Sweden-Number/dlls/wined3d/device.c

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/*
* IWineD3DDevice implementation
*
2006-04-18 23:15:56 +02:00
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2006-2008 Henri Verbeet
2007-05-15 00:37:53 +02:00
* Copyright 2007 Andrew Riedi
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include <stdio.h>
2006-02-13 13:23:42 +01:00
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Define the default light parameters as specified by MSDN */
const WINED3DLIGHT WINED3D_default_light = {
WINED3DLIGHT_DIRECTIONAL, /* Type */
{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
0.0f, /* Range */
0.0f, /* Falloff */
0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
0.0f, /* Theta */
0.0f /* Phi */
};
/**********************************************************
* Global variable / Constants follow
**********************************************************/
const float identity[] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}; /* When needed for comparisons */
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
{
switch(primitive_type)
{
case WINED3DPT_POINTLIST:
return GL_POINTS;
case WINED3DPT_LINELIST:
return GL_LINES;
case WINED3DPT_LINESTRIP:
return GL_LINE_STRIP;
case WINED3DPT_TRIANGLELIST:
return GL_TRIANGLES;
case WINED3DPT_TRIANGLESTRIP:
return GL_TRIANGLE_STRIP;
case WINED3DPT_TRIANGLEFAN:
return GL_TRIANGLE_FAN;
case WINED3DPT_LINELIST_ADJ:
return GL_LINES_ADJACENCY_ARB;
case WINED3DPT_LINESTRIP_ADJ:
return GL_LINE_STRIP_ADJACENCY_ARB;
case WINED3DPT_TRIANGLELIST_ADJ:
return GL_TRIANGLES_ADJACENCY_ARB;
case WINED3DPT_TRIANGLESTRIP_ADJ:
return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
default:
FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
return GL_NONE;
}
}
static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
{
switch(primitive_type)
{
case GL_POINTS:
return WINED3DPT_POINTLIST;
case GL_LINES:
return WINED3DPT_LINELIST;
case GL_LINE_STRIP:
return WINED3DPT_LINESTRIP;
case GL_TRIANGLES:
return WINED3DPT_TRIANGLELIST;
case GL_TRIANGLE_STRIP:
return WINED3DPT_TRIANGLESTRIP;
case GL_TRIANGLE_FAN:
return WINED3DPT_TRIANGLEFAN;
case GL_LINES_ADJACENCY_ARB:
return WINED3DPT_LINELIST_ADJ;
case GL_LINE_STRIP_ADJACENCY_ARB:
return WINED3DPT_LINESTRIP_ADJ;
case GL_TRIANGLES_ADJACENCY_ARB:
return WINED3DPT_TRIANGLELIST_ADJ;
case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
return WINED3DPT_TRIANGLESTRIP_ADJ;
default:
FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
return WINED3DPT_UNDEFINED;
}
}
static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
{
if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
*regnum = WINED3D_FFP_POSITION;
else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
*regnum = WINED3D_FFP_BLENDWEIGHT;
else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
*regnum = WINED3D_FFP_BLENDINDICES;
else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
*regnum = WINED3D_FFP_NORMAL;
else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
*regnum = WINED3D_FFP_PSIZE;
else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
*regnum = WINED3D_FFP_DIFFUSE;
else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
*regnum = WINED3D_FFP_SPECULAR;
else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
*regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
else
{
FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
*regnum = ~0U;
return FALSE;
}
return TRUE;
}
/* Context activation is done by the caller. */
void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
{
/* We need to deal with frequency data! */
struct wined3d_vertex_declaration *declaration = This->stateBlock->state.vertex_declaration;
unsigned int i;
stream_info->use_map = 0;
stream_info->swizzle_map = 0;
/* Check for transformed vertices, disable vertex shader if present. */
stream_info->position_transformed = declaration->position_transformed;
if (declaration->position_transformed) use_vshader = FALSE;
/* Translate the declaration into strided data. */
for (i = 0; i < declaration->element_count; ++i)
{
const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
struct wined3d_buffer *buffer = This->stateBlock->state.streams[element->input_slot].buffer;
GLuint buffer_object = 0;
const BYTE *data = NULL;
BOOL stride_used;
unsigned int idx;
DWORD stride;
TRACE("%p Element %p (%u of %u)\n", declaration->elements,
element, i + 1, declaration->element_count);
if (!buffer) continue;
stride = This->stateBlock->state.streams[element->input_slot].stride;
if (This->stateBlock->state.user_stream)
{
TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
buffer_object = 0;
data = (BYTE *)buffer;
}
else
{
TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
data = buffer_get_memory(buffer, &This->adapter->gl_info, &buffer_object);
/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
* around to some big value. Hope that with the indices, the driver wraps it back internally. If
* not, drawStridedSlow is needed, including a vertex buffer path. */
if (This->stateBlock->state.load_base_vertex_index < 0)
{
WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
This->stateBlock->state.load_base_vertex_index);
buffer_object = 0;
data = buffer_get_sysmem(buffer, &This->adapter->gl_info);
if ((UINT_PTR)data < -This->stateBlock->state.load_base_vertex_index * stride)
{
FIXME("System memory vertex data load offset is negative!\n");
}
}
if (fixup)
{
if (buffer_object) *fixup = TRUE;
else if (*fixup && !use_vshader
&& (element->usage == WINED3DDECLUSAGE_COLOR
|| element->usage == WINED3DDECLUSAGE_POSITIONT))
{
static BOOL warned = FALSE;
if (!warned)
{
/* This may be bad with the fixed function pipeline. */
FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
warned = TRUE;
}
}
}
}
data += element->offset;
TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
if (use_vshader)
{
if (element->output_slot == ~0U)
{
/* TODO: Assuming vertexdeclarations are usually used with the
* same or a similar shader, it might be worth it to store the
* last used output slot and try that one first. */
stride_used = vshader_get_input(This->stateBlock->state.vertex_shader,
element->usage, element->usage_idx, &idx);
}
else
{
idx = element->output_slot;
stride_used = TRUE;
}
}
else
{
if (!element->ffp_valid)
{
WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
stride_used = FALSE;
}
else
{
stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
}
}
if (stride_used)
{
TRACE("Load %s array %u [usage %s, usage_idx %u, "
"input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
use_vshader ? "shader": "fixed function", idx,
debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
element->offset, stride, debug_d3dformat(element->format->id), buffer_object);
stream_info->elements[idx].format = element->format;
stream_info->elements[idx].stride = stride;
stream_info->elements[idx].data = data;
stream_info->elements[idx].stream_idx = element->input_slot;
stream_info->elements[idx].buffer_object = buffer_object;
if (!This->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
&& element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
{
stream_info->swizzle_map |= 1 << idx;
}
stream_info->use_map |= 1 << idx;
}
}
This->num_buffer_queries = 0;
if (!This->stateBlock->state.user_stream)
{
WORD map = stream_info->use_map;
/* PreLoad all the vertex buffers. */
for (i = 0; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *element;
struct wined3d_buffer *buffer;
if (!(map & 1)) continue;
element = &stream_info->elements[i];
buffer = This->stateBlock->state.streams[element->stream_idx].buffer;
wined3d_buffer_preload(buffer);
/* If PreLoad dropped the buffer object, update the stream info. */
if (buffer->buffer_object != element->buffer_object)
{
element->buffer_object = 0;
element->data = buffer_get_sysmem(buffer, &This->adapter->gl_info) + (ptrdiff_t)element->data;
}
if (buffer->query)
This->buffer_queries[This->num_buffer_queries++] = buffer->query;
}
}
}
static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
{
e->format = wined3d_get_format(gl_info, strided->format);
e->stride = strided->dwStride;
e->data = strided->lpData;
e->stream_idx = 0;
e->buffer_object = 0;
}
static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
{
unsigned int i;
memset(stream_info, 0, sizeof(*stream_info));
if (strided->position.lpData)
stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
if (strided->normal.lpData)
stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
if (strided->diffuse.lpData)
stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
if (strided->specular.lpData)
stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
{
if (strided->texCoords[i].lpData)
stream_info_element_from_strided(gl_info, &strided->texCoords[i],
&stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
}
stream_info->position_transformed = strided->position_transformed;
for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
{
if (!stream_info->elements[i].format) continue;
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
&& stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
{
stream_info->swizzle_map |= 1 << i;
}
stream_info->use_map |= 1 << i;
}
}
static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
{
TRACE("Strided Data:\n");
TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
}
/* Context activation is done by the caller. */
void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
{
struct wined3d_stream_info *stream_info = &device->strided_streams;
const struct wined3d_state *state = &device->stateBlock->state;
BOOL fixup = FALSE;
if (device->up_strided)
{
/* Note: this is a ddraw fixed-function code path. */
TRACE("=============================== Strided Input ================================\n");
device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
}
else
{
TRACE("============================= Vertex Declaration =============================\n");
device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
}
if (state->vertex_shader && !stream_info->position_transformed)
{
if (state->vertex_declaration->half_float_conv_needed && !fixup)
{
TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
device->useDrawStridedSlow = TRUE;
}
else
{
device->useDrawStridedSlow = FALSE;
}
}
else
{
WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
& ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
{
device->useDrawStridedSlow = TRUE;
}
else
{
device->useDrawStridedSlow = FALSE;
}
}
}
static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
{
struct wined3d_texture *texture;
enum WINED3DSRGB srgb;
if (!(texture = state->textures[idx])) return;
srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
texture->texture_ops->texture_preload(texture, srgb);
}
void device_preload_textures(IWineD3DDeviceImpl *device)
{
const struct wined3d_state *state = &device->stateBlock->state;
unsigned int i;
if (use_vs(state))
{
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
{
if (state->vertex_shader->reg_maps.sampler_type[i])
device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
}
}
if (use_ps(state))
{
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
{
if (state->pixel_shader->reg_maps.sampler_type[i])
device_preload_texture(state, i);
}
}
else
{
WORD ffu_map = device->fixed_function_usage_map;
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (ffu_map & 1)
device_preload_texture(state, i);
}
}
}
BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
TRACE("Adding context %p.\n", context);
if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
sizeof(*new_array) * (device->context_count + 1));
if (!new_array)
{
ERR("Failed to grow the context array.\n");
return FALSE;
}
new_array[device->context_count++] = context;
device->contexts = new_array;
return TRUE;
}
void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
BOOL found = FALSE;
UINT i;
TRACE("Removing context %p.\n", context);
for (i = 0; i < device->context_count; ++i)
{
if (device->contexts[i] == context)
{
found = TRUE;
break;
}
}
if (!found)
{
ERR("Context %p doesn't exist in context array.\n", context);
return;
}
if (!--device->context_count)
{
HeapFree(GetProcessHeap(), 0, device->contexts);
device->contexts = NULL;
return;
}
memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
if (!new_array)
{
ERR("Failed to shrink context array. Oh well.\n");
return;
}
device->contexts = new_array;
}
void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect)
{
struct wined3d_stateblock *stateblock = device->stateBlock;
WINED3DVIEWPORT *vp = &stateblock->state.viewport;
SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
{
IntersectRect(rect, rect, &stateblock->state.scissor_rect);
}
}
/* Do not call while under the GL lock. */
void device_switch_onscreen_ds(IWineD3DDeviceImpl *device,
struct wined3d_context *context, IWineD3DSurfaceImpl *depth_stencil)
{
if (device->onscreen_depth_stencil)
{
surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
device->onscreen_depth_stencil->ds_current_size.cx,
device->onscreen_depth_stencil->ds_current_size.cy);
IWineD3DSurface_Release((IWineD3DSurface *)device->onscreen_depth_stencil);
}
device->onscreen_depth_stencil = depth_stencil;
IWineD3DSurface_AddRef((IWineD3DSurface *)device->onscreen_depth_stencil);
}
static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const RECT *draw_rect, const RECT *clear_rect)
{
/* partial draw rect */
if (draw_rect->left || draw_rect->top
|| draw_rect->right < target->resource.width
|| draw_rect->bottom < target->resource.height)
return FALSE;
/* partial clear rect */
if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
|| clear_rect->right < target->resource.width
|| clear_rect->bottom < target->resource.height))
return FALSE;
return TRUE;
}
static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *context,
DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
{
RECT current_rect, r;
if (ds->flags & location)
SetRect(&current_rect, 0, 0,
ds->ds_current_size.cx,
ds->ds_current_size.cy);
else
SetRectEmpty(&current_rect);
IntersectRect(&r, draw_rect, &current_rect);
if (EqualRect(&r, draw_rect))
{
/* current_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
return;
}
if (EqualRect(&r, &current_rect))
{
/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
if (!clear_rect)
{
/* Full clear, modify only. */
surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
return;
}
IntersectRect(&r, draw_rect, clear_rect);
if (EqualRect(&r, draw_rect))
{
/* clear_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
return;
}
}
/* Full load. */
surface_load_ds_location(ds, context, location);
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
/* Do not call while under the GL lock. */
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
IWineD3DSurfaceImpl *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
{
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
IWineD3DSurfaceImpl *target = rt_count ? rts[0] : NULL;
UINT drawable_width, drawable_height;
struct wined3d_context *context;
GLbitfield clear_mask = 0;
BOOL render_offscreen;
unsigned int i;
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
* for the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway. */
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
{
for (i = 0; i < rt_count; ++i)
{
if (rts[i]) surface_load_location(rts[i], SFLAG_INDRAWABLE, NULL);
}
}
context = context_acquire(device, target);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return WINED3D_OK;
}
if (!context_apply_clear_state(context, device, rt_count, rts, depth_stencil))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return WINED3D_OK;
}
if (target)
{
render_offscreen = context->render_offscreen;
target->get_drawable_size(context, &drawable_width, &drawable_height);
}
else
{
render_offscreen = TRUE;
drawable_width = depth_stencil->pow2Width;
drawable_height = depth_stencil->pow2Height;
}
ENTER_GL();
/* Only set the values up once, as they are not changing. */
if (flags & WINED3DCLEAR_STENCIL)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
{
LEAVE_GL();
device_switch_onscreen_ds(device, context, depth_stencil);
ENTER_GL();
}
prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect);
surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
if (rts[i]) surface_modify_location(rts[i], SFLAG_INDRAWABLE, TRUE);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
if (!clear_rect)
{
if (render_offscreen)
{
glScissor(draw_rect->left, draw_rect->top,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
else
{
glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
checkGLcall("glScissor");
glClear(clear_mask);
checkGLcall("glClear");
}
else
{
RECT current_rect;
/* Now process each rect in turn. */
for (i = 0; i < rect_count; ++i)
{
/* Note that GL uses lower left, width/height. */
IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
wine_dbgstr_rect(&clear_rect[i]),
wine_dbgstr_rect(&current_rect));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectanlges are
* still cleared if they are valid. */
if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
{
TRACE("Rectangle with negative dimensions, ignoring.\n");
continue;
}
if (render_offscreen)
{
glScissor(current_rect.left, current_rect.top,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
else
{
glScissor(current_rect.left, drawable_height - current_rect.bottom,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
checkGLcall("glScissor");
glClear(clear_mask);
checkGLcall("glClear");
}
}
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
&& target->container.type == WINED3D_CONTAINER_SWAPCHAIN
&& target->container.u.swapchain->front_buffer == target))
wglFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
return WINED3D_OK;
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
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static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface, REFIID riid, void **object)
{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
2005-07-13 16:15:54 +02:00
2010-08-31 18:41:37 +02:00
if (IsEqualGUID(riid, &IID_IWineD3DDevice)
|| IsEqualGUID(riid, &IID_IUnknown))
{
2005-03-02 14:44:58 +01:00
IUnknown_AddRef(iface);
2010-08-31 18:41:37 +02:00
*object = iface;
2006-04-25 23:59:12 +02:00
return S_OK;
2005-03-02 14:44:58 +01:00
}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
2006-10-01 05:20:10 +02:00
TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
return refCount;
}
static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
2006-10-01 05:20:10 +02:00
TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
if (!refCount) {
UINT i;
for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
This->multistate_funcs[i] = NULL;
}
/* TODO: Clean up all the surfaces and textures! */
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
if (!list_empty(&This->resources))
{
struct wined3d_resource *resource;
FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
LIST_FOR_EACH_ENTRY(resource, &This->resources, struct wined3d_resource, resource_list_entry)
{
FIXME("Leftover resource %p with type %s (%#x).\n",
resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
}
}
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if(This->contexts) ERR("Context array not freed!\n");
2007-05-15 00:37:53 +02:00
if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
This->haveHardwareCursor = FALSE;
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wined3d_decref(This->wined3d);
This->wined3d = NULL;
HeapFree(GetProcessHeap(), 0, This);
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TRACE("Freed device %p\n", This);
This = NULL;
}
return refCount;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface, struct wined3d_buffer_desc *desc,
const void *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_buffer *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate memory\n");
return E_OUTOFMEMORY;
}
FIXME("Ignoring access flags (pool)\n");
hr = buffer_init(object, This, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
object->desc = *desc;
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
WINED3DPOOL Pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_buffer *object;
HRESULT hr;
TRACE("iface %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
iface, Size, Usage, Pool, parent, parent_ops, buffer);
if (Pool == WINED3DPOOL_SCRATCH)
{
/* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
2008-05-06 15:54:52 +02:00
* anyway, SCRATCH vertex buffers aren't usable anywhere
*/
WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
*buffer = NULL;
return WINED3DERR_INVALIDCALL;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*buffer = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = buffer_init(object, This, Size, Usage, WINED3DFMT_VERTEXDATA,
Pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created buffer %p.\n", object);
*buffer = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
WINED3DPOOL Pool, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_buffer *object;
HRESULT hr;
TRACE("iface %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
iface, Length, Usage, Pool, parent, parent_ops, buffer);
2007-02-19 15:25:32 +01:00
2004-11-24 19:13:41 +01:00
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*buffer = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = buffer_init(object, This, Length, Usage | WINED3DUSAGE_STATICDECL,
WINED3DFMT_UNKNOWN, Pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created buffer %p.\n", object);
*buffer = object;
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return WINED3D_OK;
2004-11-24 19:13:41 +01:00
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
WINED3DSTATEBLOCKTYPE type, struct wined3d_stateblock **stateblock)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stateblock *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if(!object)
{
ERR("Failed to allocate stateblock memory.\n");
return E_OUTOFMEMORY;
}
hr = stateblock_init(object, This, type);
if (FAILED(hr))
{
WARN("Failed to initialize stateblock, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created stateblock %p.\n", object);
*stateblock = object;
2005-07-05 16:05:18 +02:00
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
enum wined3d_format_id Format, BOOL Lockable, BOOL Discard, UINT Level, DWORD Usage, WINED3DPOOL Pool,
WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, WINED3DSURFTYPE Impl,
void *parent, const struct wined3d_parent_ops *parent_ops, IWineD3DSurface **surface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *object;
HRESULT hr;
TRACE("iface %p, width %u, height %u, format %s (%#x), lockable %#x, discard %#x, level %u\n",
iface, Width, Height, debug_d3dformat(Format), Format, Lockable, Discard, Level);
TRACE("surface %p, usage %s (%#x), pool %s (%#x), multisample_type %#x, multisample_quality %u\n",
surface, debug_d3dusage(Usage), Usage, debug_d3dpool(Pool), Pool, MultiSample, MultisampleQuality);
TRACE("surface_type %#x, parent %p, parent_ops %p.\n", Impl, parent, parent_ops);
2005-07-13 16:15:54 +02:00
if (Impl == SURFACE_OPENGL && !This->adapter)
{
ERR("OpenGL surfaces are not available without OpenGL.\n");
return WINED3DERR_NOTAVAILABLE;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate surface memory.\n");
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize surface, returning %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("(%p) : Created surface %p\n", This, object);
*surface = (IWineD3DSurface *)object;
return hr;
}
2009-02-24 07:43:02 +01:00
static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
struct wined3d_resource *resource, void *parent, struct wined3d_rendertarget_view **rendertarget_view)
2009-02-24 07:43:02 +01:00
{
struct wined3d_rendertarget_view *object;
TRACE("iface %p, resource %p, parent %p, rendertarget_view %p.\n",
iface, resource, parent, rendertarget_view);
2009-02-24 07:43:02 +01:00
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate memory\n");
return E_OUTOFMEMORY;
}
wined3d_rendertarget_view_init(object, resource, parent);
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TRACE("Created render target view %p.\n", object);
*rendertarget_view = object;
2009-02-24 07:43:02 +01:00
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
UINT Width, UINT Height, UINT Levels, DWORD Usage, enum wined3d_format_id Format, WINED3DPOOL Pool,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_texture *object;
HRESULT hr;
2006-10-01 05:20:10 +02:00
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
2011-03-16 18:58:01 +01:00
TRACE("Format %#x (%s), Pool %#x, texture %p, parent %p\n",
Format, debug_d3dformat(Format), Pool, texture, parent);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
2011-03-16 18:58:01 +01:00
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize texture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
2011-03-16 18:58:01 +01:00
*texture = NULL;
return hr;
}
*texture = object;
TRACE("(%p) : Created texture %p\n", This, object);
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return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, enum wined3d_format_id Format, WINED3DPOOL Pool,
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_texture *object;
HRESULT hr;
TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize volumetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*texture = NULL;
return hr;
}
TRACE("(%p) : Created volume texture %p.\n", This, object);
*texture = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface, UINT Width, UINT Height,
UINT Depth, DWORD Usage, enum wined3d_format_id Format, WINED3DPOOL Pool, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_volume **volume)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_volume *object;
HRESULT hr;
TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*volume = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = volume_init(object, This, Width, Height, Depth, Usage, Format, Pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize volume, returning %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("(%p) : Created volume %p.\n", This, object);
*volume = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength, UINT Levels,
DWORD Usage, enum wined3d_format_id Format, WINED3DPOOL Pool, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_texture *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Out of memory\n");
*texture = NULL;
return WINED3DERR_OUTOFVIDEOMEMORY;
}
hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize cubetexture, returning %#x\n", hr);
HeapFree(GetProcessHeap(), 0, object);
*texture = NULL;
return hr;
}
TRACE("(%p) : Created Cube Texture %p\n", This, object);
*texture = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface,
WINED3DQUERYTYPE type, struct wined3d_query **query)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_query *object;
HRESULT hr;
2010-08-31 18:41:38 +02:00
TRACE("iface %p, type %#x, query %p.\n", iface, type, query);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate query memory.\n");
return E_OUTOFMEMORY;
}
2010-08-31 18:41:38 +02:00
hr = query_init(object, This, type);
if (FAILED(hr))
{
WARN("Failed to initialize query, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created query %p.\n", object);
*query = object;
return WINED3D_OK;
}
/* Do not call while under the GL lock. */
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
WINED3DPRESENT_PARAMETERS *present_parameters, WINED3DSURFTYPE surface_type,
void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_swapchain **swapchain)
2008-10-28 09:27:20 +01:00
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_swapchain *object;
HRESULT hr;
2005-06-23 13:05:24 +02:00
TRACE("iface %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
iface, present_parameters, swapchain, parent, surface_type);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate swapchain memory.\n");
return E_OUTOFMEMORY;
}
hr = swapchain_init(object, surface_type, This, present_parameters, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize swapchain, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
2005-06-23 13:05:24 +02:00
}
TRACE("Created swapchain %p.\n", object);
*swapchain = object;
return WINED3D_OK;
}
static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
2005-06-23 13:05:24 +02:00
TRACE("iface %p.\n", iface);
return device->swapchain_count;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface,
UINT swapchain_idx, struct wined3d_swapchain **swapchain)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
2005-06-23 13:05:24 +02:00
TRACE("iface %p, swapchain_idx %u, swapchain %p.\n",
iface, swapchain_idx, swapchain);
if (swapchain_idx >= device->swapchain_count)
{
WARN("swapchain_idx %u >= swapchain_count %u.\n",
swapchain_idx, device->swapchain_count);
*swapchain = NULL;
return WINED3DERR_INVALIDCALL;
}
*swapchain = device->swapchains[swapchain_idx];
wined3d_swapchain_incref(*swapchain);
TRACE("Returning %p.\n", *swapchain);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
const WINED3DVERTEXELEMENT *elements, UINT element_count, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_vertex_declaration **declaration)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_vertex_declaration *object;
HRESULT hr;
TRACE("iface %p, elements %p, element_count %u, parent %p, parent_ops %p, declaration %p.\n",
iface, elements, element_count, parent, parent_ops, declaration);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if(!object)
{
ERR("Failed to allocate vertex declaration memory.\n");
return E_OUTOFMEMORY;
}
hr = vertexdeclaration_init(object, This, elements, element_count, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
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TRACE("Created vertex declaration %p.\n", object);
*declaration = object;
return WINED3D_OK;
}
struct wined3d_fvf_convert_state
{
const struct wined3d_gl_info *gl_info;
WINED3DVERTEXELEMENT *elements;
UINT offset;
UINT idx;
};
static void append_decl_element(struct wined3d_fvf_convert_state *state,
enum wined3d_format_id format_id, WINED3DDECLUSAGE usage, UINT usage_idx)
{
WINED3DVERTEXELEMENT *elements = state->elements;
const struct wined3d_format *format;
UINT offset = state->offset;
UINT idx = state->idx;
elements[idx].format = format_id;
elements[idx].input_slot = 0;
elements[idx].offset = offset;
elements[idx].output_slot = 0;
elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
elements[idx].usage = usage;
elements[idx].usage_idx = usage_idx;
format = wined3d_get_format(state->gl_info, format_id);
state->offset += format->component_count * format->component_size;
++state->idx;
}
static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
DWORD fvf, WINED3DVERTEXELEMENT **ppVertexElements)
{
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
BOOL has_pos = !!(fvf & WINED3DFVF_POSITION_MASK);
BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
BOOL has_blend_idx = has_blend &&
(((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
(fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
(fvf & WINED3DFVF_LASTBETA_UBYTE4));
BOOL has_normal = !!(fvf & WINED3DFVF_NORMAL);
BOOL has_psize = !!(fvf & WINED3DFVF_PSIZE);
BOOL has_diffuse = !!(fvf & WINED3DFVF_DIFFUSE);
BOOL has_specular = !!(fvf & WINED3DFVF_SPECULAR);
DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
struct wined3d_fvf_convert_state state;
unsigned int size;
unsigned int idx;
DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
if (has_blend_idx) num_blends--;
/* Compute declaration size */
size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
has_psize + has_diffuse + has_specular + num_textures;
state.gl_info = gl_info;
state.elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(*state.elements));
if (!state.elements) return ~0U;
state.offset = 0;
state.idx = 0;
if (has_pos)
{
if (!has_blend && (fvf & WINED3DFVF_XYZRHW))
append_decl_element(&state, WINED3DFMT_R32G32B32A32_FLOAT, WINED3DDECLUSAGE_POSITIONT, 0);
else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW)
append_decl_element(&state, WINED3DFMT_R32G32B32A32_FLOAT, WINED3DDECLUSAGE_POSITION, 0);
else
append_decl_element(&state, WINED3DFMT_R32G32B32_FLOAT, WINED3DDECLUSAGE_POSITION, 0);
}
if (has_blend && (num_blends > 0))
{
if ((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2 && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
append_decl_element(&state, WINED3DFMT_B8G8R8A8_UNORM, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
else
{
switch (num_blends)
{
case 1:
append_decl_element(&state, WINED3DFMT_R32_FLOAT, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
break;
case 2:
append_decl_element(&state, WINED3DFMT_R32G32_FLOAT, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
break;
case 3:
append_decl_element(&state, WINED3DFMT_R32G32B32_FLOAT, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
break;
case 4:
append_decl_element(&state, WINED3DFMT_R32G32B32A32_FLOAT, WINED3DDECLUSAGE_BLENDWEIGHT, 0);
break;
default:
ERR("Unexpected amount of blend values: %u\n", num_blends);
}
}
}
if (has_blend_idx)
{
if ((fvf & WINED3DFVF_LASTBETA_UBYTE4)
|| ((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2 && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
append_decl_element(&state, WINED3DFMT_R8G8B8A8_UINT, WINED3DDECLUSAGE_BLENDINDICES, 0);
else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
append_decl_element(&state, WINED3DFMT_B8G8R8A8_UNORM, WINED3DDECLUSAGE_BLENDINDICES, 0);
else
append_decl_element(&state, WINED3DFMT_R32_FLOAT, WINED3DDECLUSAGE_BLENDINDICES, 0);
}
if (has_normal) append_decl_element(&state, WINED3DFMT_R32G32B32_FLOAT, WINED3DDECLUSAGE_NORMAL, 0);
if (has_psize) append_decl_element(&state, WINED3DFMT_R32_FLOAT, WINED3DDECLUSAGE_PSIZE, 0);
if (has_diffuse) append_decl_element(&state, WINED3DFMT_B8G8R8A8_UNORM, WINED3DDECLUSAGE_COLOR, 0);
if (has_specular) append_decl_element(&state, WINED3DFMT_B8G8R8A8_UNORM, WINED3DDECLUSAGE_COLOR, 1);
for (idx = 0; idx < num_textures; ++idx)
{
switch ((texcoords >> (idx * 2)) & 0x03)
{
case WINED3DFVF_TEXTUREFORMAT1:
append_decl_element(&state, WINED3DFMT_R32_FLOAT, WINED3DDECLUSAGE_TEXCOORD, idx);
break;
case WINED3DFVF_TEXTUREFORMAT2:
append_decl_element(&state, WINED3DFMT_R32G32_FLOAT, WINED3DDECLUSAGE_TEXCOORD, idx);
break;
case WINED3DFVF_TEXTUREFORMAT3:
append_decl_element(&state, WINED3DFMT_R32G32B32_FLOAT, WINED3DDECLUSAGE_TEXCOORD, idx);
break;
case WINED3DFVF_TEXTUREFORMAT4:
append_decl_element(&state, WINED3DFMT_R32G32B32A32_FLOAT, WINED3DDECLUSAGE_TEXCOORD, idx);
break;
}
}
*ppVertexElements = state.elements;
return size;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
DWORD fvf, void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_vertex_declaration **declaration)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
WINED3DVERTEXELEMENT *elements;
unsigned int size;
DWORD hr;
TRACE("iface %p, fvf %#x, parent %p, parent_ops %p, declaration %p.\n",
iface, fvf, parent, parent_ops, declaration);
size = ConvertFvfToDeclaration(This, fvf, &elements);
if (size == ~0U) return E_OUTOFMEMORY;
hr = IWineD3DDeviceImpl_CreateVertexDeclaration(iface, elements, size, parent, parent_ops, declaration);
HeapFree(GetProcessHeap(), 0, elements);
return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader **shader)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *object;
HRESULT hr;
if (This->vs_selected_mode == SHADER_NONE)
return WINED3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = vertexshader_init(object, This, pFunction, output_signature, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created vertex shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateGeometryShader(IWineD3DDevice *iface,
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader **shader)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = geometryshader_init(object, This, byte_code, output_signature, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created geometry shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
void *parent, const struct wined3d_parent_ops *parent_ops,
struct wined3d_shader **shader)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *object;
HRESULT hr;
if (This->ps_selected_mode == SHADER_NONE)
return WINED3DERR_INVALIDCALL;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate shader memory.\n");
return E_OUTOFMEMORY;
}
hr = pixelshader_init(object, This, pFunction, output_signature, parent, parent_ops);
if (FAILED(hr))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created pixel shader %p.\n", object);
*shader = object;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD flags,
const PALETTEENTRY *entries, void *parent, struct wined3d_palette **palette)
{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_palette *object;
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HRESULT hr;
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TRACE("iface %p, flags %#x, entries %p, palette %p, parent %p.\n",
iface, flags, entries, palette, parent);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate palette memory.\n");
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return E_OUTOFMEMORY;
}
hr = wined3d_palette_init(object, This, flags, entries, parent);
if (FAILED(hr))
{
WARN("Failed to initialize palette, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
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return hr;
}
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TRACE("Created palette %p.\n", object);
*palette = object;
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return WINED3D_OK;
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}
static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
HBITMAP hbm;
BITMAP bm;
HRESULT hr;
HDC dcb = NULL, dcs = NULL;
WINEDDCOLORKEY colorkey;
hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
if(hbm)
{
GetObjectA(hbm, sizeof(BITMAP), &bm);
dcb = CreateCompatibleDC(NULL);
if(!dcb) goto out;
SelectObject(dcb, hbm);
}
else
{
/* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
* couldn't be loaded
*/
memset(&bm, 0, sizeof(bm));
bm.bmWidth = 32;
bm.bmHeight = 32;
}
hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *)This, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
&wined3d_null_parent_ops, &This->logo_surface);
if (FAILED(hr))
{
ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
goto out;
}
if(dcb) {
hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
if(FAILED(hr)) goto out;
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
colorkey.dwColorSpaceLowValue = 0;
colorkey.dwColorSpaceHighValue = 0;
IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
}
else
{
const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
/* Fill the surface with a white color to show that wined3d is there */
IWineD3DDevice_ColorFill((IWineD3DDevice *)This, This->logo_surface, NULL, &c);
}
out:
if (dcb) DeleteDC(dcb);
if (hbm) DeleteObject(hbm);
}
/* Context activation is done by the caller. */
static void create_dummy_textures(IWineD3DDeviceImpl *This)
{
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
unsigned int i;
/* Under DirectX you can have texture stage operations even if no texture is
bound, whereas opengl will only do texture operations when a valid texture is
bound. We emulate this by creating dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
ENTER_GL();
if (gl_info->supported[APPLE_CLIENT_STORAGE])
{
/* The dummy texture does not have client storage backing */
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
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for (i = 0; i < gl_info->limits.textures; ++i)
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{
GLubyte white = 255;
/* Make appropriate texture active */
2008-12-16 13:18:49 +01:00
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
/* Generate an opengl texture name */
glGenTextures(1, &This->dummyTextureName[i]);
checkGLcall("glGenTextures");
TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
/* Generate a dummy 2d texture (not using 1d because they cause many
* DRI drivers fall back to sw) */
glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
checkGLcall("glBindTexture");
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage2D");
}
if (gl_info->supported[APPLE_CLIENT_STORAGE])
{
/* Reenable because if supported it is enabled by default */
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
LEAVE_GL();
}
/* Context activation is done by the caller. */
static void destroy_dummy_textures(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
{
ENTER_GL();
glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
LEAVE_GL();
memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
}
static LONG fullscreen_style(LONG style)
{
/* Make sure the window is managed, otherwise we won't get keyboard input. */
style |= WS_POPUP | WS_SYSMENU;
style &= ~(WS_CAPTION | WS_THICKFRAME);
return style;
}
static LONG fullscreen_exstyle(LONG exstyle)
{
/* Filter out window decorations. */
exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
return exstyle;
}
static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
BOOL filter_messages;
LONG style, exstyle;
TRACE("Setting up window %p for fullscreen mode.\n", window);
if (device->style || device->exStyle)
{
ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
window, device->style, device->exStyle);
}
device->style = GetWindowLongW(window, GWL_STYLE);
