINAPI IWineD3DDeviceImpl_SetCursorPosition ( IWineD3DDevice * iface , int XScreenSpace , int YScreenSpace , DWORD Flags ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
TRACE ( " (%p) : SetPos to (%u,%u) \n " , This , XScreenSpace , YScreenSpace ) ;
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This - > xScreenSpace = XScreenSpace ;
This - > yScreenSpace = YScreenSpace ;
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return ;
}
BOOL WINAPI IWineD3DDeviceImpl_ShowCursor ( IWineD3DDevice * iface , BOOL bShow ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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TRACE ( " (%p) : visible(%d) \n " , This , bShow ) ;
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This - > bCursorVisible = bShow ;
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return D3D_OK ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
FIXME ( " (%p) : stub \n " , This ) ; /* No way of notifying yet! */
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources ( IWineD3DDevice * iface ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/** FIXME: Resource tracking needs to be done,
* The closes we can do to this is set the priorities of all managed textures low
* and then reset them .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
FIXME ( " (%p) : stub \n " , This ) ;
return D3D_OK ;
}
HRESULT WINAPI IWineD3DDeviceImpl_Rest ( IWineD3DDevice * iface , D3DPRESENT_PARAMETERS * pPresentationParameters ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/** FIXME: Resource trascking needs to be done.
* in effect this pulls all non only default
* textures out of video memory and deletes all glTextures ( glDeleteTextures )
* and should clear down the context and set it up according to pPresentationParameters
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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FIXME ( " (%p) : stub \n " , This ) ;
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return D3D_OK ;
}
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HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode ( IWineD3DDevice * iface , BOOL bEnableDialogs ) {
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IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
/** FIXME: always true at the moment **/
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if ( bEnableDialogs = = FALSE ) {
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FIXME ( " (%p) Dialogs cannot be disabled yet \n " , This ) ;
}
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return D3D_OK ;
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}
HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters ( IWineD3DDevice * iface , D3DDEVICE_CREATION_PARAMETERS * pParameters ) {
IWineD3DDeviceImpl * This = ( IWineD3DDeviceImpl * ) iface ;
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FIXME ( " (%p) : stub \n " , This ) ;
/* Setup some reasonable defaults */
pParameters - > AdapterOrdinal = 0 ; /* always for now */
pParameters - > DeviceType = D3DDEVTYPE_HAL ; /* always for now */
pParameters - > hFocusWindow = 0 ;
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pParameters - > BehaviorFlags = 0 ;
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return D3D_OK ;
}
void WINAPI IWineD3DDeviceImpl_SetGammaRamp ( IWineD3DDevice * iface , UINT iSwapChain , DWORD Flags , CONST D3DGAMMARAMP * pRamp ) {
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IWineD3DSwapChain * swapchain ;
HRESULT hrc = D3D_OK ;
TRACE ( " Relaying to swapchain \n " ) ;
