/* * 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 * 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 "wine/port.h" #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(winediag); struct wined3d_matrix_3x3 { float _11, _12, _13; float _21, _22, _23; float _31, _32, _33; }; struct light_transformed { struct wined3d_color diffuse, specular, ambient; struct wined3d_vec4 position; struct wined3d_vec3 direction; float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi; }; struct lights_settings { struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS]; struct wined3d_color ambient_light; struct wined3d_matrix modelview_matrix; struct wined3d_matrix_3x3 normal_matrix; struct wined3d_vec4 position_transformed; float fog_start, fog_end, fog_density; uint32_t point_light_count : 8; uint32_t spot_light_count : 8; uint32_t directional_light_count : 8; uint32_t parallel_point_light_count : 8; uint32_t lighting : 1; uint32_t legacy_lighting : 1; uint32_t normalise : 1; uint32_t localviewer : 1; uint32_t fog_coord_mode : 2; uint32_t fog_mode : 2; uint32_t padding : 24; }; /* Define the default light parameters as specified by MSDN. */ const struct wined3d_light WINED3D_default_light = { WINED3D_LIGHT_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 */ }; /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these * actually have the same values in GL and D3D. */ GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) { switch (primitive_type) { case WINED3D_PT_POINTLIST: return GL_POINTS; case WINED3D_PT_LINELIST: return GL_LINES; case WINED3D_PT_LINESTRIP: return GL_LINE_STRIP; case WINED3D_PT_TRIANGLELIST: return GL_TRIANGLES; case WINED3D_PT_TRIANGLESTRIP: return GL_TRIANGLE_STRIP; case WINED3D_PT_TRIANGLEFAN: return GL_TRIANGLE_FAN; case WINED3D_PT_LINELIST_ADJ: return GL_LINES_ADJACENCY_ARB; case WINED3D_PT_LINESTRIP_ADJ: return GL_LINE_STRIP_ADJACENCY_ARB; case WINED3D_PT_TRIANGLELIST_ADJ: return GL_TRIANGLES_ADJACENCY_ARB; case WINED3D_PT_TRIANGLESTRIP_ADJ: return GL_TRIANGLE_STRIP_ADJACENCY_ARB; case WINED3D_PT_PATCH: return GL_PATCHES; default: FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type)); case WINED3D_PT_UNDEFINED: return ~0u; } } enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) { switch (primitive_type) { case GL_POINTS: return WINED3D_PT_POINTLIST; case GL_LINES: return WINED3D_PT_LINELIST; case GL_LINE_STRIP: return WINED3D_PT_LINESTRIP; case GL_TRIANGLES: return WINED3D_PT_TRIANGLELIST; case GL_TRIANGLE_STRIP: return WINED3D_PT_TRIANGLESTRIP; case GL_TRIANGLE_FAN: return WINED3D_PT_TRIANGLEFAN; case GL_LINES_ADJACENCY_ARB: return WINED3D_PT_LINELIST_ADJ; case GL_LINE_STRIP_ADJACENCY_ARB: return WINED3D_PT_LINESTRIP_ADJ; case GL_TRIANGLES_ADJACENCY_ARB: return WINED3D_PT_TRIANGLELIST_ADJ; case GL_TRIANGLE_STRIP_ADJACENCY_ARB: return WINED3D_PT_TRIANGLESTRIP_ADJ; case GL_PATCHES: return WINED3D_PT_PATCH; default: FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type)); case ~0u: return WINED3D_PT_UNDEFINED; } } BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context **new_array; TRACE("Adding context %p.\n", context); if (!device->shader_backend->shader_allocate_context_data(context)) { ERR("Failed to allocate shader backend context data.\n"); return FALSE; } device->shader_backend->shader_init_context_state(context); if (!device->adapter->fragment_pipe->allocate_context_data(context)) { ERR("Failed to allocate fragment pipeline context data.\n"); device->shader_backend->shader_free_context_data(context); return FALSE; } if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1)))) { ERR("Failed to grow the context array.\n"); device->adapter->fragment_pipe->free_context_data(context); device->shader_backend->shader_free_context_data(context); return FALSE; } new_array[device->context_count++] = context; device->contexts = new_array; return TRUE; } void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context **new_array; BOOL found = FALSE; UINT i; TRACE("Removing context %p.\n", context); device->adapter->fragment_pipe->free_context_data(context); device->shader_backend->shader_free_context_data(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) { heap_free(device->contexts); device->contexts = NULL; return; } memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts)); if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts)))) { ERR("Failed to shrink context array. Oh well.