device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
style = fullscreen_style(device->style);
exstyle = fullscreen_exstyle(device->exStyle);
TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
device->style, device->exStyle, style, exstyle);
filter_messages = device->filter_messages;
device->filter_messages = TRUE;
SetWindowLongW(window, GWL_STYLE, style);
SetWindowLongW(window, GWL_EXSTYLE, exstyle);
SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
device->filter_messages = filter_messages;
}
static void WINAPI IWineD3DDeviceImpl_RestoreFullscreenWindow(IWineD3DDevice *iface, HWND window)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
BOOL filter_messages;
LONG style, exstyle;
if (!device->style && !device->exStyle) return;
TRACE("Restoring window style of window %p to %08x, %08x.\n",
window, device->style, device->exStyle);
style = GetWindowLongW(window, GWL_STYLE);
exstyle = GetWindowLongW(window, GWL_EXSTYLE);
filter_messages = device->filter_messages;
device->filter_messages = TRUE;
/* Only restore the style if the application didn't modify it during the
* fullscreen phase. Some applications change it before calling Reset()
* when switching between windowed and fullscreen modes (HL2), some
* depend on the original style (Eve Online). */
if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
{
SetWindowLongW(window, GWL_STYLE, device->style);
SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
}
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
device->filter_messages = filter_messages;
/* Delete the old values. */
device->style = 0;
device->exStyle = 0;
}
static HRESULT WINAPI IWineD3DDeviceImpl_AcquireFocusWindow(IWineD3DDevice *iface, HWND window)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, window %p.\n", iface, window);
if (!wined3d_register_window(window, device))
{
ERR("Failed to register window %p.\n", window);
return E_FAIL;
}
device->focus_window = window;
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
return WINED3D_OK;
}
static void WINAPI IWineD3DDeviceImpl_ReleaseFocusWindow(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p.\n", iface);
if (device->focus_window) wined3d_unregister_window(device->focus_window);
device->focus_window = NULL;
}
static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
struct wined3d_swapchain *swapchain = NULL;
struct wined3d_context *context;
HRESULT hr;
DWORD state;
unsigned int i;
TRACE("(%p)->(%p)\n", This, pPresentationParameters);
if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
TRACE("(%p) : Creating stateblock\n", This);
hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, &This->stateBlock);
if (FAILED(hr))
{
WARN("Failed to create stateblock\n");
goto err_out;
}
TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
This->updateStateBlock = This->stateBlock;
wined3d_stateblock_incref(This->updateStateBlock);
2009-10-22 10:09:54 +02:00
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->render_targets) * gl_info->limits.buffers);
This->palette_count = 1;
This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
if (!This->palettes || !This->render_targets)
{
ERR("Out of memory!\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
if(!This->palettes[0]) {
ERR("Out of memory!\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
for (i = 0; i < 256; ++i) {
This->palettes[0][i].peRed = 0xFF;
This->palettes[0][i].peGreen = 0xFF;
This->palettes[0][i].peBlue = 0xFF;
This->palettes[0][i].peFlags = 0xFF;
}
This->currentPalette = 0;
/* Initialize the texture unit mapping to a 1:1 mapping */
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for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
{
if (state < gl_info->limits.fragment_samplers)
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{
This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state;
} else {
This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
}
}
/* Setup the implicit swapchain. This also initializes a context. */
TRACE("Creating implicit swapchain\n");
hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
pPresentationParameters, &swapchain);
if (FAILED(hr))
{
WARN("Failed to create implicit swapchain\n");
goto err_out;
}
This->swapchain_count = 1;
This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->swapchain_count * sizeof(*This->swapchains));
if (!This->swapchains)
{
ERR("Out of memory!\n");
goto err_out;
}
This->swapchains[0] = swapchain;
if (swapchain->back_buffers && swapchain->back_buffers[0])
{
TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
This->render_targets[0] = swapchain->back_buffers[0];
}
else
{
TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
This->render_targets[0] = swapchain->front_buffer;
}
IWineD3DSurface_AddRef((IWineD3DSurface *)This->render_targets[0]);
/* Depth Stencil support */
This->depth_stencil = This->auto_depth_stencil;
if (This->depth_stencil)
IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
hr = This->shader_backend->shader_alloc_private(This);
if(FAILED(hr)) {
TRACE("Shader private data couldn't be allocated\n");
goto err_out;
}
hr = This->frag_pipe->alloc_private(This);
if(FAILED(hr)) {
TRACE("Fragment pipeline private data couldn't be allocated\n");
goto err_out;
}
hr = This->blitter->alloc_private(This);
if(FAILED(hr)) {
TRACE("Blitter private data couldn't be allocated\n");
goto err_out;
}
/* Set up some starting GL setup */
/* Setup all the devices defaults */
stateblock_init_default_state(This->stateBlock);
context = context_acquire(This, swapchain->front_buffer);
create_dummy_textures(This);
ENTER_GL();
/* Initialize the current view state */
This->view_ident = 1;
This->contexts[0]->last_was_rhw = 0;
glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
switch(wined3d_settings.offscreen_rendering_mode) {
case ORM_FBO:
This->offscreenBuffer = GL_COLOR_ATTACHMENT0;
break;
case ORM_BACKBUFFER:
{
2009-07-24 10:44:17 +02:00
if (context_get_current()->aux_buffers > 0)
{
TRACE("Using auxilliary buffer for offscreen rendering\n");
This->offscreenBuffer = GL_AUX0;
} else {
TRACE("Using back buffer for offscreen rendering\n");
This->offscreenBuffer = GL_BACK;
}
}
}
TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
LEAVE_GL();
context_release(context);
/* Clear the screen */
IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
0x00, 1.0f, 0);
This->d3d_initialized = TRUE;
if(wined3d_settings.logo) {
IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
}
This->highest_dirty_ps_const = 0;
This->highest_dirty_vs_const = 0;
return WINED3D_OK;
2008-01-22 09:27:00 +01:00
err_out:
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->swapchains);
This->swapchain_count = 0;
if (This->palettes)
{
HeapFree(GetProcessHeap(), 0, This->palettes[0]);
HeapFree(GetProcessHeap(), 0, This->palettes);
}
This->palette_count = 0;
if (swapchain)
wined3d_swapchain_decref(swapchain);
if (This->stateBlock)
{
wined3d_stateblock_decref(This->stateBlock);
This->stateBlock = NULL;
}
if (This->blit_priv) {
This->blitter->free_private(This);
}
if (This->fragment_priv) {
This->frag_pipe->free_private(This);
}
if (This->shader_priv) {
This->shader_backend->shader_free_private(This);
}
return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_swapchain *swapchain = NULL;
HRESULT hr;
/* Setup the implicit swapchain */
TRACE("Creating implicit swapchain\n");
hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
pPresentationParameters, &swapchain);
if (FAILED(hr))
{
WARN("Failed to create implicit swapchain\n");
goto err_out;
}
This->swapchain_count = 1;
This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->swapchain_count * sizeof(*This->swapchains));
if (!This->swapchains)
{
ERR("Out of memory!\n");
goto err_out;
}
This->swapchains[0] = swapchain;
return WINED3D_OK;
err_out:
wined3d_swapchain_decref(swapchain);
return hr;
}
static HRESULT WINAPI device_unload_resource(struct wined3d_resource *resource, void *data)
{
TRACE("Unloading resource %p.\n", resource);
resource->resource_ops->resource_unload(resource);
return S_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info;
struct IWineD3DSurfaceImpl *surface;
struct wined3d_context *context;
2007-08-06 16:38:00 +02:00
UINT i;
TRACE("(%p)\n", This);
if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
/* Force making the context current again, to verify it is still valid
* (workaround for broken drivers) */
context_set_current(NULL);
2008-01-09 20:37:05 +01:00
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
context = context_acquire(This, NULL);
gl_info = context->gl_info;
if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
/* Unload resources */
IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
2007-07-04 17:57:45 +02:00
TRACE("Deleting high order patches\n");
for(i = 0; i < PATCHMAP_SIZE; i++) {
struct list *e1, *e2;
struct WineD3DRectPatch *patch;
LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
IWineD3DDevice_DeletePatch(iface, patch->Handle);
}
}
/* Delete the mouse cursor texture */
if(This->cursorTexture) {
ENTER_GL();
glDeleteTextures(1, &This->cursorTexture);
LEAVE_GL();
This->cursorTexture = 0;
}
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/
if(This->depth_blt_texture) {
ENTER_GL();
glDeleteTextures(1, &This->depth_blt_texture);
LEAVE_GL();
This->depth_blt_texture = 0;
}
if (This->depth_blt_rb) {
ENTER_GL();
gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
LEAVE_GL();
This->depth_blt_rb = 0;
This->depth_blt_rb_w = 0;
This->depth_blt_rb_h = 0;
}
/* Release the update stateblock */
if (wined3d_stateblock_decref(This->updateStateBlock))
{
if (This->updateStateBlock != This->stateBlock)
FIXME("Something's still holding the update stateblock.\n");
}
This->updateStateBlock = NULL;
{
struct wined3d_stateblock *stateblock = This->stateBlock;
This->stateBlock = NULL;
/* Release the stateblock */
if (wined3d_stateblock_decref(stateblock))
FIXME("Something's still holding the stateblock.\n");
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
This->blitter->free_private(This);
This->frag_pipe->free_private(This);
This->shader_backend->shader_free_private(This);
/* Release the buffers (with sanity checks)*/
if (This->onscreen_depth_stencil)
{
surface = This->onscreen_depth_stencil;
This->onscreen_depth_stencil = NULL;
IWineD3DSurface_Release((IWineD3DSurface *)surface);
}
if (This->depth_stencil)
{
surface = This->depth_stencil;
TRACE("Releasing depth/stencil buffer %p.\n", surface);
This->depth_stencil = NULL;
if (IWineD3DSurface_Release((IWineD3DSurface *)surface)
&& surface != This->auto_depth_stencil)
{
ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
}
}
if (This->auto_depth_stencil)
{
surface = This->auto_depth_stencil;
This->auto_depth_stencil = NULL;
if (IWineD3DSurface_Release((IWineD3DSurface *)surface))
{
2007-11-10 00:19:19 +01:00
FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
}
}
for (i = 1; i < gl_info->limits.buffers; ++i)
{
IWineD3DDevice_SetRenderTarget(iface, i, NULL, FALSE);
}
surface = This->render_targets[0];
TRACE("Setting rendertarget 0 to NULL\n");
This->render_targets[0] = NULL;
TRACE("Releasing the render target at %p\n", surface);
IWineD3DSurface_Release((IWineD3DSurface *)surface);
context_release(context);
for (i = 0; i < This->swapchain_count; ++i)
{
TRACE("Releasing the implicit swapchain %u.\n", i);
if (wined3d_swapchain_decref(This->swapchains[i]))
FIXME("Something's still holding the implicit swapchain.\n");
}
HeapFree(GetProcessHeap(), 0, This->swapchains);
This->swapchains = NULL;
This->swapchain_count = 0;
for (i = 0; i < This->palette_count; ++i)
HeapFree(GetProcessHeap(), 0, This->palettes[i]);
HeapFree(GetProcessHeap(), 0, This->palettes);
This->palettes = NULL;
This->palette_count = 0;
HeapFree(GetProcessHeap(), 0, This->render_targets);
This->render_targets = NULL;
This->d3d_initialized = FALSE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
unsigned int i;
for (i = 0; i < This->swapchain_count; ++i)
{
TRACE("Releasing the implicit swapchain %u.\n", i);
if (wined3d_swapchain_decref(This->swapchains[i]))
FIXME("Something's still holding the implicit swapchain.\n");
}
HeapFree(GetProcessHeap(), 0, This->swapchains);
This->swapchains = NULL;
This->swapchain_count = 0;
return WINED3D_OK;
}
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
*
* There is no way to deactivate thread safety once it is enabled.
*/
static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/*For now just store the flag(needed in case of ddraw) */
This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
}
2008-11-25 11:57:39 +01:00
static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
const WINED3DDISPLAYMODE* pMode) {
DEVMODEW devmode;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_format *format = wined3d_get_format(&This->adapter->gl_info, pMode->Format);
LONG ret;
RECT clip_rc;
TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
/* Resize the screen even without a window:
* The app could have unset it with SetCooperativeLevel, but not called
* RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
* but we don't have any hwnd
*/
2007-08-05 20:23:42 +02:00
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
devmode.dmPelsWidth = pMode->Width;
devmode.dmPelsHeight = pMode->Height;
devmode.dmDisplayFrequency = pMode->RefreshRate;
if (pMode->RefreshRate)
devmode.dmFields |= DM_DISPLAYFREQUENCY;
/* Only change the mode if necessary */
if (This->ddraw_width == pMode->Width && This->ddraw_height == pMode->Height
&& This->ddraw_format == pMode->Format && !pMode->RefreshRate)
return WINED3D_OK;
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
if (ret != DISP_CHANGE_SUCCESSFUL)
{
if (devmode.dmDisplayFrequency)
{
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
devmode.dmDisplayFrequency = 0;
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
}
if(ret != DISP_CHANGE_SUCCESSFUL) {
return WINED3DERR_NOTAVAILABLE;
}
}
/* Store the new values */
This->ddraw_width = pMode->Width;
This->ddraw_height = pMode->Height;
This->ddraw_format = pMode->Format;
/* And finally clip mouse to our screen */
SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
ClipCursor(&clip_rc);
return WINED3D_OK;
}
2011-02-01 19:39:53 +01:00
static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, struct wined3d **wined3d)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, wined3d %p.\n", iface, wined3d);
*wined3d = device->wined3d;
wined3d_incref(*wined3d);
TRACE("Returning %p.\n", *wined3d);
return WINED3D_OK;
}
2005-07-13 16:15:54 +02:00
static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
(This->adapter->TextureRam/(1024*1024)),
((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
/* return simulated texture memory left */
return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
struct wined3d_buffer *buffer, UINT OffsetInBytes, UINT Stride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
struct wined3d_buffer *prev_buffer;
TRACE("iface %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
iface, StreamNumber, buffer, OffsetInBytes, Stride);
if (StreamNumber >= MAX_STREAMS) {
WARN("Stream out of range %d\n", StreamNumber);
return WINED3DERR_INVALIDCALL;
} else if(OffsetInBytes & 0x3) {
WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
return WINED3DERR_INVALIDCALL;
}
stream = &This->updateStateBlock->state.streams[StreamNumber];
prev_buffer = stream->buffer;
This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
if (prev_buffer == buffer
&& stream->stride == Stride
&& stream->offset == OffsetInBytes)
{
TRACE("Application is setting the old values over, nothing to do\n");
return WINED3D_OK;
}
stream->buffer = buffer;
if (buffer)
{
stream->stride = Stride;
stream->offset = OffsetInBytes;
}
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if (buffer)
wined3d_buffer_incref(buffer);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
return WINED3D_OK;
}
if (buffer)
{
InterlockedIncrement(&buffer->bind_count);
wined3d_buffer_incref(buffer);
}
if (prev_buffer)
{
InterlockedDecrement(&prev_buffer->bind_count);
wined3d_buffer_decref(prev_buffer);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
UINT StreamNumber, struct wined3d_buffer **buffer, UINT *pOffset, UINT *pStride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
TRACE("iface %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
iface, StreamNumber, buffer, pOffset, pStride);
if (StreamNumber >= MAX_STREAMS)
{
WARN("Stream out of range %d\n", StreamNumber);
return WINED3DERR_INVALIDCALL;
}
stream = &This->stateBlock->state.streams[StreamNumber];
*buffer = stream->buffer;
*pStride = stream->stride;
if (pOffset) *pOffset = stream->offset;
if (*buffer)
wined3d_buffer_incref(*buffer);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
UINT old_flags, oldFreq;
2005-07-13 16:15:54 +02:00
TRACE("iface %p, stream_idx %u, divider %#x.\n", iface, StreamNumber, Divider);
/* Verify input at least in d3d9 this is invalid. */
if ((Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
{
WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
if ((Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !StreamNumber)
{
WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
if (!Divider)
{
WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
stream = &This->updateStateBlock->state.streams[StreamNumber];
old_flags = stream->flags;
oldFreq = stream->frequency;
stream->flags = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
stream->frequency = Divider & 0x7FFFFF;
This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
if (stream->frequency != oldFreq || stream->flags != old_flags)
2007-02-14 17:56:29 +01:00
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
return WINED3D_OK;
}
2005-07-13 16:15:54 +02:00
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
TRACE("iface %p, stream_idx %u, divider %p.\n", iface, StreamNumber, Divider);
2005-07-13 16:15:54 +02:00
stream = &This->updateStateBlock->state.streams[StreamNumber];
*Divider = stream->flags | stream->frequency;
TRACE("Returning %#x.\n", *Divider);
return WINED3D_OK;
}
/*****
2005-07-11 12:59:41 +02:00
* Get / Set & Multiply Transform
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
This->updateStateBlock->state.transforms[d3dts] = *lpmatrix;
return WINED3D_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->state.transforms[d3dts].u.m[0][0], lpmatrix, sizeof(*lpmatrix)))
{
TRACE("The app is setting the same matrix over again\n");
return WINED3D_OK;
}
else
{
conv_mat(lpmatrix, &This->stateBlock->state.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
2005-07-13 16:15:54 +02:00
matrix. The Projection matrix stay projection matrix.
*/
/* Capture the times we can just ignore the change for now */
2008-01-09 20:37:05 +01:00
if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2005-07-13 16:15:54 +02:00
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
/* Handled by the state manager */
}
if (d3dts < WINED3DTS_WORLDMATRIX(This->adapter->gl_info.limits.blends))
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface,
WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, state %s, matrix %p.\n", iface, debug_d3dtstype(state), matrix);
*matrix = device->stateBlock->state.transforms[state];
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
const WINED3DMATRIX *mat = NULL;
WINED3DMATRIX temp;
2004-12-20 20:27:06 +01:00
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
* below means it will be recorded in a state block change, but it
2005-07-13 16:15:54 +02:00
* works regardless where it is recorded.
2004-12-20 20:27:06 +01:00
* If this is found to be wrong, change to StateBlock.
*/
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
if (State <= HIGHEST_TRANSFORMSTATE)
{
mat = &This->updateStateBlock->state.transforms[State];
}
else
{
FIXME("Unhandled transform state!!\n");
}
2008-01-23 22:39:56 +01:00
multiply_matrix(&temp, mat, pMatrix);
/* Apply change via set transform - will reapply to eg. lights this way */
return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
}
/*****
* Get / Set Light
*****/
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2004-12-20 20:27:06 +01:00
you can reference any indexes you want as long as that number max are enabled at any
2007-02-19 15:24:26 +01:00
one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
but when recording, just build a chain pretty much of commands to be replayed. */
2005-07-13 16:15:54 +02:00
static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
float rho;
struct wined3d_light_info *object = NULL;
UINT Hi = LIGHTMAP_HASHFUNC(Index);
struct list *e;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2007-02-20 22:43:13 +01:00
/* Check the parameter range. Need for speed most wanted sets junk lights which confuse
* the gl driver.