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if ( ( hrc = IWineD3DDeviceImpl_GetSwapChain ( iface , iSwapChain , & swapchain ) ) = = D3D_OK ) {
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IWineD3DSwapChain_SetGammaRamp ( swapchain , Flags , ( D3DGAMMARAMP * ) pRamp ) ;
IWineD3DSwapChain_Release ( swapchain ) ;
}
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return ;
}
void WINAPI IWineD3DDeviceImpl_GetGammaRamp ( IWineD3DDevice * iface , UINT iSwapChain , D3DGAMMARAMP * pRamp ) {
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IWineD3DSwapChain * swapchain ;
HRESULT hrc = D3D_OK ;
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TRACE ( " Relaying to swapchain \n " ) ;
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if ( ( hrc = IWineD3DDeviceImpl_GetSwapChain ( iface , iSwapChain , & swapchain ) ) = = D3D_OK ) {
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hrc = IWineD3DSwapChain_GetGammaRamp ( swapchain , pRamp ) ;
IWineD3DSwapChain_Release ( swapchain ) ;
}
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return ;
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}
/**********************************************************
* IWineD3DDevice VTbl follows
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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{
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/*** IUnknown methods ***/
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IWineD3DDeviceImpl_QueryInterface ,
IWineD3DDeviceImpl_AddRef ,
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IWineD3DDeviceImpl_Release ,
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/*** IWineD3DDevice methods ***/
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IWineD3DDeviceImpl_GetParent ,
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/*** Creation methods**/
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IWineD3DDeviceImpl_CreateVertexBuffer ,
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IWineD3DDeviceImpl_CreateIndexBuffer ,
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IWineD3DDeviceImpl_CreateStateBlock ,
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IWineD3DDeviceImpl_CreateSurface ,
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IWineD3DDeviceImpl_CreateTexture ,
IWineD3DDeviceImpl_CreateVolumeTexture ,
IWineD3DDeviceImpl_CreateVolume ,
IWineD3DDeviceImpl_CreateCubeTexture ,
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IWineD3DDeviceImpl_CreateQuery ,
IWineD3DDeviceImpl_CreateAdditionalSwapChain ,
IWineD3DDeviceImpl_CreateVertexDeclaration ,
IWineD3DDeviceImpl_CreateVertexShader ,
IWineD3DDeviceImpl_CreatePixelShader ,
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/*** Odd functions **/
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IWineD3DDeviceImpl_EvictManagedResources ,
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IWineD3DDeviceImpl_GetAvailableTextureMem ,
IWineD3DDeviceImpl_GetBackBuffer ,
IWineD3DDeviceImpl_GetCreationParameters ,
IWineD3DDeviceImpl_GetDeviceCaps ,
IWineD3DDeviceImpl_GetDirect3D ,
IWineD3DDeviceImpl_GetDisplayMode ,
IWineD3DDeviceImpl_GetNumberOfSwapChains ,
IWineD3DDeviceImpl_GetRasterStatus ,
IWineD3DDeviceImpl_GetSwapChain ,
IWineD3DDeviceImpl_Reset ,
IWineD3DDeviceImpl_SetDialogBoxMode ,
IWineD3DDeviceImpl_SetCursorProperties ,
IWineD3DDeviceImpl_SetCursorPosition ,
IWineD3DDeviceImpl_ShowCursor ,
IWineD3DDeviceImpl_TestCooperativeLevel ,
/*** Getters and setters **/
IWineD3DDeviceImpl_SetClipPlane ,
IWineD3DDeviceImpl_GetClipPlane ,
IWineD3DDeviceImpl_SetClipStatus ,
IWineD3DDeviceImpl_GetClipStatus ,
IWineD3DDeviceImpl_SetCurrentTexturePalette ,
IWineD3DDeviceImpl_GetCurrentTexturePalette ,