\n"); return; } device->contexts = new_array; } static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *draw_rect, const RECT *clear_rect) { unsigned int width, height, level; level = sub_resource_idx % texture->level_count; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); /* partial draw rect */ if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height) return FALSE; /* partial clear rect */ if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0 || clear_rect->right < width || clear_rect->bottom < height)) return FALSE; return TRUE; } void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL; struct wined3d_rendertarget_view *dsv = fb->depth_stencil; const struct wined3d_state *state = &device->cs->state; struct wined3d_texture *depth_stencil = NULL; const struct wined3d_gl_info *gl_info; struct wined3d_context_gl *context_gl; struct wined3d_texture *target = NULL; UINT drawable_width, drawable_height; struct wined3d_color colour_srgb; struct wined3d_context *context; GLbitfield clear_mask = 0; BOOL render_offscreen; unsigned int i; if (rtv && rtv->resource->type != WINED3D_RTYPE_BUFFER) { target = texture_from_resource(rtv->resource); context = context_acquire(device, target, rtv->sub_resource_idx); } else { context = context_acquire(device, NULL, 0); } context_gl = wined3d_context_gl(context); if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER) depth_stencil = texture_from_resource(dsv->resource); if (!context_gl->valid) { context_release(context); WARN("Invalid context, skipping clear.\n"); return; } gl_info = context_gl->gl_info; /* 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. */ for (i = 0; i < rt_count; ++i) { struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; if (rtv && rtv->format->id != WINED3DFMT_NULL) { struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource); if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL)) wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding); else wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding); } } if (target) { render_offscreen = context->render_offscreen; wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height); } else { unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->level_count; render_offscreen = TRUE; drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil, ds_level); drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil, ds_level); } if (depth_stencil) { DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource); if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL)) wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location); else wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location); if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location); wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location); } } if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb)) { context_release(context); WARN("Failed to apply clear state, skipping clear.\n"); return; } /* Only set the values up once, as they are not changing. */ if (flags & WINED3DCLEAR_STENCIL) { if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); } gl_info->gl_ops.gl.p_glStencilMask(~0U); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); gl_info->gl_ops.gl.p_glClearStencil(stencil); checkGLcall("glClearStencil"); clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; } if (flags & WINED3DCLEAR_ZBUFFER) { gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); gl_info->gl_ops.gl.p_glClearDepth(depth); checkGLcall("glClearDepth"); clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; } if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < rt_count; ++i) { struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; struct wined3d_texture *texture; if (!rtv) continue; if (rtv->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not supported on buffer resources.\n"); continue; } texture = texture_from_resource(rtv->resource); wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding); wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding); } if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb)) { if (rt_count > 1) WARN("Clearing multiple sRGB render targets without GL_ARB_framebuffer_sRGB " "support, this might cause graphical issues.\n"); wined3d_colour_srgb_from_linear(&colour_srgb, color); color = &colour_srgb; } gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a); checkGLcall("glClearColor"); clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; } if (!rect_count) { if (render_offscreen) { gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } else { gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } gl_info->gl_ops.gl.p_glClear(clear_mask); } 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(¤t_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(¤t_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 rectangles 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) { gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } else { gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } gl_info->gl_ops.gl.p_glClear(clear_mask); } } context->scissor_rect_count = WINED3D_MAX_VIEWPORTS; checkGLcall("clear"); if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target) gl_info->gl_ops.gl.p_glFlush(); context_release(context); } ULONG CDECL wined3d_device_incref(struct wined3d_device *device) { ULONG refcount = InterlockedIncrement(&device->ref); TRACE("%p increasing refcount to %u.