*/
if(!pLight) {
WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
switch(pLight->Type) {
case WINED3DLIGHT_POINT:
case WINED3DLIGHT_SPOT:
case WINED3DLIGHT_PARALLELPOINT:
case WINED3DLIGHT_GLSPOT:
/* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
* most wanted
*/
if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
{
2007-02-20 22:43:13 +01:00
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
break;
case WINED3DLIGHT_DIRECTIONAL:
/* Ignores attenuation */
break;
default:
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
LIST_FOR_EACH(e, &This->updateStateBlock->state.light_map[Hi])
{
object = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(object->OriginalIndex == Index) break;
object = NULL;
}
if(!object) {
TRACE("Adding new light\n");
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if(!object) {
ERR("Out of memory error when allocating a light\n");
return E_OUTOFMEMORY;
}
list_add_head(&This->updateStateBlock->state.light_map[Hi], &object->entry);
object->glIndex = -1;
object->OriginalIndex = Index;
}
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/* Initialize the object */
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TRACE("Light %d 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 */
object->OriginalParms = *pLight;
switch (pLight->Type) {
case WINED3DLIGHT_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 WINED3DLIGHT_DIRECTIONAL:
/* Direction */
object->lightPosn[0] = -pLight->Direction.x;
object->lightPosn[1] = -pLight->Direction.y;
object->lightPosn[2] = -pLight->Direction.z;
object->lightPosn[3] = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3DLIGHT_SPOT:
/* Position */
object->lightPosn[0] = pLight->Position.x;
object->lightPosn[1] = pLight->Position.y;
object->lightPosn[2] = pLight->Position.z;
object->lightPosn[3] = 1.0f;
/* Direction */
object->lightDirn[0] = pLight->Direction.x;
object->lightDirn[1] = pLight->Direction.y;
object->lightDirn[2] = pLight->Direction.z;
object->lightDirn[3] = 1.0f;
/*
* 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)
{
/* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
* falloff resp. exponent parameter as an exponent, so the spot light lighting
* will always be 1.0 for both of them, and we don't have to care for the
* rest of the rather complex calculation
*/
object->exponent = 0.0f;
} else {
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
if (rho < 0.0001f) rho = 0.0001f;
object->exponent = -0.3f/logf(cosf(rho/2));
}
if (object->exponent > 128.0f)
{
object->exponent = 128.0f;
2009-01-09 10:23:43 +01:00
}
object->cutoff = (float) (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 && !This->isRecordingState) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT *pLight)
{
struct wined3d_light_info *lightInfo = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD Hi = LIGHTMAP_HASHFUNC(Index);
struct list *e;
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TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
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LIST_FOR_EACH(e, &This->stateBlock->state.light_map[Hi])
{
lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(lightInfo->OriginalIndex == Index) break;
lightInfo = NULL;
}
if (!lightInfo)
{
TRACE("Light information requested but light not defined\n");
return WINED3DERR_INVALIDCALL;
}
*pLight = lightInfo->OriginalParms;
return WINED3D_OK;
}
/*****
2005-07-13 16:15:54 +02:00
* Get / Set Light Enable
* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable)
{
struct wined3d_light_info *lightInfo = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT Hi = LIGHTMAP_HASHFUNC(Index);
struct list *e;
2006-10-01 05:20:10 +02:00
TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
LIST_FOR_EACH(e, &This->updateStateBlock->state.light_map[Hi])
{
lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(lightInfo->OriginalIndex == Index) break;
lightInfo = NULL;
}
TRACE("Found light: %p\n", lightInfo);
/* Special case - enabling an undefined light creates one with a strict set of parms! */
if (!lightInfo)
{
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TRACE("Light enabled requested but light not defined, so defining one!\n");
IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
/* Search for it again! Should be fairly quick as near head of list */
LIST_FOR_EACH(e, &This->updateStateBlock->state.light_map[Hi])
{
lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(lightInfo->OriginalIndex == Index) break;
lightInfo = NULL;
}
if (!lightInfo)
{
FIXME("Adding default lights has failed dismally\n");
return WINED3DERR_INVALIDCALL;
}
}
if(!Enable) {
if(lightInfo->glIndex != -1) {
if(!This->isRecordingState) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
}
This->updateStateBlock->state.lights[lightInfo->glIndex] = NULL;
lightInfo->glIndex = -1;
} else {
TRACE("Light already disabled, nothing to do\n");
}
lightInfo->enabled = FALSE;
} else {
lightInfo->enabled = TRUE;
if (lightInfo->glIndex != -1) {
/* nop */
TRACE("Nothing to do as light was enabled\n");
} else {
int i;
/* Find a free gl light */
for (i = 0; i < This->maxConcurrentLights; ++i)
{
if (!This->updateStateBlock->state.lights[i])
{
This->updateStateBlock->state.lights[i] = lightInfo;
lightInfo->glIndex = i;
break;
}
}
if(lightInfo->glIndex == -1) {
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
* is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
* as well for those lights.
*
* TODO: Test how this affects rendering
*/
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WARN("Too many concurrently active lights\n");
return WINED3D_OK;
}
/* i == lightInfo->glIndex */
if(!This->isRecordingState) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
}
}
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable)
{
struct wined3d_light_info *lightInfo = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct list *e;
UINT Hi = LIGHTMAP_HASHFUNC(Index);
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TRACE("(%p) : for idx(%d)\n", This, Index);
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LIST_FOR_EACH(e, &This->stateBlock->state.light_map[Hi])
{
lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(lightInfo->OriginalIndex == Index) break;
lightInfo = NULL;
}
if (!lightInfo)
{
TRACE("Light enabled state requested but light not defined\n");
return WINED3DERR_INVALIDCALL;
}
/* true is 128 according to SetLightEnable */
*pEnable = lightInfo->enabled ? 128 : 0;
return WINED3D_OK;
}
/*****
* Get / Set Clip Planes
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
/* Validate Index */
if (Index >= This->adapter->gl_info.limits.clipplanes)
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{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
}
This->updateStateBlock->changed.clipplane |= 1 << Index;
if (This->updateStateBlock->state.clip_planes[Index][0] == pPlane[0]
&& This->updateStateBlock->state.clip_planes[Index][1] == pPlane[1]
&& This->updateStateBlock->state.clip_planes[Index][2] == pPlane[2]
&& This->updateStateBlock->state.clip_planes[Index][3] == pPlane[3])
{
TRACE("Application is setting old values over, nothing to do\n");
return WINED3D_OK;
}
This->updateStateBlock->state.clip_planes[Index][0] = pPlane[0];
This->updateStateBlock->state.clip_planes[Index][1] = pPlane[1];
This->updateStateBlock->state.clip_planes[Index][2] = pPlane[2];
This->updateStateBlock->state.clip_planes[Index][3] = pPlane[3];
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : for idx %d\n", This, Index);
/* Validate Index */
if (Index >= This->adapter->gl_info.limits.clipplanes)
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{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
}
pPlane[0] = (float)This->stateBlock->state.clip_planes[Index][0];
pPlane[1] = (float)This->stateBlock->state.clip_planes[Index][1];
pPlane[2] = (float)This->stateBlock->state.clip_planes[Index][2];
pPlane[3] = (float)This->stateBlock->state.clip_planes[Index][3];
return WINED3D_OK;
}
/*****
* Get / Set Clip Plane Status
* WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
if (!pClipStatus)
return WINED3DERR_INVALIDCALL;
This->updateStateBlock->state.clip_status.ClipUnion = pClipStatus->ClipUnion;
This->updateStateBlock->state.clip_status.ClipIntersection = pClipStatus->ClipIntersection;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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FIXME("(%p) : stub\n", This);
if (!pClipStatus)
return WINED3DERR_INVALIDCALL;
pClipStatus->ClipUnion = This->updateStateBlock->state.clip_status.ClipUnion;
pClipStatus->ClipIntersection = This->updateStateBlock->state.clip_status.ClipIntersection;
return WINED3D_OK;
}
/*****
* Get / Set Material
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->updateStateBlock->changed.material = TRUE;
This->updateStateBlock->state.material = *pMaterial;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*pMaterial = This->updateStateBlock->state.material;
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 WINED3D_OK;
}
/*****
* Get / Set Indices
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetIndexBuffer(IWineD3DDevice *iface,
struct wined3d_buffer *buffer, enum wined3d_format_id fmt)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_buffer *prev_buffer;
TRACE("iface %p, buffer %p, format %s.\n",
iface, buffer, debug_d3dformat(fmt));
prev_buffer = This->updateStateBlock->state.index_buffer;
This->updateStateBlock->changed.indices = TRUE;
This->updateStateBlock->state.index_buffer = buffer;
This->updateStateBlock->state.index_format = fmt;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
if (buffer)
wined3d_buffer_incref(buffer);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
return WINED3D_OK;
}
if (prev_buffer != buffer)
{
2007-02-19 15:25:32 +01:00
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
if (buffer)
{
InterlockedIncrement(&buffer->bind_count);
wined3d_buffer_incref(buffer);
}
if (prev_buffer)
{
InterlockedDecrement(&prev_buffer->bind_count);
wined3d_buffer_decref(prev_buffer);
}
2007-02-19 15:25:32 +01:00
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetIndexBuffer(IWineD3DDevice *iface, struct wined3d_buffer **buffer)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, buffer %p.\n", iface, buffer);
*buffer = This->stateBlock->state.index_buffer;
2005-07-13 16:15:54 +02:00
if (*buffer)
wined3d_buffer_incref(*buffer);
TRACE("Returning %p.\n", *buffer);
return WINED3D_OK;
}
/* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)->(%d)\n", This, BaseIndex);
if (This->updateStateBlock->state.base_vertex_index == BaseIndex)
{
TRACE("Application is setting the old value over, nothing to do\n");
return WINED3D_OK;
}
This->updateStateBlock->state.base_vertex_index = BaseIndex;
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
/* The base vertex index affects the stream sources */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : base_index %p\n", This, base_index);
*base_index = This->stateBlock->state.base_vertex_index;
TRACE("Returning %u\n", *base_index);
return WINED3D_OK;
}
/*****
* Get / Set Viewports
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
This->updateStateBlock->changed.viewport = TRUE;
This->updateStateBlock->state.viewport = *pViewport;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
2006-10-01 05:20:10 +02:00
TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
*pViewport = This->stateBlock->state.viewport;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface,
WINED3DRENDERSTATETYPE State, DWORD Value)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD oldValue = This->stateBlock->state.render_states[State];
2005-07-13 16:15:54 +02:00
TRACE("iface %p, state %s (%#x), value %#x.\n", iface, debug_d3drenderstate(State), State, Value);
This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
This->updateStateBlock->state.render_states[State] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
/* Compared here and not before the assignment to allow proper stateblock recording */
if(Value == oldValue) {
TRACE("Application is setting the old value over, nothing to do\n");
} else {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface,
WINED3DRENDERSTATETYPE State, DWORD *pValue)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, state %s (%#x), value %p.\n", iface, debug_d3drenderstate(State), State, pValue);
*pValue = This->stateBlock->state.render_states[State];
return WINED3D_OK;
}
/*****
* Get / Set Sampler States
* TODO: Verify against dx9 definitions
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD oldValue;
TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
}
2006-12-19 23:17:17 +01:00
if (Sampler >= sizeof(This->stateBlock->state.sampler_states) / sizeof(*This->stateBlock->state.sampler_states))
{
2008-01-24 14:03:10 +01:00
ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2008-01-15 08:06:37 +01:00
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
}
oldValue = This->stateBlock->state.sampler_states[Sampler][Type];
This->updateStateBlock->state.sampler_states[Sampler][Type] = Value;
This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
2006-12-19 23:17:17 +01:00
if(oldValue == Value) {
TRACE("Application is setting the old value over, nothing to do\n");
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
This, Sampler, debug_d3dsamplerstate(Type), Type);
if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
}
if (Sampler >= sizeof(This->stateBlock->state.sampler_states) / sizeof(*This->stateBlock->state.sampler_states))
{
2008-01-24 14:03:10 +01:00
ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2008-01-15 08:06:37 +01:00
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
}
*Value = This->stateBlock->state.sampler_states[Sampler][Type];
TRACE("(%p) : Returning %#x\n", This, *Value);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2005-07-13 16:15:54 +02:00
This->updateStateBlock->changed.scissorRect = TRUE;
if (EqualRect(&This->updateStateBlock->state.scissor_rect, pRect))
{
TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
return WINED3D_OK;
}
CopyRect(&This->updateStateBlock->state.scissor_rect, pRect);
if(This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*pRect = This->updateStateBlock->state.scissor_rect;
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TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice *iface,
struct wined3d_vertex_declaration *pDecl)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_vertex_declaration *oldDecl = This->updateStateBlock->state.vertex_declaration;
TRACE("iface %p, declaration %p.\n", iface, pDecl);
if (pDecl)
wined3d_vertex_declaration_incref(pDecl);
if (oldDecl)
wined3d_vertex_declaration_decref(oldDecl);
This->updateStateBlock->state.vertex_declaration = pDecl;
This->updateStateBlock->changed.vertexDecl = TRUE;
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
} else if(pDecl == oldDecl) {
/* Checked after the assignment to allow proper stateblock recording */
TRACE("Application is setting the old declaration over, nothing to do\n");
return WINED3D_OK;
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice *iface,
struct wined3d_vertex_declaration **ppDecl)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, declaration %p.\n", iface, ppDecl);
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*ppDecl = This->stateBlock->state.vertex_declaration;
if (*ppDecl)
wined3d_vertex_declaration_incref(*ppDecl);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, struct wined3d_shader *shader)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
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device->updateStateBlock->state.vertex_shader = shader;
device->updateStateBlock->changed.vertexShader = TRUE;
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if (device->isRecordingState)
{
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
TRACE("Recording... not performing anything.\n");
return WINED3D_OK;
}
else if(prev == shader)
{
/* Checked here to allow proper stateblock recording */
TRACE("App is setting the old shader over, nothing to do.\n");
return WINED3D_OK;
}
TRACE("(%p) : setting shader(%p)\n", device, shader);
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VSHADER);
return WINED3D_OK;
}
static struct wined3d_shader * WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *shader;
TRACE("iface %p.\n", iface);
shader = device->stateBlock->state.vertex_shader;
if (shader)
wined3d_shader_incref(shader);
TRACE("Returning %p.\n", shader);
return shader;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
IWineD3DDevice *iface,
UINT start,
CONST BOOL *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i, cnt = min(count, MAX_CONST_B - start);
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.vs_consts_b[start], srcData, cnt * sizeof(BOOL));
for (i = 0; i < cnt; i++)
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
}
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
IWineD3DDevice *iface,
UINT start,
BOOL *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, MAX_CONST_B - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.vs_consts_b[start], cnt * sizeof(BOOL));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
IWineD3DDevice *iface,
UINT start,
CONST int *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i, cnt = min(count, MAX_CONST_I - start);
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.vs_consts_i[start * 4], srcData, cnt * sizeof(int) * 4);
for (i = 0; i < cnt; i++)
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
}
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
IWineD3DDevice *iface,
UINT start,
int *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, MAX_CONST_I - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || ((signed int)MAX_CONST_I - (signed int)start) <= 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.vs_consts_i[start * 4], cnt * sizeof(int) * 4);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
IWineD3DDevice *iface,
UINT start,
CONST float *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (!srcData || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.vs_consts_f[start * 4], srcData, count * sizeof(float) * 4);
if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
if (!This->isRecordingState)
{
This->shader_backend->shader_update_float_vertex_constants(This, start, count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
}
memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
IWineD3DDevice *iface,
UINT start,
float *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, This->d3d_vshader_constantF - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.vs_consts_f[start * 4], cnt * sizeof(float) * 4);
return WINED3D_OK;
}
static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
DWORD i;
for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
}
}
static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
{
DWORD i = This->rev_tex_unit_map[unit];
DWORD j = This->texUnitMap[stage];
This->texUnitMap[stage] = unit;
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
{
This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
}
This->rev_tex_unit_map[unit] = stage;
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
{
This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
}
}
static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
int i;
This->fixed_function_usage_map = 0;
for (i = 0; i < MAX_TEXTURES; ++i)
{
const struct wined3d_state *state = &This->stateBlock->state;
WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
if (color_op == WINED3DTOP_DISABLE) {
/* Not used, and disable higher stages */
break;
}
if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
|| ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
|| ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
|| ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
|| ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
|| ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
This->fixed_function_usage_map |= (1 << i);
}
if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
This->fixed_function_usage_map |= (1 << (i + 1));
}
}
}
static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
{
unsigned int i, tex;
WORD ffu_map;
device_update_fixed_function_usage_map(This);
ffu_map = This->fixed_function_usage_map;
if (This->max_ffp_textures == gl_info->limits.texture_stages
|| This->stateBlock->state.lowest_disabled_stage <= This->max_ffp_textures)
{
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1)) continue;
if (This->texUnitMap[i] != i) {
device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
markTextureStagesDirty(This, i);
}
}
return;
}
/* Now work out the mapping */
tex = 0;
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
{
if (!(ffu_map & 1)) continue;
if (This->texUnitMap[i] != tex) {
device_map_stage(This, i, tex);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
markTextureStagesDirty(This, i);
}
++tex;
}
}
static void device_map_psamplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
{
const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
This->stateBlock->state.pixel_shader->reg_maps.sampler_type;
unsigned int i;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
if (sampler_type[i] && This->texUnitMap[i] != i)
{
device_map_stage(This, i, i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
if (i < gl_info->limits.texture_stages)
{
markTextureStagesDirty(This, i);
}
}
}
}
static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
{
DWORD current_mapping = This->rev_tex_unit_map[unit];
/* Not currently used */
if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
/* Used by a fragment sampler */
if (!pshader_sampler_tokens) {
/* No pixel shader, check fixed function */
return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
}
/* Pixel shader, check the shader's sampler map */
return !pshader_sampler_tokens[current_mapping];
}
/* Used by a vertex sampler */
return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
}
static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps, const struct wined3d_gl_info *gl_info)
{
const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
This->stateBlock->state.vertex_shader->reg_maps.sampler_type;
const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
int i;
if (ps)
{
/* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
* Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
pshader_sampler_type = This->stateBlock->state.pixel_shader->reg_maps.sampler_type;
}
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
if (vshader_sampler_type[i])
{
if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
{
/* Already mapped somewhere */
continue;
}
while (start >= 0) {
if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
{
device_map_stage(This, vsampler_idx, start);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
--start;
break;
}
--start;
}
}
}
}
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This)
{
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
const struct wined3d_state *state = &This->stateBlock->state;
BOOL vs = use_vs(state);
BOOL ps = use_ps(state);
/*
* Rules are:
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
* that would be really messy and require shader recompilation
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
*/
if (ps) device_map_psamplers(This, gl_info);
else device_map_fixed_function_samplers(This, gl_info);
if (vs) device_map_vsamplers(This, ps, gl_info);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, struct wined3d_shader *shader)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
device->updateStateBlock->state.pixel_shader = shader;
device->updateStateBlock->changed.pixelShader = TRUE;
/* Handle recording of state blocks */
if (device->isRecordingState)
TRACE("Recording... not performing anything\n");
if (device->isRecordingState)
{
TRACE("Recording... not performing anything.\n");
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
return WINED3D_OK;
}
if (shader == prev)
{
TRACE("App is setting the old pixel shader over, nothing to do.\n");
return WINED3D_OK;
}
if (shader)
wined3d_shader_incref(shader);
if (prev)
wined3d_shader_decref(prev);
TRACE("Setting shader %p.\n", shader);
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_PIXELSHADER);
return WINED3D_OK;
}
static struct wined3d_shader * WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
struct wined3d_shader *shader;
TRACE("iface %p.\n", iface);
shader = device->stateBlock->state.pixel_shader;
if (shader)
wined3d_shader_incref(shader);
TRACE("Returning %p.\n", shader);
return shader;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
IWineD3DDevice *iface,
UINT start,
CONST BOOL *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i, cnt = min(count, MAX_CONST_B - start);
TRACE("(iface %p, srcData %p, start %u, count %u)\n",
iface, srcData, start, count);
if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.ps_consts_b[start], srcData, cnt * sizeof(BOOL));
for (i = 0; i < cnt; i++)
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
}
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
IWineD3DDevice *iface,
UINT start,
BOOL *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, MAX_CONST_B - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.ps_consts_b[start], cnt * sizeof(BOOL));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
IWineD3DDevice *iface,
UINT start,
CONST int *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i, cnt = min(count, MAX_CONST_I - start);
TRACE("(iface %p, srcData %p, start %u, count %u)\n",
iface, srcData, start, count);
if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.ps_consts_i[start * 4], srcData, cnt * sizeof(int) * 4);
for (i = 0; i < cnt; i++)
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
}
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
IWineD3DDevice *iface,
UINT start,
int *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, MAX_CONST_I - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.ps_consts_i[start * 4], cnt * sizeof(int) * 4);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
IWineD3DDevice *iface,
UINT start,
CONST float *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2008-11-20 23:13:48 +01:00
UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (!srcData || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->state.ps_consts_f[start * 4], srcData, count * sizeof(float) * 4);
if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
if (!This->isRecordingState)
{
This->shader_backend->shader_update_float_pixel_constants(This, start, count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
}
memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
IWineD3DDevice *iface,
UINT start,
float *dstData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int cnt = min(count, This->d3d_pshader_constantF - start);
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
iface, dstData, start, count);
if (!dstData || cnt < 0)
return WINED3DERR_INVALIDCALL;
memcpy(dstData, &This->stateBlock->state.ps_consts_f[start * 4], cnt * sizeof(float) * 4);
return WINED3D_OK;
}
/* Context activation is done by the caller. */
/* Do not call while under the GL lock. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
2009-04-06 14:16:59 +02:00
DWORD DestFVF)
{
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
unsigned int i;
WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip;
2008-11-20 23:13:48 +01:00
DWORD numTextures;
if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
{
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
}
if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
{
ERR("Source has no position mask\n");
return WINED3DERR_INVALIDCALL;
}
if (!dest->resource.allocatedMemory)
buffer_get_sysmem(dest, gl_info);
/* Get a pointer into the destination vbo(create one if none exists) and
* write correct opengl data into it. It's cheap and allows us to run drawStridedFast
*/
if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
{
dest->flags |= WINED3D_BUFFER_CREATEBO;
wined3d_buffer_preload(dest);
}
if (dest->buffer_object)
{
unsigned char extrabytes = 0;
/* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
* gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
* this may write 4 extra bytes beyond the area that should be written
*/
if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
if(!dest_conv_addr) {
ERR("Out of memory\n");
/* Continue without storing converted vertices */
}
dest_conv = dest_conv_addr;
}
if (This->stateBlock->state.render_states[WINED3DRS_CLIPPING])
{
static BOOL warned = FALSE;
/*
* The clipping code is not quite correct. Some things need
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
* so disable clipping for now.