IWineD3DDeviceImpl_SetDepthStencilSurface ,
IWineD3DDeviceImpl_GetDepthStencilSurface ,
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IWineD3DDeviceImpl_SetFVF ,
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IWineD3DDeviceImpl_GetFVF ,
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IWineD3DDeviceImpl_SetGammaRamp ,
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IWineD3DDeviceImpl_GetGammaRamp ,
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IWineD3DDeviceImpl_SetIndices ,
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IWineD3DDeviceImpl_GetIndices ,
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IWineD3DDeviceImpl_SetLight ,
IWineD3DDeviceImpl_GetLight ,
IWineD3DDeviceImpl_SetLightEnable ,
IWineD3DDeviceImpl_GetLightEnable ,
IWineD3DDeviceImpl_SetMaterial ,
IWineD3DDeviceImpl_GetMaterial ,
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IWineD3DDeviceImpl_SetNPatchMode ,
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IWineD3DDeviceImpl_GetNPatchMode ,
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IWineD3DDeviceImpl_SetPaletteEntries ,
IWineD3DDeviceImpl_GetPaletteEntries ,
IWineD3DDeviceImpl_SetPixelShader ,
IWineD3DDeviceImpl_GetPixelShader ,
IWineD3DDeviceImpl_SetPixelShaderConstantB ,
IWineD3DDeviceImpl_GetPixelShaderConstantB ,
IWineD3DDeviceImpl_SetPixelShaderConstantI ,
IWineD3DDeviceImpl_GetPixelShaderConstantI ,
IWineD3DDeviceImpl_SetPixelShaderConstantF ,
IWineD3DDeviceImpl_GetPixelShaderConstantF ,
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IWineD3DDeviceImpl_SetRenderState ,
IWineD3DDeviceImpl_GetRenderState ,
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IWineD3DDeviceImpl_SetRenderTarget ,
IWineD3DDeviceImpl_GetRenderTarget ,
IWineD3DDeviceImpl_SetSamplerState ,
IWineD3DDeviceImpl_GetSamplerState ,
IWineD3DDeviceImpl_SetScissorRect ,
IWineD3DDeviceImpl_GetScissorRect ,
IWineD3DDeviceImpl_SetSoftwareVertexProcessing ,
IWineD3DDeviceImpl_GetSoftwareVertexProcessing ,
IWineD3DDeviceImpl_SetStreamSource ,
IWineD3DDeviceImpl_GetStreamSource ,
IWineD3DDeviceImpl_SetStreamSourceFreq ,
IWineD3DDeviceImpl_GetStreamSourceFreq ,
IWineD3DDeviceImpl_SetTexture ,
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IWineD3DDeviceImpl_GetTexture ,
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IWineD3DDeviceImpl_SetTextureStageState ,
IWineD3DDeviceImpl_GetTextureStageState ,
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IWineD3DDeviceImpl_SetTransform ,
IWineD3DDeviceImpl_GetTransform ,
IWineD3DDeviceImpl_SetVertexDeclaration ,
IWineD3DDeviceImpl_GetVertexDeclaration ,
IWineD3DDeviceImpl_SetVertexShader ,
IWineD3DDeviceImpl_GetVertexShader ,
IWineD3DDeviceImpl_SetVertexShaderConstantB ,
IWineD3DDeviceImpl_GetVertexShaderConstantB ,
IWineD3DDeviceImpl_SetVertexShaderConstantI ,
IWineD3DDeviceImpl_GetVertexShaderConstantI ,
IWineD3DDeviceImpl_SetVertexShaderConstantF ,
IWineD3DDeviceImpl_GetVertexShaderConstantF ,
IWineD3DDeviceImpl_SetViewport ,
IWineD3DDeviceImpl_GetViewport ,
IWineD3DDeviceImpl_MultiplyTransform ,
IWineD3DDeviceImpl_ValidateDevice ,
IWineD3DDeviceImpl_ProcessVertices ,
/*** State block ***/
IWineD3DDeviceImpl_BeginStateBlock ,
IWineD3DDeviceImpl_EndStateBlock ,
/*** Scene management ***/
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IWineD3DDeviceImpl_BeginScene ,
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IWineD3DDeviceImpl_EndScene ,
IWineD3DDeviceImpl_Present ,
IWineD3DDeviceImpl_Clear ,
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/*** Drawing ***/
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IWineD3DDeviceImpl_DrawPrimitive ,