* (The graphics in Half-Life are broken, and my processvertices
* test crashes with IDirect3DDevice3)
doClip = TRUE;
*/
doClip = FALSE;
if(!warned) {
warned = TRUE;
FIXME("Clipping is broken and disabled for now\n");
}
} else doClip = FALSE;
dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
WINED3DTS_VIEW,
&view_mat);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
WINED3DTS_PROJECTION,
&proj_mat);
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
WINED3DTS_WORLDMATRIX(0),
&world_mat);
TRACE("View mat:\n");
TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
TRACE("Proj mat:\n");
TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
TRACE("World mat:\n");
TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
/* Get the viewport */
IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
2006-10-01 05:20:10 +02:00
TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
for (i = 0; i < dwCount; i+= 1) {
unsigned int tex_index;
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)(element->data + i * element->stride);
float x, y, z, rhw;
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
/* Multiplication with world, view and projection matrix */
x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
/* WARNING: The following things are taken from d3d7 and were not yet checked
* against d3d8 or d3d9!
*/
/* Clipping conditions: From msdn
*
* A vertex is clipped if it does not match the following requirements
* -rhw < x <= rhw
* -rhw < y <= rhw
* 0 < z <= rhw
* 0 < rhw ( Not in d3d7, but tested in d3d7)
*
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
*
*/
if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
2009-08-27 10:04:56 +02:00
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
( rhw > eps ) ) ) {
/* "Normal" viewport transformation (not clipped)
2006-06-15 17:38:04 +02:00
* 1) The values are divided by rhw
* 2) The y axis is negative, so multiply it with -1
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
* 4) Multiply x with Width/2 and add Width/2
* 5) The same for the height
* 6) Add the viewpoint X and Y to the 2D coordinates and
* The minimum Z value to z
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
*
* Well, basically it's simply a linear transformation into viewport
* coordinates
*/
x /= rhw;
y /= rhw;
z /= rhw;
y *= -1;
x *= vp.Width / 2;
y *= vp.Height / 2;
z *= vp.MaxZ - vp.MinZ;
x += vp.Width / 2 + vp.X;
y += vp.Height / 2 + vp.Y;
z += vp.MinZ;
rhw = 1 / rhw;
} else {
/* That vertex got clipped
* Contrary to OpenGL it is not dropped completely, it just
* undergoes a different calculation.
*/
TRACE("Vertex got clipped\n");
x += rhw;
y += rhw;
x /= 2;
y /= 2;
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
* outside of the main vertex buffer memory. That needs some more
* investigation...
*/
}
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
( (float *) dest_ptr)[0] = x;
( (float *) dest_ptr)[1] = y;
( (float *) dest_ptr)[2] = z;
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
dest_ptr += 3 * sizeof(float);
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
dest_ptr += sizeof(float);
}
if(dest_conv) {
float w = 1 / rhw;
( (float *) dest_conv)[0] = x * w;
( (float *) dest_conv)[1] = y * w;
( (float *) dest_conv)[2] = z * w;
( (float *) dest_conv)[3] = w;
dest_conv += 3 * sizeof(float);
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
dest_conv += sizeof(float);
}
}
}
if (DestFVF & WINED3DFVF_PSIZE) {
dest_ptr += sizeof(DWORD);
if(dest_conv) dest_conv += sizeof(DWORD);
}
if (DestFVF & WINED3DFVF_NORMAL) {
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
const float *normal = (const float *)(element->data + i * element->stride);
/* AFAIK this should go into the lighting information */
FIXME("Didn't expect the destination to have a normal\n");
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
if(dest_conv) {
copy_and_next(dest_conv, normal, 3 * sizeof(float));
}
}
if (DestFVF & WINED3DFVF_DIFFUSE) {
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
{
static BOOL warned = FALSE;
if(!warned) {
ERR("No diffuse color in source, but destination has one\n");
warned = TRUE;
}
*( (DWORD *) dest_ptr) = 0xffffffff;
dest_ptr += sizeof(DWORD);
if(dest_conv) {
*( (DWORD *) dest_conv) = 0xffffffff;
dest_conv += sizeof(DWORD);
}
}
else {
copy_and_next(dest_ptr, color_d, sizeof(DWORD));
if(dest_conv) {
*( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
*( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
*( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
dest_conv += sizeof(DWORD);
}
}
}
2009-08-27 10:04:56 +02:00
if (DestFVF & WINED3DFVF_SPECULAR)
{
/* What's the color value in the feedback buffer? */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
{
static BOOL warned = FALSE;
if(!warned) {
ERR("No specular color in source, but destination has one\n");
warned = TRUE;
}
*( (DWORD *) dest_ptr) = 0xFF000000;
dest_ptr += sizeof(DWORD);
if(dest_conv) {
*( (DWORD *) dest_conv) = 0xFF000000;
dest_conv += sizeof(DWORD);
}
}
else {
copy_and_next(dest_ptr, color_s, sizeof(DWORD));
if(dest_conv) {
*( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
*( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
*( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
dest_conv += sizeof(DWORD);
}
}
}
for (tex_index = 0; tex_index < numTextures; tex_index++) {
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
const float *tex_coord = (const float *)(element->data + i * element->stride);
if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
{
ERR("No source texture, but destination requests one\n");
dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
}
else {
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
if(dest_conv) {
copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
}
}
}
}
if (dest_conv)
{
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
dwCount * get_flexible_vertex_size(DestFVF),
dest_conv_addr));
checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, dest_conv_addr);
}
return WINED3D_OK;
}
#undef copy_and_next
/* Do not call while under the GL lock. */
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, struct wined3d_buffer *dst_buffer,
struct wined3d_vertex_declaration *pVertexDecl, DWORD flags, DWORD DestFVF)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_info stream_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
BOOL vbo = FALSE, streamWasUP = This->stateBlock->state.user_stream;
HRESULT hr;
TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, dst_buffer, pVertexDecl, flags);
if(pVertexDecl) {
ERR("Output vertex declaration not implemented yet\n");
}
/* Need any context to write to the vbo. */
context = context_acquire(This, NULL);
gl_info = context->gl_info;
/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
* control the streamIsUP flag, thus restore it afterwards.
*/
This->stateBlock->state.user_stream = FALSE;
device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
This->stateBlock->state.user_stream = streamWasUP;
if(vbo || SrcStartIndex) {
unsigned int i;
2008-01-09 20:37:05 +01:00
/* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
* unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
*
* Also get the start index in, but only loop over all elements if there's something to add at all.
*/
for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
{
struct wined3d_stream_info_element *e;
if (!(stream_info.use_map & (1 << i))) continue;
e = &stream_info.elements[i];
if (e->buffer_object)
{
struct wined3d_buffer *vb = This->stateBlock->state.streams[e->stream_idx].buffer;
e->buffer_object = 0;
2010-05-21 12:45:40 +02:00
e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
vb->buffer_object = 0;
LEAVE_GL();
}
if (e->data) e->data += e->stride * SrcStartIndex;
}
}
hr = process_vertices_strided(This, DestIndex, VertexCount,
&stream_info, dst_buffer, flags, DestFVF);
context_release(context);
return hr;
}
/*****
* Get / Set Texture Stage States
* TODO: Verify against dx9 definitions
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
DWORD oldValue;
2006-10-01 05:20:10 +02:00
TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
if (Type > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid Type %d passed.\n", Type);
return WINED3D_OK;
}
if (Stage >= gl_info->limits.texture_stages)
{
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
Stage, gl_info->limits.texture_stages - 1);
return WINED3D_OK;
}
oldValue = This->updateStateBlock->state.texture_states[Stage][Type];
This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
This->updateStateBlock->state.texture_states[Stage][Type] = Value;
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return WINED3D_OK;
}
/* Checked after the assignments to allow proper stateblock recording */
if(oldValue == Value) {
TRACE("App is setting the old value over, nothing to do\n");
return WINED3D_OK;
}
if (Stage > This->stateBlock->state.lowest_disabled_stage
&& This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative
== STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
{
/* Colorop change above lowest disabled stage? That won't change anything in the gl setup
* Changes in other states are important on disabled stages too
*/
return WINED3D_OK;
}
if(Type == WINED3DTSS_COLOROP) {
unsigned int i;
if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
* they have to be disabled
*
* The current stage is dirtified below.
*/
for (i = Stage + 1; i < This->stateBlock->state.lowest_disabled_stage; ++i)
{
TRACE("Additionally dirtifying stage %u\n", i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
This->stateBlock->state.lowest_disabled_stage = Stage;
TRACE("New lowest disabled: %u\n", Stage);
} else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
/* Previously disabled stage enabled. Stages above it may need enabling
* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
* and stages below the lowest disabled stage can't be enabled(because they are enabled already).
*
* Again stage Stage doesn't need to be dirtified here, it is handled below.
*/
for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
2009-10-22 10:09:54 +02:00
{
if (This->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
break;
TRACE("Additionally dirtifying stage %u due to enable\n", i);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
}
This->stateBlock->state.lowest_disabled_stage = i;
TRACE("New lowest disabled: %u\n", i);
}
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD *pValue)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, stage %u, state %s, value %p.\n",
iface, Stage, debug_d3dtexturestate(Type), pValue);
if (Type > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid Type %d passed.\n", Type);
return WINED3D_OK;
}
*pValue = This->updateStateBlock->state.texture_states[Stage][Type];
TRACE("Returning %#x.\n", *pValue);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
DWORD stage, struct wined3d_texture *texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
struct wined3d_texture *prev;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
/* Windows accepts overflowing this array... we do not. */
if (stage >= sizeof(This->stateBlock->state.textures) / sizeof(*This->stateBlock->state.textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return WINED3D_OK;
2008-01-15 08:06:37 +01:00
}
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
{
WARN("Rejecting attempt to set scratch texture.\n");
return WINED3DERR_INVALIDCALL;
}
This->updateStateBlock->changed.textures |= 1 << stage;
prev = This->updateStateBlock->state.textures[stage];
TRACE("Previous texture %p.\n", prev);
if (texture == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return WINED3D_OK;
}
TRACE("Setting new texture to %p.\n", texture);
This->updateStateBlock->state.textures[stage] = texture;
if (This->isRecordingState)
{
TRACE("Recording... not performing anything\n");
if (texture) wined3d_texture_incref(texture);
if (prev) wined3d_texture_decref(prev);
2006-12-19 23:17:17 +01:00
return WINED3D_OK;
}
if (texture)
{
LONG bind_count = InterlockedIncrement(&texture->bind_count);
wined3d_texture_incref(texture);
if (!prev || texture->target != prev->target)
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
if (!prev && stage < gl_info->limits.texture_stages)
{
/* The source arguments for color and alpha ops have different
* meanings when a NULL texture is bound, so the COLOROP and
* ALPHAOP have to be dirtified. */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
if (bind_count == 1)
texture->sampler = stage;
}
if (prev)
{
LONG bind_count = InterlockedDecrement(&prev->bind_count);
wined3d_texture_decref(prev);
if (!texture && stage < gl_info->limits.texture_stages)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
}
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if (bind_count && prev->sampler == stage)
{
unsigned int i;
/* Search for other stages the texture is bound to. Shouldn't
* happen if applications bind textures to a single stage only. */
TRACE("Searching for other stages the texture is bound to.\n");
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (This->updateStateBlock->state.textures[i] == prev)
{
TRACE("Texture is also bound to stage %u.\n", i);
prev->sampler = i;
break;
}
}
}
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}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(stage));
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface,
DWORD stage, struct wined3d_texture **texture)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
if (stage >= sizeof(This->stateBlock->state.textures) / sizeof(*This->stateBlock->state.textures))
{
WARN("Current stage overflows textures array (stage %u).\n", stage);
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return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
}
*texture = This->stateBlock->state.textures[stage];
if (*texture)
wined3d_texture_incref(*texture);
TRACE("Returning %p.\n", *texture);
return WINED3D_OK;
}
/*****
* Get Back Buffer
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT swapchain_idx,
UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, IWineD3DSurface **backbuffer)
{
struct wined3d_swapchain *swapchain;
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HRESULT hr;
TRACE("iface %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
iface, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
if (FAILED(hr))
{
WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
return hr;
}
hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
wined3d_swapchain_decref(swapchain);
if (FAILED(hr))
{
WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
return hr;
}
return WINED3D_OK;
}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS *caps)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, caps %p.\n", iface, caps);
return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface,
UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
struct wined3d_swapchain *swapchain;
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HRESULT hr;
TRACE("iface %p, swapchain_idx %u, mode %p.\n", iface, swapchain_idx, mode);
if (swapchain_idx)
{
hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
if (SUCCEEDED(hr))
{
hr = wined3d_swapchain_get_display_mode(swapchain, mode);
wined3d_swapchain_decref(swapchain);
}
}
else
{
/* Don't read the real display mode, but return the stored mode
* instead. X11 can't change the color depth, and some apps are
* pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
* that GetDisplayMode still returns 24 bpp.
*
* Also don't relay to the swapchain because with ddraw it's possible
* that there isn't a swapchain at all. */
mode->Width = device->ddraw_width;
mode->Height = device->ddraw_height;
mode->Format = device->ddraw_format;
mode->RefreshRate = 0;
hr = WINED3D_OK;
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}
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return hr;
}
/*****
* Stateblock related functions
*****/
static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stateblock *stateblock;
HRESULT hr;
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TRACE("(%p)\n", This);
if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock);
if (FAILED(hr)) return hr;
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wined3d_stateblock_decref(This->updateStateBlock);
This->updateStateBlock = stateblock;
This->isRecordingState = TRUE;
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TRACE("(%p) recording stateblock %p\n", This, stateblock);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface,
struct wined3d_stateblock **stateblock)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stateblock *object = This->updateStateBlock;
TRACE("iface %p, stateblock %p.\n", iface, stateblock);
if (!This->isRecordingState) {
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WARN("(%p) not recording! returning error\n", This);
*stateblock = NULL;
return WINED3DERR_INVALIDCALL;
}
stateblock_init_contained_states(object);
*stateblock = object;
This->isRecordingState = FALSE;
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This->updateStateBlock = This->stateBlock;
wined3d_stateblock_incref(This->updateStateBlock);
TRACE("Returning stateblock %p.\n", *stateblock);
return WINED3D_OK;
}
/*****
* Scene related functions
*****/
static 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)\n", This);
if(This->inScene) {
TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
This->inScene = TRUE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_context *context;
TRACE("(%p)\n", This);
if(!This->inScene) {
TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
context = context_acquire(This, NULL);
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
wglFlush();
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
* fails. */
context_release(context);
This->inScene = FALSE;
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface, const RECT *src_rect,
const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
UINT i;
TRACE("iface %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
iface, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, dirty_region);
for (i = 0; i < device->swapchain_count; ++i)
{
wined3d_swapchain_present(device->swapchains[i], src_rect,
dst_rect, dst_window_override, dirty_region, 0);
}
return WINED3D_OK;
}
/* Do not call while under the GL lock. */
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static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD rect_count,
const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
{
const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
RECT draw_rect;
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TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
iface, rect_count, rects, flags, color, depth, stencil);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
IWineD3DSurfaceImpl *ds = device->depth_stencil;
if (!ds)
{
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
/* TODO: What about depth stencil buffers without stencil bits? */
return WINED3DERR_INVALIDCALL;
}
else if (flags & WINED3DCLEAR_TARGET)
{
if(ds->resource.width < device->render_targets[0]->resource.width ||
ds->resource.height < device->render_targets[0]->resource.height)
{
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
return WINED3D_OK;
}
}
}
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device_get_draw_rect(device, &draw_rect);
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return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
device->render_targets, device->depth_stencil, rect_count, rects,
&draw_rect, flags, &c, depth, stencil);
}
/*****
* Drawing functions
*****/
static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
WINED3DPRIMITIVETYPE primitive_type)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
This->updateStateBlock->changed.primitive_type = TRUE;
This->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
}
static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
WINED3DPRIMITIVETYPE *primitive_type)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
*primitive_type = d3d_primitive_type_from_gl(This->stateBlock->state.gl_primitive_type);
TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
if (!This->stateBlock->state.vertex_declaration)
{
WARN("(%p) : Called without a valid vertex declaration set\n", This);
return WINED3DERR_INVALIDCALL;
}
/* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
if (This->stateBlock->state.user_stream)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->state.user_stream = FALSE;
}
if (This->stateBlock->state.load_base_vertex_index)
{
This->stateBlock->state.load_base_vertex_index = 0;
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
}
/* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
drawPrimitive(This, vertex_count, StartVertex /* start_idx */, 0 /* indxSize */, NULL /* indxData */);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface, UINT startIndex, UINT index_count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_buffer *index_buffer;
UINT idxStride = 2;
2007-02-20 22:46:31 +01:00
GLuint vbo;
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index_buffer = This->stateBlock->state.index_buffer;
if (!index_buffer)
{
/* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
* without an index buffer set. (The first time at least...)
* D3D8 simply dies, but I doubt it can do much harm to return
* D3DERR_INVALIDCALL there as well. */
2008-12-29 16:31:22 +01:00
WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
return WINED3DERR_INVALIDCALL;
}
if (!This->stateBlock->state.vertex_declaration)
{
WARN("(%p) : Called without a valid vertex declaration set\n", This);
return WINED3DERR_INVALIDCALL;
}
if (This->stateBlock->state.user_stream)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->state.user_stream = FALSE;
}
vbo = index_buffer->buffer_object;
TRACE("(%p) : startIndex %u, index count %u.\n", This, startIndex, index_count);
if (This->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
idxStride = 2;
else
idxStride = 4;
if (This->stateBlock->state.load_base_vertex_index != This->stateBlock->state.base_vertex_index)
{
This->stateBlock->state.load_base_vertex_index = This->stateBlock->state.base_vertex_index;
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
}
drawPrimitive(This, index_count, startIndex, idxStride,
vbo ? NULL : index_buffer->resource.allocatedMemory);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
struct wined3d_buffer *vb;
TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
if (!This->stateBlock->state.vertex_declaration)
{
WARN("(%p) : Called without a valid vertex declaration set\n", This);
return WINED3DERR_INVALIDCALL;
}
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/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
stream = &This->stateBlock->state.streams[0];
vb = stream->buffer;
stream->buffer = (struct wined3d_buffer *)pVertexStreamZeroData;
if (vb)
wined3d_buffer_decref(vb);
stream->offset = 0;
stream->stride = VertexStreamZeroStride;
This->stateBlock->state.user_stream = TRUE;
This->stateBlock->state.load_base_vertex_index = 0;
/* TODO: Only mark dirty if drawing from a different UP address */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
drawPrimitive(This, vertex_count, 0 /* start_idx */, 0 /* indxSize*/, NULL /* indxData */);
/* MSDN specifies stream zero settings must be set to NULL */
stream->buffer = NULL;
stream->stride = 0;
/* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
* the new stream sources or use UP drawing again
*/
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
UINT index_count, const void *pIndexData, enum wined3d_format_id IndexDataFormat,
const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
int idxStride;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_state *stream;
struct wined3d_buffer *vb, *ib;
TRACE("(%p) : index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u.\n",
This, index_count, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
if (!This->stateBlock->state.vertex_declaration)
{
WARN("(%p) : Called without a valid vertex declaration set\n", This);
return WINED3DERR_INVALIDCALL;
}
if (IndexDataFormat == WINED3DFMT_R16_UINT) {
idxStride = 2;
} else {
idxStride = 4;
}
stream = &This->stateBlock->state.streams[0];
vb = stream->buffer;
stream->buffer = (struct wined3d_buffer *)pVertexStreamZeroData;
if (vb)
wined3d_buffer_decref(vb);
stream->offset = 0;
stream->stride = VertexStreamZeroStride;
This->stateBlock->state.user_stream = TRUE;
/* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
This->stateBlock->state.base_vertex_index = 0;
This->stateBlock->state.load_base_vertex_index = 0;
/* Mark the state dirty until we have nicer tracking of the stream source pointers */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
drawPrimitive(This, index_count, 0 /* start_idx */, idxStride, pIndexData);
/* MSDN specifies stream zero settings and index buffer must be set to NULL */
stream->buffer = NULL;
stream->stride = 0;
ib = This->stateBlock->state.index_buffer;
if (ib)
{
wined3d_buffer_decref(ib);
This->stateBlock->state.index_buffer = NULL;
}
/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
* SetStreamSource to specify a vertex buffer
*/
return WINED3D_OK;
}
2008-12-01 15:32:15 +01:00
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
2008-12-01 15:32:15 +01:00
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/* Mark the state dirty until we have nicer tracking
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
* that value.
*/
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2007-02-19 15:25:32 +01:00
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->state.base_vertex_index = 0;
This->up_strided = DrawPrimStrideData;
drawPrimitive(This, vertex_count, 0, 0, NULL);
This->up_strided = NULL;
return WINED3D_OK;
}
2008-12-01 15:32:15 +01:00
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
UINT NumVertices, const void *pIndexData, enum wined3d_format_id IndexDataFormat)
2008-12-01 15:32:15 +01:00
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
/* Mark the state dirty until we have nicer tracking
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
* that value.
*/
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->state.user_stream = TRUE;
This->stateBlock->state.base_vertex_index = 0;
This->up_strided = DrawPrimStrideData;
drawPrimitive(This, vertex_count, 0 /* start_idx */, idxSize, pIndexData);
This->up_strided = NULL;
return WINED3D_OK;
}
/* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface,
struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
{
WINED3DLOCKED_BOX src;
WINED3DLOCKED_BOX dst;
HRESULT hr;
TRACE("iface %p, src_volume %p, dst_volume %p.\n",
iface, src_volume, dst_volume);
/* TODO: Implement direct loading into the gl volume instead of using
* memcpy and dirtification to improve loading performance. */
hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
if (FAILED(hr)) return hr;
hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
if (FAILED(hr))
{
wined3d_volume_unmap(src_volume);
return hr;
}
memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
hr = wined3d_volume_unmap(dst_volume);
if (FAILED(hr))
wined3d_volume_unmap(src_volume);
else
hr = wined3d_volume_unmap(src_volume);
return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture(IWineD3DDevice *iface,
struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
{
unsigned int level_count, i;
WINED3DRESOURCETYPE type;
HRESULT hr;
TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture);
/* Verify that the source and destination textures are non-NULL. */
if (!src_texture || !dst_texture)
{
WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture == dst_texture)
{
WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Verify that the source and destination textures are the same type. */
type = wined3d_texture_get_type(src_texture);
if (wined3d_texture_get_type(dst_texture) != type)
{
WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Check that both textures have the identical numbers of levels. */
level_count = wined3d_texture_get_level_count(src_texture);
if (wined3d_texture_get_level_count(dst_texture) != level_count)
{
WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Make sure that the destination texture is loaded. */
dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
/* Update every surface level of the texture. */
switch (type)
{
case WINED3DRTYPE_TEXTURE:
{
IWineD3DSurface *src_surface;
IWineD3DSurface *dst_surface;
for (i = 0; i < level_count; ++i)
{
src_surface = (IWineD3DSurface *)surface_from_resource(wined3d_texture_get_sub_resource(
src_texture, i));
dst_surface = (IWineD3DSurface *)surface_from_resource(wined3d_texture_get_sub_resource(
dst_texture, i));
hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
return hr;
}
}
break;
}
case WINED3DRTYPE_CUBETEXTURE:
{
IWineD3DSurface *src_surface;
IWineD3DSurface *dst_surface;
for (i = 0; i < level_count * 6; ++i)
{
src_surface = (IWineD3DSurface *)surface_from_resource(wined3d_texture_get_sub_resource(
src_texture, i));
dst_surface = (IWineD3DSurface *)surface_from_resource(wined3d_texture_get_sub_resource(
dst_texture, i));
hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
return hr;
}
}
break;
}
case WINED3DRTYPE_VOLUMETEXTURE:
{
for (i = 0; i < level_count; ++i)
{
hr = IWineD3DDeviceImpl_UpdateVolume(iface,
volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
if (FAILED(hr))
{
WARN("IWineD3DDeviceImpl_UpdateVolume failed, hr %#x.\n", hr);
return hr;
}
}
break;
}
default:
FIXME("Unsupported texture type %#x.\n", type);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,
UINT swapchain_idx, IWineD3DSurface *dst_surface)
{
struct wined3d_swapchain *swapchain;
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HRESULT hr;
TRACE("iface %p, swapchain_idx %u, dst_surface %p.\n", iface, swapchain_idx, dst_surface);
hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
if (FAILED(hr)) return hr;
hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
wined3d_swapchain_decref(swapchain);
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return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD *pNumPasses)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_state *state = &This->stateBlock->state;
struct wined3d_texture *texture;
DWORD i;
TRACE("(%p) : %p\n", This, pNumPasses);
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
{
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
{
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
texture = state->textures[i];
if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
{
WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
{
WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
&& state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
{
WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
return E_FAIL;
}
}
if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
state->render_states[WINED3DRS_STENCILENABLE])
{
IWineD3DSurfaceImpl *ds = This->depth_stencil;
IWineD3DSurfaceImpl *target = This->render_targets[0];
if(ds && target
&& (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
{
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
return WINED3DERR_CONFLICTINGRENDERSTATE;
}
}
/* return a sensible default */
*pNumPasses = 1;
TRACE("returning D3D_OK\n");
return WINED3D_OK;
}
static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
{
int i;
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
struct wined3d_texture *texture = device->stateBlock->state.textures[i];
if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
|| texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
{
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
}
}
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface,
UINT PaletteNumber, const PALETTEENTRY *pEntries)
{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int j;
UINT NewSize;
PALETTEENTRY **palettes;
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
if (PaletteNumber >= MAX_PALETTES) {
ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
return WINED3DERR_INVALIDCALL;
}
if (PaletteNumber >= This->palette_count)
{
NewSize = This->palette_count;
do {
NewSize *= 2;
} while(PaletteNumber >= NewSize);
palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
if (!palettes) {
ERR("Out of memory!\n");
return E_OUTOFMEMORY;
}
This->palettes = palettes;
This->palette_count = NewSize;
}
if (!This->palettes[PaletteNumber]) {
This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
if (!This->palettes[PaletteNumber]) {
ERR("Out of memory!\n");
return E_OUTOFMEMORY;
}
}
for (j = 0; j < 256; ++j) {
This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
}
if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
TRACE("(%p) : returning\n", This);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface,
UINT PaletteNumber, PALETTEENTRY *pEntries)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int j;
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
if (PaletteNumber >= This->palette_count || !This->palettes[PaletteNumber])
{
/* What happens in such situation isn't documented; Native seems to silently abort
on such conditions. Return Invalid Call. */
ERR("(%p) : (%u) Nonexistent palette. Palette count %u.\n", This, PaletteNumber, This->palette_count);
return WINED3DERR_INVALIDCALL;
}
for (j = 0; j < 256; ++j) {
pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
}
TRACE("(%p) : returning\n", This);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
/* Native appears to silently abort on attempt to make an uninitialized palette current and render.
(tested with reference rasterizer). Return Invalid Call. */
if (PaletteNumber >= This->palette_count || !This->palettes[PaletteNumber])
{
ERR("(%p) : (%u) Nonexistent palette. Palette count %u.\n", This, PaletteNumber, This->palette_count);
return WINED3DERR_INVALIDCALL;
}
/*TODO: stateblocks */
if (This->currentPalette != PaletteNumber) {
This->currentPalette = PaletteNumber;
dirtify_p8_texture_samplers(This);
}
TRACE("(%p) : returning\n", This);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (!PaletteNumber)
{
WARN("(%p) : returning Invalid Call\n", This);
return WINED3DERR_INVALIDCALL;
}
/*TODO: stateblocks */
*PaletteNumber = This->currentPalette;
TRACE("(%p) : returning %u\n", This, *PaletteNumber);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL warned;
if (!warned)
{
FIXME("(%p) : stub\n", This);
warned = TRUE;
}
This->softwareVertexProcessing = bSoftware;
return WINED3D_OK;
}
static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL warned;
if (!warned)
{
FIXME("(%p) : stub\n", This);
warned = TRUE;
}
return This->softwareVertexProcessing;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface,
UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
{
struct wined3d_swapchain *swapchain;
HRESULT hr;
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TRACE("iface %p, swapchain_idx %u, raster_status %p.\n",
iface, swapchain_idx, raster_status);
hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
if (FAILED(hr))
{
WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
return hr;
}
hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
wined3d_swapchain_decref(swapchain);
if (FAILED(hr))
{
WARN("Failed to get raster status, hr %#x.\n", hr);
return hr;
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments)
{
static BOOL warned;
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if(nSegments != 0.0f) {
if (!warned)
{
FIXME("iface %p, nSegments %.8e stub!\n", iface, nSegments);
warned = TRUE;
}
}
return WINED3D_OK;
}
static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface)
{
static BOOL warned;
if (!warned)
{
FIXME("iface %p stub!\n", iface);
warned = TRUE;
}
return 0.0f;
}
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
IWineD3DSurface *src_surface, const RECT *src_rect,
IWineD3DSurface *dst_surface, const POINT *dst_point)
{
IWineD3DSurfaceImpl *src_impl = (IWineD3DSurfaceImpl *)src_surface;
IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)dst_surface;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_format *src_format;
const struct wined3d_format *dst_format;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
const unsigned char *data;
UINT update_w, update_h;
CONVERT_TYPES convert;
UINT src_w, src_h;
UINT dst_x, dst_y;
DWORD sampler;
struct wined3d_format format;
TRACE("iface %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
iface, src_surface, wine_dbgstr_rect(src_rect),
dst_surface, wine_dbgstr_point(dst_point));
if (src_impl->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_impl->resource.pool != WINED3DPOOL_DEFAULT)
{
WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
src_surface, dst_surface);
return WINED3DERR_INVALIDCALL;
}
src_format = src_impl->resource.format;
dst_format = dst_impl->resource.format;
if (src_format->id != dst_format->id)
{
WARN("Source and destination surfaces should have the same format.\n");
return WINED3DERR_INVALIDCALL;
}
dst_x = dst_point ? dst_point->x : 0;
dst_y = dst_point ? dst_point->y : 0;
/* This call loads the OpenGL surface directly, instead of copying the
* surface to the destination's sysmem copy. If surface conversion is
* needed, use BltFast instead to copy in sysmem and use regular surface
* loading. */
d3dfmt_get_conv(dst_impl, FALSE, TRUE, &format, &convert);
if (convert != NO_CONVERSION || format.convert)
return IWineD3DSurface_BltFast(dst_surface, dst_x, dst_y, src_surface, src_rect, 0);
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context = context_acquire(This, NULL);
gl_info = context->gl_info;
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ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
LEAVE_GL();
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/* Make sure the surface is loaded and up to date */
surface_internal_preload(dst_impl, SRGB_RGB);
surface_bind(dst_impl, gl_info, FALSE);
src_w = src_impl->resource.width;
src_h = src_impl->resource.height;
update_w = src_rect ? src_rect->right - src_rect->left : src_w;
update_h = src_rect ? src_rect->bottom - src_rect->top : src_h;
data = src_impl->resource.allocatedMemory;
if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
ENTER_GL();
if (dst_format->flags & WINED3DFMT_FLAG_COMPRESSED)
{
UINT row_length = wined3d_format_calculate_size(src_format, 1, update_w, 1);
UINT row_count = (update_h + src_format->block_height - 1) / src_format->block_height;
UINT src_pitch = wined3d_format_calculate_size(src_format, 1, src_w, 1);
if (src_rect)
{
data += (src_rect->top / src_format->block_height) * src_pitch;
data += (src_rect->left / src_format->block_width) * src_format->block_byte_count;
}
TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
"format %#x, image_size %#x, data %p.\n", dst_impl->texture_target, dst_impl->texture_level,
dst_x, dst_y, update_w, update_h, dst_format->glFormat, row_count * row_length, data);
if (row_length == src_pitch)
{
GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
dst_x, dst_y, update_w, update_h, dst_format->glInternal, row_count * row_length, data));
}
else
{
UINT row, y;
/* glCompressedTexSubImage2DARB() ignores pixel store state, so we
* can't use the unpack row length like below. */
for (row = 0, y = dst_y; row < row_count; ++row)
{
GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
dst_x, y, update_w, src_format->block_height, dst_format->glInternal, row_length, data));
y += src_format->block_height;
data += src_pitch;
}
}
checkGLcall("glCompressedTexSubImage2DARB");
}
else
{
if (src_rect)
{
data += src_rect->top * src_w * src_format->byte_count;
data += src_rect->left * src_format->byte_count;
}
TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, data %p.\n",
dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
update_w, update_h, dst_format->glFormat, dst_format->glType, data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, src_w);
glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, dst_x, dst_y,
update_w, update_h, dst_format->glFormat, dst_format->glType, data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
checkGLcall("glTexSubImage2D");
}
LEAVE_GL();
context_release(context);
surface_modify_location(dst_impl, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct WineD3DRectPatch *patch;
GLenum old_primitive_type;
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unsigned int i;
struct list *e;
BOOL found;
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TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
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if(!(Handle || pRectPatchInfo)) {
/* TODO: Write a test for the return value, thus the FIXME */
FIXME("Both Handle and pRectPatchInfo are NULL\n");
return WINED3DERR_INVALIDCALL;
}
if(Handle) {
i = PATCHMAP_HASHFUNC(Handle);
found = FALSE;
LIST_FOR_EACH(e, &This->patches[i]) {
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
if(patch->Handle == Handle) {
found = TRUE;
break;
}
}
if(!found) {
TRACE("Patch does not exist. Creating a new one\n");
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
patch->Handle = Handle;
list_add_head(&This->patches[i], &patch->entry);
} else {
TRACE("Found existing patch %p\n", patch);
}
} else {
/* Since opengl does not load tesselated vertex attributes into numbered vertex
* attributes we have to tesselate, read back, and draw. This needs a patch
* management structure instance. Create one.
*
* A possible improvement is to check if a vertex shader is used, and if not directly
* draw the patch.