IWineD3DDeviceImpl_DrawIndexedPrimitive ,
IWineD3DDeviceImpl_DrawPrimitiveUP ,
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IWineD3DDeviceImpl_DrawIndexedPrimitiveUP ,
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IWineD3DDeviceImpl_DrawRectPatch ,
IWineD3DDeviceImpl_DrawTriPatch ,
IWineD3DDeviceImpl_DeletePatch ,
IWineD3DDeviceImpl_ColorFill ,
IWineD3DDeviceImpl_UpdateTexture ,
IWineD3DDeviceImpl_UpdateSurface ,
IWineD3DDeviceImpl_StretchRect ,
IWineD3DDeviceImpl_GetRenderTargetData ,
IWineD3DDeviceImpl_GetFrontBufferData ,
/*** Internal use IWineD3DDevice methods ***/
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IWineD3DDeviceImpl_SetupTextureStates
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} ;
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const DWORD SavedPixelStates_R [ NUM_SAVEDPIXELSTATES_R ] = {
WINED3DRS_ALPHABLENDENABLE ,
WINED3DRS_ALPHAFUNC ,
WINED3DRS_ALPHAREF ,
WINED3DRS_ALPHATESTENABLE ,
WINED3DRS_BLENDOP ,
WINED3DRS_COLORWRITEENABLE ,
WINED3DRS_DESTBLEND ,
WINED3DRS_DITHERENABLE ,
WINED3DRS_FILLMODE ,
WINED3DRS_FOGDENSITY ,
WINED3DRS_FOGEND ,
WINED3DRS_FOGSTART ,
WINED3DRS_LASTPIXEL ,
WINED3DRS_SHADEMODE ,
WINED3DRS_SRCBLEND ,
WINED3DRS_STENCILENABLE ,
WINED3DRS_STENCILFAIL ,
WINED3DRS_STENCILFUNC ,
WINED3DRS_STENCILMASK ,
WINED3DRS_STENCILPASS ,
WINED3DRS_STENCILREF ,
WINED3DRS_STENCILWRITEMASK ,
WINED3DRS_STENCILZFAIL ,
WINED3DRS_TEXTUREFACTOR ,
WINED3DRS_WRAP0 ,
WINED3DRS_WRAP1 ,
WINED3DRS_WRAP2 ,
WINED3DRS_WRAP3 ,
WINED3DRS_WRAP4 ,
WINED3DRS_WRAP5 ,
WINED3DRS_WRAP6 ,
WINED3DRS_WRAP7 ,
WINED3DRS_ZENABLE ,
WINED3DRS_ZFUNC ,
WINED3DRS_ZWRITEENABLE
} ;
const DWORD SavedPixelStates_T [ NUM_SAVEDPIXELSTATES_T ] = {
WINED3DTSS_ADDRESSW ,
WINED3DTSS_ALPHAARG0 ,
WINED3DTSS_ALPHAARG1 ,
WINED3DTSS_ALPHAARG2 ,
WINED3DTSS_ALPHAOP ,
WINED3DTSS_BUMPENVLOFFSET ,
WINED3DTSS_BUMPENVLSCALE ,
WINED3DTSS_BUMPENVMAT00 ,
WINED3DTSS_BUMPENVMAT01 ,
WINED3DTSS_BUMPENVMAT10 ,
WINED3DTSS_BUMPENVMAT11 ,
WINED3DTSS_COLORARG0 ,
WINED3DTSS_COLORARG1 ,
WINED3DTSS_COLORARG2 ,
WINED3DTSS_COLOROP ,
WINED3DTSS_RESULTARG ,
WINED3DTSS_TEXCOORDINDEX ,
WINED3DTSS_TEXTURETRANSFORMFLAGS
} ;
const DWORD SavedPixelStates_S [ NUM_SAVEDPIXELSTATES_S ] = {
WINED3DSAMP_ADDRESSU ,
WINED3DSAMP_ADDRESSV ,
WINED3DSAMP_ADDRESSW ,
WINED3DSAMP_BORDERCOLOR ,
WINED3DSAMP_MAGFILTER ,
WINED3DSAMP_MINFILTER ,
WINED3DSAMP_MIPFILTER ,
WINED3DSAMP_MIPMAPLODBIAS ,
WINED3DSAMP_MAXMIPLEVEL ,
WINED3DSAMP_MAXANISOTROPY ,
WINED3DSAMP_SRGBTEXTURE ,
WINED3DSAMP_ELEMENTINDEX
} ;
const DWORD SavedVertexStates_R [ NUM_SAVEDVERTEXSTATES_R ] = {
WINED3DRS_AMBIENT ,
WINED3DRS_AMBIENTMATERIALSOURCE ,
WINED3DRS_CLIPPING ,
WINED3DRS_CLIPPLANEENABLE ,
WINED3DRS_COLORVERTEX ,
WINED3DRS_DIFFUSEMATERIALSOURCE ,
WINED3DRS_EMISSIVEMATERIALSOURCE ,
WINED3DRS_FOGDENSITY ,
WINED3DRS_FOGEND ,
WINED3DRS_FOGSTART ,
WINED3DRS_FOGTABLEMODE ,
WINED3DRS_FOGVERTEXMODE ,
WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
WINED3DRS_LIGHTING ,
WINED3DRS_LOCALVIEWER ,
WINED3DRS_MULTISAMPLEANTIALIAS ,
WINED3DRS_MULTISAMPLEMASK ,
WINED3DRS_NORMALIZENORMALS ,
WINED3DRS_PATCHEDGESTYLE ,
WINED3DRS_POINTSCALE_A ,
WINED3DRS_POINTSCALE_B ,
WINED3DRS_POINTSCALE_C ,
WINED3DRS_POINTSCALEENABLE ,
WINED3DRS_POINTSIZE ,
WINED3DRS_POINTSIZE_MAX ,
WINED3DRS_POINTSIZE_MIN ,
WINED3DRS_POINTSPRITEENABLE ,
WINED3DRS_RANGEFOGENABLE ,
WINED3DRS_SPECULARMATERIALSOURCE ,
WINED3DRS_TWEENFACTOR ,
WINED3DRS_VERTEXBLEND
} ;
const DWORD SavedVertexStates_T [ NUM_SAVEDVERTEXSTATES_T ] = {
WINED3DTSS_TEXCOORDINDEX ,
WINED3DTSS_TEXTURETRANSFORMFLAGS
} ;
const DWORD SavedVertexStates_S [ NUM_SAVEDVERTEXSTATES_S ] = {
WINED3DSAMP_DMAPOFFSET
} ;