*/
FIXME("Drawing an uncached patch. This is slow\n");
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
}
if (pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1]
|| pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3]
|| (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo))))
{
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HRESULT hr;
TRACE("Tesselation density or patch info changed, retesselating\n");
if(pRectPatchInfo) {
patch->RectPatchInfo = *pRectPatchInfo;
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}
patch->numSegs[0] = pNumSegs[0];
patch->numSegs[1] = pNumSegs[1];
patch->numSegs[2] = pNumSegs[2];
patch->numSegs[3] = pNumSegs[3];
hr = tesselate_rectpatch(This, patch);
if(FAILED(hr)) {
WARN("Patch tesselation failed\n");
/* Do not release the handle to store the params of the patch */
if(!Handle) {
HeapFree(GetProcessHeap(), 0, patch);
}
return hr;
}
}
This->currentPatch = patch;
old_primitive_type = This->stateBlock->state.gl_primitive_type;
This->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
This->stateBlock->state.gl_primitive_type = old_primitive_type;
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This->currentPatch = NULL;
/* Destroy uncached patches */
if(!Handle) {
HeapFree(GetProcessHeap(), 0, patch->mem);
HeapFree(GetProcessHeap(), 0, patch);
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface,
UINT handle, const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
{
FIXME("iface %p, handle %#x, segment_count %p, patch_info %p stub!\n",
iface, handle, segment_count, patch_info);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
struct WineD3DRectPatch *patch;
struct list *e;
TRACE("(%p) Handle(%d)\n", This, Handle);
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i = PATCHMAP_HASHFUNC(Handle);
LIST_FOR_EACH(e, &This->patches[i]) {
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
if(patch->Handle == Handle) {
TRACE("Deleting patch %p\n", patch);
list_remove(&patch->entry);
HeapFree(GetProcessHeap(), 0, patch->mem);
HeapFree(GetProcessHeap(), 0, patch);
return WINED3D_OK;
}
}
/* TODO: Write a test for the return value */
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FIXME("Attempt to destroy nonexistent patch\n");
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return WINED3DERR_INVALIDCALL;
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}
/* Do not call while under the GL lock. */
static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
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IWineD3DSurface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
{
IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)surface;
TRACE("iface %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
2010-08-30 20:29:47 +02:00
iface, surface, wine_dbgstr_rect(rect),
color->r, color->g, color->b, color->a);
if (s->resource.pool != WINED3DPOOL_DEFAULT && s->resource.pool != WINED3DPOOL_SYSTEMMEM)
{
FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
return WINED3DERR_INVALIDCALL;
}
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return surface_color_fill(s, rect, color);
}
/* Do not call while under the GL lock. */
static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
{
struct wined3d_resource *resource;
HRESULT hr;
resource = rendertarget_view->resource;
if (resource->resourceType != WINED3DRTYPE_SURFACE)
{
FIXME("Only supported on surface resources\n");
return;
}
hr = surface_color_fill(surface_from_resource(resource), NULL, color);
if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
}
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/* rendertarget and depth stencil functions */
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice *iface,
DWORD render_target_idx, IWineD3DSurface **render_target)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
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TRACE("iface %p, render_target_idx %u, render_target %p.\n",
iface, render_target_idx, render_target);
if (render_target_idx >= device->adapter->gl_info.limits.buffers)
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{
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
return WINED3DERR_INVALIDCALL;
}
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*render_target = (IWineD3DSurface *)device->render_targets[render_target_idx];
if (*render_target) IWineD3DSurface_AddRef(*render_target);
TRACE("Returning render target %p.\n", *render_target);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface **depth_stencil)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
TRACE("iface %p, depth_stencil %p.\n", iface, depth_stencil);
*depth_stencil = (IWineD3DSurface *)device->depth_stencil;
TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
if (!*depth_stencil) return WINED3DERR_NOTFOUND;
IWineD3DSurface_AddRef(*depth_stencil);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
DWORD render_target_idx, IWineD3DSurface *render_target, BOOL set_viewport)
{
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *prev;
TRACE("iface %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
iface, render_target_idx, render_target, set_viewport);
if (render_target_idx >= device->adapter->gl_info.limits.buffers)
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{
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
return WINED3DERR_INVALIDCALL;
}
prev = device->render_targets[render_target_idx];
if (render_target == (IWineD3DSurface *)prev)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return WINED3D_OK;
}
/* Render target 0 can't be set to NULL. */
if (!render_target && !render_target_idx)
{
WARN("Trying to set render target 0 to NULL.\n");
return WINED3DERR_INVALIDCALL;
}
if (render_target && !(((IWineD3DSurfaceImpl *)render_target)->resource.usage & WINED3DUSAGE_RENDERTARGET))
{
FIXME("Surface %p doesn't have render target usage.\n", render_target);
return WINED3DERR_INVALIDCALL;
}
if (render_target) IWineD3DSurface_AddRef(render_target);
device->render_targets[render_target_idx] = (IWineD3DSurfaceImpl *)render_target;
/* Release after the assignment, to prevent device_resource_released()
* from seeing the surface as still in use. */
if (prev) IWineD3DSurface_Release((IWineD3DSurface *)prev);
/* Render target 0 is special. */
if (!render_target_idx && set_viewport)
{
/* Set the viewport and scissor rectangles, if requested. Tests show
* that stateblock recording is ignored, the change goes directly
* into the primary stateblock. */
device->stateBlock->state.viewport.Height = device->render_targets[0]->resource.height;
device->stateBlock->state.viewport.Width = device->render_targets[0]->resource.width;
device->stateBlock->state.viewport.X = 0;
device->stateBlock->state.viewport.Y = 0;
device->stateBlock->state.viewport.MaxZ = 1.0f;
device->stateBlock->state.viewport.MinZ = 0.0f;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_VIEWPORT);
device->stateBlock->state.scissor_rect.top = 0;
device->stateBlock->state.scissor_rect.left = 0;
device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SCISSORRECT);
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *tmp;
TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", This, depth_stencil, This->depth_stencil);
if (This->depth_stencil == (IWineD3DSurfaceImpl *)depth_stencil)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return WINED3D_OK;
}
if (This->depth_stencil)
{
if (This->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|| This->depth_stencil->flags & SFLAG_DISCARD)
{
surface_modify_ds_location(This->depth_stencil, SFLAG_DS_DISCARDED,
This->depth_stencil->resource.width,
This->depth_stencil->resource.height);
if (This->depth_stencil == This->onscreen_depth_stencil)
{
IWineD3DSurface_Release((IWineD3DSurface *)This->onscreen_depth_stencil);
This->onscreen_depth_stencil = NULL;
}
}
}
tmp = This->depth_stencil;
This->depth_stencil = (IWineD3DSurfaceImpl *)depth_stencil;
if (This->depth_stencil) IWineD3DSurface_AddRef((IWineD3DSurface *)This->depth_stencil);
if (tmp) IWineD3DSurface_Release((IWineD3DSurface *)tmp);
if ((!tmp && depth_stencil) || (!depth_stencil && tmp))
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_DEPTHBIAS));
}
else if (tmp && tmp->resource.format->depth_size != This->depth_stencil->resource.format->depth_size)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_DEPTHBIAS));
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice *iface,
UINT XHotSpot, UINT YHotSpot, IWineD3DSurface *cursor_image)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)cursor_image;
2007-05-15 00:37:53 +02:00
WINED3DLOCKED_RECT lockedRect;
TRACE("iface %p, hotspot_x %u, hotspot_y %u, cursor_image %p.\n",
iface, XHotSpot, YHotSpot, cursor_image);
2006-07-23 00:03:33 +02:00
/* some basic validation checks */
if (This->cursorTexture)
{
struct wined3d_context *context = context_acquire(This, NULL);
ENTER_GL();
glDeleteTextures(1, &This->cursorTexture);
LEAVE_GL();
context_release(context);
This->cursorTexture = 0;
}
if (s->resource.width == 32 && s->resource.height == 32)
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This->haveHardwareCursor = TRUE;
else
This->haveHardwareCursor = FALSE;
if (cursor_image)
{
WINED3DLOCKED_RECT rect;
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/* MSDN: Cursor must be A8R8G8B8 */
if (s->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
{
WARN("surface %p has an invalid format.\n", cursor_image);
2006-07-23 00:03:33 +02:00
return WINED3DERR_INVALIDCALL;
}
/* MSDN: Cursor must be smaller than the display mode */
if (s->resource.width > This->ddraw_width
|| s->resource.height > This->ddraw_height)
{
WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
s, s->resource.width, s->resource.height, This->ddraw_width, This->ddraw_height);
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return WINED3DERR_INVALIDCALL;
}
2007-05-15 00:37:53 +02:00
if (!This->haveHardwareCursor) {
/* TODO: MSDN: Cursor sizes must be a power of 2 */
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/* Do not store the surface's pointer because the application may
* release it after setting the cursor image. Windows doesn't
* addref the set surface, so we can't do this either without
* creating circular refcount dependencies. Copy out the gl texture
* instead.
*/
This->cursorWidth = s->resource.width;
This->cursorHeight = s->resource.height;
if (SUCCEEDED(IWineD3DSurface_Map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
2007-05-15 00:37:53 +02:00
{
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
struct wined3d_context *context;
char *mem, *bits = rect.pBits;
GLint intfmt = format->glInternal;
GLint gl_format = format->glFormat;
GLint type = format->glType;
2007-05-15 00:37:53 +02:00
INT height = This->cursorHeight;
INT width = This->cursorWidth;
INT bpp = format->byte_count;
DWORD sampler;
INT i;
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/* Reformat the texture memory (pitch and width can be
* different) */
mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
for(i = 0; i < height; i++)
memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
IWineD3DSurface_Unmap(cursor_image);
context = context_acquire(This, NULL);
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ENTER_GL();
if (gl_info->supported[APPLE_CLIENT_STORAGE])
{
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
2007-05-15 00:37:53 +02:00
/* Make sure that a proper texture unit is selected */
2008-12-16 13:18:49 +01:00
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
checkGLcall("glActiveTextureARB");
sampler = This->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
}
2007-05-15 00:37:53 +02:00
/* Create a new cursor texture */
glGenTextures(1, &This->cursorTexture);
checkGLcall("glGenTextures");
glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
checkGLcall("glBindTexture");
/* Copy the bitmap memory into the cursor texture */
glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
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checkGLcall("glTexImage2D");
HeapFree(GetProcessHeap(), 0, mem);
2007-05-15 00:37:53 +02:00
if (gl_info->supported[APPLE_CLIENT_STORAGE])
{
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
2007-05-15 00:37:53 +02:00
LEAVE_GL();
context_release(context);
}
2007-05-15 00:37:53 +02:00
else
{
FIXME("A cursor texture was not returned.\n");
This->cursorTexture = 0;
}
}
else
{
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/* Draw a hardware cursor */
ICONINFO cursorInfo;
HCURSOR cursor;
/* Create and clear maskBits because it is not needed for
* 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
* chunks. */
DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
(s->resource.width * s->resource.height / 8));
IWineD3DSurface_Map(cursor_image, &lockedRect, NULL,
WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
TRACE("width: %u height: %u.\n", s->resource.width, s->resource.height);
2007-05-15 00:37:53 +02:00
cursorInfo.fIcon = FALSE;
cursorInfo.xHotspot = XHotSpot;
cursorInfo.yHotspot = YHotSpot;
cursorInfo.hbmMask = CreateBitmap(s->resource.width, s->resource.height, 1, 1, maskBits);
cursorInfo.hbmColor = CreateBitmap(s->resource.width, s->resource.height, 1, 32, lockedRect.pBits);
IWineD3DSurface_Unmap(cursor_image);
2007-05-15 00:37:53 +02:00
/* Create our cursor and clean up. */
cursor = CreateIconIndirect(&cursorInfo);
SetCursor(cursor);
if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
This->hardwareCursor = cursor;
HeapFree(GetProcessHeap(), 0, maskBits);
}
}
2005-07-13 16:15:54 +02:00
This->xHotSpot = XHotSpot;
This->yHotSpot = YHotSpot;
return WINED3D_OK;
}
static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice *iface,
int XScreenSpace, int YScreenSpace, DWORD flags)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
TRACE("iface %p, x %d, y %d, flags %#x.\n",
iface, XScreenSpace, YScreenSpace, flags);
2005-07-13 16:15:54 +02:00
This->xScreenSpace = XScreenSpace;
This->yScreenSpace = YScreenSpace;
}
static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
2005-07-13 16:15:54 +02:00
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2006-08-09 22:23:31 +02:00
BOOL oldVisible = This->bCursorVisible;
POINT pt;
TRACE("(%p) : visible(%d)\n", This, bShow);
2005-07-13 16:15:54 +02:00
/*
* When ShowCursor is first called it should make the cursor appear at the OS's last
* known cursor position. Because of this, some applications just repetitively call
* ShowCursor in order to update the cursor's position. This behavior is undocumented.
*/
GetCursorPos(&pt);
This->xScreenSpace = pt.x;
This->yScreenSpace = pt.y;
2005-07-13 16:15:54 +02:00
2007-05-15 00:37:53 +02:00
if (This->haveHardwareCursor) {
This->bCursorVisible = bShow;
if (bShow)
SetCursor(This->hardwareCursor);
else
SetCursor(NULL);
}
else
{
if (This->cursorTexture)
This->bCursorVisible = bShow;
}
2006-08-09 22:23:31 +02:00
return oldVisible;
}
static HRESULT WINAPI evict_managed_resource(struct wined3d_resource *resource, void *data)
{
TRACE("checking resource %p for eviction\n", resource);
if (resource->pool == WINED3DPOOL_MANAGED)
{
TRACE("Evicting %p.\n", resource);
resource->resource_ops->resource_unload(resource);
}
return S_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice *iface)
{
TRACE("iface %p.\n", iface);
IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
/* Invalidate stream sources, the buffer(s) may have been evicted. */
IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)iface, STATE_STREAMSRC);
return WINED3D_OK;
}
static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
{
IWineD3DDeviceImpl *device = surface->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* Reallocate proper memory for the front and back buffer and adjust their sizes */
if (surface->flags & SFLAG_DIBSECTION)
{
/* Release the DC */
SelectObject(surface->hDC, surface->dib.holdbitmap);
DeleteDC(surface->hDC);
/* Release the DIB section */
DeleteObject(surface->dib.DIBsection);
surface->dib.bitmap_data = NULL;
surface->resource.allocatedMemory = NULL;
surface->flags &= ~SFLAG_DIBSECTION;
}
surface->resource.width = pPresentationParameters->BackBufferWidth;
surface->resource.height = pPresentationParameters->BackBufferHeight;
if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
|| gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
{
surface->pow2Width = pPresentationParameters->BackBufferWidth;
surface->pow2Height = pPresentationParameters->BackBufferHeight;
} else {
surface->pow2Width = surface->pow2Height = 1;
while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
}
if (surface->texture_name)
{
struct wined3d_context *context = context_acquire(device, NULL);
ENTER_GL();
glDeleteTextures(1, &surface->texture_name);
LEAVE_GL();
context_release(context);
surface->texture_name = 0;
surface->flags &= ~SFLAG_CLIENT;
}
if (surface->pow2Width != pPresentationParameters->BackBufferWidth
|| surface->pow2Height != pPresentationParameters->BackBufferHeight)
{
surface->flags |= SFLAG_NONPOW2;
}
else
{
surface->flags &= ~SFLAG_NONPOW2;
}
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
surface->resource.allocatedMemory = NULL;
surface->resource.heapMemory = NULL;
surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
/* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
* to a FBO */
if (!surface_init_sysmem(surface))
{
return E_OUTOFMEMORY;
}
return WINED3D_OK;
}
static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
{
UINT i, count;
WINED3DDISPLAYMODE m;
HRESULT hr;
/* All Windowed modes are supported, as is leaving the current mode */
if(pp->Windowed) return TRUE;
if(!pp->BackBufferWidth) return TRUE;
if(!pp->BackBufferHeight) return TRUE;
2011-02-01 19:39:53 +01:00
count = wined3d_get_adapter_mode_count(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN);
for (i = 0; i < count; ++i)
{
memset(&m, 0, sizeof(m));
2011-02-01 19:39:53 +01:00
hr = wined3d_enum_adapter_modes(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
if (FAILED(hr))
ERR("Failed to enumerate adapter mode.\n");
if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
/* Mode found, it is supported. */
return TRUE;
}
/* Mode not found -> not supported */
return FALSE;
}
/* Do not call while under the GL lock. */
static void delete_opengl_contexts(IWineD3DDeviceImpl *device, struct wined3d_swapchain *swapchain)
2010-04-04 19:51:39 +02:00
{
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_shader *shader;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
IWineD3DDevice_EnumResources((IWineD3DDevice *)device, device_unload_resource, NULL);
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
ENTER_GL();
if (device->depth_blt_texture)
{
glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
if (device->depth_blt_rb)
{
gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
device->depth_blt_rb = 0;
device->depth_blt_rb_w = 0;
device->depth_blt_rb_h = 0;
}
LEAVE_GL();
device->blitter->free_private(device);
device->frag_pipe->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, gl_info);
context_release(context);
while (device->context_count)
{
context_destroy(device, device->contexts[0]);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->context = NULL;
swapchain->num_contexts = 0;
}
/* Do not call while under the GL lock. */
static HRESULT create_primary_opengl_context(IWineD3DDeviceImpl *device, struct wined3d_swapchain *swapchain)
2010-04-04 19:51:39 +02:00
{
struct wined3d_context *context;
HRESULT hr;
IWineD3DSurfaceImpl *target;
/* Recreate the primary swapchain's context */
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
if (!swapchain->context)
{
ERR("Failed to allocate memory for swapchain context array.\n");
return E_OUTOFMEMORY;
}
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{
WARN("Failed to create context.\n");
HeapFree(GetProcessHeap(), 0, swapchain->context);
return E_FAIL;
}
swapchain->context[0] = context;
swapchain->num_contexts = 1;
create_dummy_textures(device);
context_release(context);
hr = device->shader_backend->shader_alloc_private(device);
if (FAILED(hr))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
goto err;
}
hr = device->frag_pipe->alloc_private(device);
if (FAILED(hr))
{
ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
device->shader_backend->shader_free_private(device);
goto err;
}
hr = device->blitter->alloc_private(device);
if (FAILED(hr))
{
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
device->frag_pipe->free_private(device);
device->shader_backend->shader_free_private(device);
goto err;
}
return WINED3D_OK;
err:
context_acquire(device, NULL);
destroy_dummy_textures(device, context->gl_info);
context_release(context);
context_destroy(device, context);
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->num_contexts = 0;
return hr;
}
/* Do not call while under the GL lock. */
static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_swapchain *swapchain;
HRESULT hr;
BOOL DisplayModeChanged = FALSE;
WINED3DDISPLAYMODE mode;
TRACE("(%p)\n", This);
hr = IWineD3DDevice_GetSwapChain(iface, 0, &swapchain);
if (FAILED(hr))
{
ERR("Failed to get the first implicit swapchain\n");
return hr;
}
if(!is_display_mode_supported(This, pPresentationParameters)) {
WARN("Rejecting Reset() call because the requested display mode is not supported\n");
WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight);
wined3d_swapchain_decref(swapchain);
return WINED3DERR_INVALIDCALL;
}
/* Is it necessary to recreate the gl context? Actually every setting can be changed
* on an existing gl context, so there's no real need for recreation.
*
* TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
*
* TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
*/
TRACE("New params:\n");
TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
TRACE("Flags = %08x\n", pPresentationParameters->Flags);
TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
/* No special treatment of these parameters. Just store them */
swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
swapchain->presentParms.Flags = pPresentationParameters->Flags;
swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
/* What to do about these? */
if (pPresentationParameters->BackBufferCount
&& pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
ERR("Cannot change the back buffer count yet\n");
if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
ERR("Cannot change the back buffer format yet\n");
}
if (pPresentationParameters->hDeviceWindow
&& pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
ERR("Cannot change the device window yet\n");
if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil)
{
HRESULT hrc;
TRACE("Creating the depth stencil buffer\n");
hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight,
pPresentationParameters->AutoDepthStencilFormat,
pPresentationParameters->MultiSampleType,
pPresentationParameters->MultiSampleQuality,
FALSE,
(IWineD3DSurface **)&This->auto_depth_stencil);
if (FAILED(hrc))
{
ERR("Failed to create the depth stencil buffer.\n");
wined3d_swapchain_decref(swapchain);
return WINED3DERR_INVALIDCALL;
}
}
if (This->onscreen_depth_stencil)
{
IWineD3DSurface_Release((IWineD3DSurface *)This->onscreen_depth_stencil);
This->onscreen_depth_stencil = NULL;
}
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/* Reset the depth stencil */
if (pPresentationParameters->EnableAutoDepthStencil)
IWineD3DDevice_SetDepthStencilSurface(iface, (IWineD3DSurface *)This->auto_depth_stencil);
2008-09-10 11:08:58 +02:00
else
IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
TRACE("Resetting stateblock\n");
wined3d_stateblock_decref(This->updateStateBlock);
wined3d_stateblock_decref(This->stateBlock);
delete_opengl_contexts(This, swapchain);
if(pPresentationParameters->Windowed) {
mode.Width = swapchain->orig_width;
mode.Height = swapchain->orig_height;
mode.RefreshRate = 0;
mode.Format = swapchain->presentParms.BackBufferFormat;
} else {
mode.Width = pPresentationParameters->BackBufferWidth;
mode.Height = pPresentationParameters->BackBufferHeight;
mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
mode.Format = swapchain->presentParms.BackBufferFormat;
}
/* Should Width == 800 && Height == 0 set 800x600? */
if (pPresentationParameters->BackBufferWidth && pPresentationParameters->BackBufferHeight
&& (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
|| pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
{
2008-11-20 23:13:48 +01:00
UINT i;
if(!pPresentationParameters->Windowed) {
DisplayModeChanged = TRUE;
}
swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
hr = updateSurfaceDesc(swapchain->front_buffer, pPresentationParameters);
if(FAILED(hr))
{
wined3d_swapchain_decref(swapchain);
return hr;
}
for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
{
hr = updateSurfaceDesc(swapchain->back_buffers[i], pPresentationParameters);
if(FAILED(hr))
{
wined3d_swapchain_decref(swapchain);
return hr;
}
}
if (This->auto_depth_stencil)
{
hr = updateSurfaceDesc(This->auto_depth_stencil, pPresentationParameters);
if(FAILED(hr))
{
wined3d_swapchain_decref(swapchain);
return hr;
}
}
}
if (!pPresentationParameters->Windowed != !swapchain->presentParms.Windowed
|| DisplayModeChanged)
{
BOOL filter = This->filter_messages;
This->filter_messages = TRUE;
IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
if (!pPresentationParameters->Windowed)
{
if (swapchain->presentParms.Windowed)
{
HWND focus_window = This->createParms.hFocusWindow;
if (!focus_window) focus_window = pPresentationParameters->hDeviceWindow;
if (FAILED(hr = IWineD3DDevice_AcquireFocusWindow(iface, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
wined3d_swapchain_decref(swapchain);
return hr;
}
/* switch from windowed to fs */
IWineD3DDevice_SetupFullscreenWindow(iface, swapchain->device_window,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight);
}
else
{
/* Fullscreen -> fullscreen mode change */
MoveWindow(swapchain->device_window, 0, 0,
pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
TRUE);
}
}
else if (!swapchain->presentParms.Windowed)
{
/* Fullscreen -> windowed switch */
IWineD3DDevice_RestoreFullscreenWindow(iface, swapchain->device_window);
IWineD3DDevice_ReleaseFocusWindow(iface);
}
swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
This->filter_messages = filter;
}
else if (!pPresentationParameters->Windowed)
{
DWORD style = This->style, exStyle = This->exStyle;
/* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
* the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
* Reset to clear up their mess. Guild Wars also loses the device during that.
*/
This->style = 0;
This->exStyle = 0;
IWineD3DDevice_SetupFullscreenWindow(iface, swapchain->device_window,
pPresentationParameters->BackBufferWidth,
pPresentationParameters->BackBufferHeight);
This->style = style;
This->exStyle = exStyle;
}
/* Note: No parent needed for initial internal stateblock */
hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, &This->stateBlock);
if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
else TRACE("Created stateblock %p\n", This->stateBlock);
This->updateStateBlock = This->stateBlock;
wined3d_stateblock_incref(This->updateStateBlock);
stateblock_init_default_state(This->stateBlock);
if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
RECT client_rect;
GetClientRect(swapchain->win_handle, &client_rect);
if(!swapchain->presentParms.BackBufferCount)
{
TRACE("Single buffered rendering\n");
swapchain->render_to_fbo = FALSE;
}
else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
swapchain->presentParms.BackBufferHeight != client_rect.bottom )
{
TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
swapchain->presentParms.BackBufferWidth,
swapchain->presentParms.BackBufferHeight,
client_rect.right, client_rect.bottom);
swapchain->render_to_fbo = TRUE;
}
else
{
TRACE("Rendering directly to GL_BACK\n");
swapchain->render_to_fbo = FALSE;
}
}
hr = create_primary_opengl_context(This, swapchain);
wined3d_swapchain_decref(swapchain);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
* first use
*/
return hr;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL enable_dialogs)
{
TRACE("iface %p, enable_dialogs %#x.\n", iface, enable_dialogs);
if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
TRACE("(%p) : pParameters %p\n", This, pParameters);
2005-07-13 16:15:54 +02:00
*pParameters = This->createParms;
return WINED3D_OK;
}
static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice *iface,
UINT iSwapChain, DWORD flags, const WINED3DGAMMARAMP *pRamp)
{
struct wined3d_swapchain *swapchain;
2005-06-23 13:05:24 +02:00
TRACE("Relaying to swapchain\n");
if (SUCCEEDED(IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)))
{
wined3d_swapchain_set_gamma_ramp(swapchain, flags, pRamp);
wined3d_swapchain_decref(swapchain);
2005-06-23 13:05:24 +02:00
}
}
static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp)
{
struct wined3d_swapchain *swapchain;
2005-06-23 13:05:24 +02:00
TRACE("Relaying to swapchain\n");
if (SUCCEEDED(IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)))
{
wined3d_swapchain_get_gamma_ramp(swapchain, pRamp);
wined3d_swapchain_decref(swapchain);
2005-06-23 13:05:24 +02:00
}
}
void device_resource_add(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
list_add_head(&device->resources, &resource->resource_list_entry);
}
static void device_resource_remove(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
list_remove(&resource->resource_list_entry);
}
void device_resource_released(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource)
{
WINED3DRESOURCETYPE type = resource->resourceType;
unsigned int i;
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
context_resource_released(device, resource, type);
switch (type)
{
case WINED3DRTYPE_SURFACE:
{
IWineD3DSurfaceImpl *surface = surface_from_resource(resource);
if (!device->d3d_initialized) break;
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
2009-10-22 10:09:54 +02:00
{
if (device->render_targets[i] == surface)
{
ERR("Surface %p is still in use as render target %u.\n", surface, i);
device->render_targets[i] = NULL;
}
}
if (device->depth_stencil == surface)
{
ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
device->depth_stencil = NULL;
}
}
break;
case WINED3DRTYPE_TEXTURE:
case WINED3DRTYPE_CUBETEXTURE:
case WINED3DRTYPE_VOLUMETEXTURE:
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
{
ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
texture, device->stateBlock, i);
device->stateBlock->state.textures[i] = NULL;
}
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->state.textures[i] == texture)
{
ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
texture, device->updateStateBlock, i);
device->updateStateBlock->state.textures[i] = NULL;
}
}
break;
case WINED3DRTYPE_BUFFER:
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
for (i = 0; i < MAX_STREAMS; ++i)
{
if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
buffer, device->stateBlock, i);
device->stateBlock->state.streams[i].buffer = NULL;
}
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->state.streams[i].buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
buffer, device->updateStateBlock, i);
device->updateStateBlock->state.streams[i].buffer = NULL;
}
}
if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
buffer, device->stateBlock);
device->stateBlock->state.index_buffer = NULL;
}
if (device->updateStateBlock != device->stateBlock
&& device->updateStateBlock->state.index_buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
buffer, device->updateStateBlock);
device->updateStateBlock->state.index_buffer = NULL;
}
}
break;
default:
break;
}
2008-01-09 20:37:05 +01:00
/* Remove the resource from the resourceStore */
device_resource_remove(device, resource);
TRACE("Resource released.\n");
}
static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface,
D3DCB_ENUMRESOURCES callback, void *data)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct wined3d_resource *resource, *cursor;
TRACE("iface %p, callback %p, data %p.\n", iface, callback, data);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("enumerating resource %p.\n", resource);
if (callback(resource, data) == S_FALSE)
{
TRACE("Canceling enumeration.\n");
break;
}
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetSurfaceFromDC(IWineD3DDevice *iface, HDC dc, IWineD3DSurface **surface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_resource *resource;
LIST_FOR_EACH_ENTRY(resource, &This->resources, struct wined3d_resource, resource_list_entry)
{
if (resource->resourceType == WINED3DRTYPE_SURFACE)
{
IWineD3DSurfaceImpl *s = surface_from_resource(resource);
if (s->hDC == dc)
{
TRACE("Found surface %p for dc %p.\n", s, dc);
*surface = (IWineD3DSurface *)s;
return WINED3D_OK;
}
}
}
return WINED3DERR_INVALIDCALL;
}
/**********************************************************
* IWineD3DDevice VTbl follows
**********************************************************/
static const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DDeviceImpl_QueryInterface,
IWineD3DDeviceImpl_AddRef,
IWineD3DDeviceImpl_Release,
/*** IWineD3DDevice methods ***/
/*** Creation methods**/
IWineD3DDeviceImpl_CreateBuffer,
IWineD3DDeviceImpl_CreateVertexBuffer,
2004-11-24 19:13:41 +01:00
IWineD3DDeviceImpl_CreateIndexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_CreateSurface,
2009-02-24 07:43:02 +01:00
IWineD3DDeviceImpl_CreateRendertargetView,
IWineD3DDeviceImpl_CreateTexture,
IWineD3DDeviceImpl_CreateVolumeTexture,
IWineD3DDeviceImpl_CreateVolume,
IWineD3DDeviceImpl_CreateCubeTexture,
IWineD3DDeviceImpl_CreateQuery,
IWineD3DDeviceImpl_CreateSwapChain,
IWineD3DDeviceImpl_CreateVertexDeclaration,
IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
IWineD3DDeviceImpl_CreateVertexShader,
IWineD3DDeviceImpl_CreateGeometryShader,
IWineD3DDeviceImpl_CreatePixelShader,
2006-04-17 17:04:59 +02:00
IWineD3DDeviceImpl_CreatePalette,
/*** Odd functions **/
IWineD3DDeviceImpl_Init3D,
IWineD3DDeviceImpl_InitGDI,
IWineD3DDeviceImpl_Uninit3D,
IWineD3DDeviceImpl_UninitGDI,
IWineD3DDeviceImpl_SetMultithreaded,
2005-07-13 16:15:54 +02:00
IWineD3DDeviceImpl_EvictManagedResources,
IWineD3DDeviceImpl_GetAvailableTextureMem,
IWineD3DDeviceImpl_GetBackBuffer,
IWineD3DDeviceImpl_GetCreationParameters,
IWineD3DDeviceImpl_GetDeviceCaps,
IWineD3DDeviceImpl_GetDirect3D,
IWineD3DDeviceImpl_GetDisplayMode,
IWineD3DDeviceImpl_SetDisplayMode,
IWineD3DDeviceImpl_GetNumberOfSwapChains,
IWineD3DDeviceImpl_GetRasterStatus,
IWineD3DDeviceImpl_GetSwapChain,
IWineD3DDeviceImpl_Reset,
IWineD3DDeviceImpl_SetDialogBoxMode,
IWineD3DDeviceImpl_SetCursorProperties,
IWineD3DDeviceImpl_SetCursorPosition,
IWineD3DDeviceImpl_ShowCursor,
/*** Getters and setters **/
IWineD3DDeviceImpl_SetClipPlane,
IWineD3DDeviceImpl_GetClipPlane,
IWineD3DDeviceImpl_SetClipStatus,
IWineD3DDeviceImpl_GetClipStatus,
IWineD3DDeviceImpl_SetCurrentTexturePalette,
IWineD3DDeviceImpl_GetCurrentTexturePalette,
IWineD3DDeviceImpl_SetDepthStencilSurface,
IWineD3DDeviceImpl_GetDepthStencilSurface,
IWineD3DDeviceImpl_SetGammaRamp,
2005-07-13 16:15:54 +02:00
IWineD3DDeviceImpl_GetGammaRamp,
IWineD3DDeviceImpl_SetIndexBuffer,
IWineD3DDeviceImpl_GetIndexBuffer,
IWineD3DDeviceImpl_SetBaseVertexIndex,
IWineD3DDeviceImpl_GetBaseVertexIndex,
IWineD3DDeviceImpl_SetLight,
IWineD3DDeviceImpl_GetLight,
IWineD3DDeviceImpl_SetLightEnable,
IWineD3DDeviceImpl_GetLightEnable,
IWineD3DDeviceImpl_SetMaterial,
IWineD3DDeviceImpl_GetMaterial,
IWineD3DDeviceImpl_SetNPatchMode,
2005-07-13 16:15:54 +02:00
IWineD3DDeviceImpl_GetNPatchMode,
IWineD3DDeviceImpl_SetPaletteEntries,
IWineD3DDeviceImpl_GetPaletteEntries,
IWineD3DDeviceImpl_SetPixelShader,
IWineD3DDeviceImpl_GetPixelShader,
IWineD3DDeviceImpl_SetPixelShaderConstantB,
IWineD3DDeviceImpl_GetPixelShaderConstantB,
IWineD3DDeviceImpl_SetPixelShaderConstantI,
IWineD3DDeviceImpl_GetPixelShaderConstantI,
IWineD3DDeviceImpl_SetPixelShaderConstantF,
IWineD3DDeviceImpl_GetPixelShaderConstantF,
IWineD3DDeviceImpl_SetRenderState,
IWineD3DDeviceImpl_GetRenderState,
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,
IWineD3DDeviceImpl_GetTexture,
IWineD3DDeviceImpl_SetTextureStageState,
IWineD3DDeviceImpl_GetTextureStageState,
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 ***/
IWineD3DDeviceImpl_BeginScene,
IWineD3DDeviceImpl_EndScene,
IWineD3DDeviceImpl_Present,
IWineD3DDeviceImpl_Clear,
IWineD3DDeviceImpl_ClearRendertargetView,
/*** Drawing ***/
IWineD3DDeviceImpl_SetPrimitiveType,
IWineD3DDeviceImpl_GetPrimitiveType,
IWineD3DDeviceImpl_DrawPrimitive,
IWineD3DDeviceImpl_DrawIndexedPrimitive,
IWineD3DDeviceImpl_DrawPrimitiveUP,
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
IWineD3DDeviceImpl_DrawPrimitiveStrided,
IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
IWineD3DDeviceImpl_DrawRectPatch,
IWineD3DDeviceImpl_DrawTriPatch,
IWineD3DDeviceImpl_DeletePatch,
IWineD3DDeviceImpl_ColorFill,
IWineD3DDeviceImpl_UpdateTexture,
IWineD3DDeviceImpl_UpdateSurface,
IWineD3DDeviceImpl_GetFrontBufferData,
/*** object tracking ***/
IWineD3DDeviceImpl_EnumResources,
IWineD3DDeviceImpl_GetSurfaceFromDC,
IWineD3DDeviceImpl_AcquireFocusWindow,
IWineD3DDeviceImpl_ReleaseFocusWindow,
IWineD3DDeviceImpl_SetupFullscreenWindow,
IWineD3DDeviceImpl_RestoreFullscreenWindow,
};
2005-07-05 16:05:18 +02:00
HRESULT device_init(IWineD3DDeviceImpl *device, struct wined3d *wined3d,
UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
2010-08-31 18:41:37 +02:00
IWineD3DDeviceParent *device_parent)
{
struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct fragment_pipeline *fragment_pipeline;
struct shader_caps shader_caps;
struct fragment_caps ffp_caps;
WINED3DDISPLAYMODE mode;
unsigned int i;
HRESULT hr;
device->lpVtbl = &IWineD3DDevice_Vtbl;
device->ref = 1;
device->wined3d = wined3d;
2011-02-01 19:39:53 +01:00
wined3d_incref(device->wined3d);
device->adapter = wined3d->adapter_count ? adapter : NULL;
device->device_parent = device_parent;
list_init(&device->resources);
list_init(&device->shaders);
device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
/* Get the initial screen setup for ddraw. */
2011-02-01 19:39:53 +01:00
hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
if (FAILED(hr))
{
ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
2011-02-01 19:39:53 +01:00
wined3d_decref(device->wined3d);
return hr;
}
device->ddraw_width = mode.Width;
device->ddraw_height = mode.Height;
device->ddraw_format = mode.Format;
/* Save the creation parameters. */
device->createParms.AdapterOrdinal = adapter_idx;
device->createParms.DeviceType = device_type;
device->createParms.hFocusWindow = focus_window;
device->createParms.BehaviorFlags = flags;
device->devType = device_type;
for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
device->shader_backend = adapter->shader_backend;
if (device->shader_backend)
{
device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
device->vs_clipping = shader_caps.VSClipping;
}
fragment_pipeline = adapter->fragment_pipe;
device->frag_pipe = fragment_pipeline;
if (fragment_pipeline)
{
fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
ffp_vertexstate_template, fragment_pipeline, misc_state_template);
if (FAILED(hr))
{
ERR("Failed to compile state table, hr %#x.\n", hr);
2011-02-01 19:39:53 +01:00
wined3d_decref(device->wined3d);
return hr;
}
}
device->blitter = adapter->blitter;
return WINED3D_OK;
}
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
DWORD rep = This->StateTable[state].representative;
struct wined3d_context *context;
DWORD idx;
BYTE shift;
UINT i;
for (i = 0; i < This->context_count; ++i)
{
context = This->contexts[i];
if(isStateDirty(context, rep)) continue;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] |= (1 << shift);
}
}
void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
{
/* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
*width = context->current_rt->pow2Width;
*height = context->current_rt->pow2Height;
}
void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
{
struct wined3d_swapchain *swapchain = context->swapchain;
/* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
* current context's drawable, which is the size of the back buffer of the swapchain
* the active context belongs to. */
*width = swapchain->presentParms.BackBufferWidth;
*height = swapchain->presentParms.BackBufferHeight;
}
LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window, BOOL unicode,
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
{
if (device->filter_messages)
{
TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
window, message, wparam, lparam);
if (unicode)
return DefWindowProcW(window, message, wparam, lparam);
else
return DefWindowProcA(window, message, wparam, lparam);
}
if (message == WM_DESTROY)
{
TRACE("unregister window %p.\n", window);
wined3d_unregister_window(window);
if (device->focus_window == window) device->focus_window = NULL;
else ERR("Window %p is not the focus window for device %p.\n", window, device);
}
if (unicode)
return CallWindowProcW(proc, window, message, wparam, lparam);
else
return CallWindowProcA(proc, window, message, wparam, lparam);
}