\n", device, refcount); return refcount; } static void device_leftover_sampler(struct wine_rb_entry *entry, void *context) { struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); ERR("Leftover sampler %p.\n", sampler); } static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context) { struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry); wined3d_rasterizer_state_decref(state); } static void device_free_blend_state(struct wine_rb_entry *entry, void *context) { struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry); wined3d_blend_state_decref(state); } void wined3d_device_cleanup(struct wined3d_device *device) { unsigned int i; if (device->swapchain_count) wined3d_device_uninit_3d(device); wine_rb_destroy(&device->rasterizer_states, device_free_rasterizer_state, NULL); wine_rb_destroy(&device->blend_states, device_free_blend_state, NULL); wined3d_cs_destroy(device->cs); for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i) { heap_free(device->multistate_funcs[i]); device->multistate_funcs[i] = NULL; } if (!list_empty(&device->resources)) { struct wined3d_resource *resource; ERR("Device released with resources still bound.\n"); LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) { ERR("Leftover resource %p with type %s (%#x).\n", resource, debug_d3dresourcetype(resource->type), resource->type); } } if (device->contexts) ERR("Context array not freed!\n"); if (device->hardwareCursor) DestroyCursor(device->hardwareCursor); device->hardwareCursor = 0; wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL); wined3d_decref(device->wined3d); device->wined3d = NULL; } ULONG CDECL wined3d_device_decref(struct wined3d_device *device) { ULONG refcount = InterlockedDecrement(&device->ref); TRACE("%p decreasing refcount to %u.\n", device, refcount); if (!refcount) { device->adapter->adapter_ops->adapter_destroy_device(device); TRACE("Destroyed device %p.\n", device); } return refcount; } UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->swapchain_count; } struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx) { TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx); if (swapchain_idx >= device->swapchain_count) { WARN("swapchain_idx %u >= swapchain_count %u.\n", swapchain_idx, device->swapchain_count); return NULL; } return device->swapchains[swapchain_idx]; } static void device_load_logo(struct wined3d_device *device, const char *filename) { struct wined3d_color_key color_key; struct wined3d_resource_desc desc; HBITMAP hbm; BITMAP bm; HRESULT hr; HDC dcb = NULL, dcs = NULL; if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION))) { ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename)); return; } GetObjectA(hbm, sizeof(BITMAP), &bm); if (!(dcb = CreateCompatibleDC(NULL))) goto out; SelectObject(dcb, hbm); desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = WINED3DFMT_B5G6R5_UNORM; desc.multisample_type = WINED3D_MULTISAMPLE_NONE; desc.multisample_quality = 0; desc.usage = WINED3DUSAGE_DYNAMIC; desc.bind_flags = 0; desc.access = WINED3D_RESOURCE_ACCESS_GPU; desc.width = bm.bmWidth; desc.height = bm.bmHeight; desc.depth = 1; desc.size = 0; if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC, NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture))) { ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr); goto out; } if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs))) { wined3d_texture_decref(device->logo_texture); device->logo_texture = NULL; goto out; } BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY); wined3d_texture_release_dc(device->logo_texture, 0, dcs); color_key.color_space_low_value = 0; color_key.color_space_high_value = 0; wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key); out: if (dcb) DeleteDC(dcb); if (hbm) DeleteObject(hbm); } /* Context activation is done by the caller. */ static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl, struct wined3d_context_gl *context_gl) { struct wined3d_dummy_textures *textures = &device_gl->dummy_textures; const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info; const struct wined3d_gl_info *gl_info = context_gl->gl_info; unsigned int i; DWORD color; if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR) color = 0x000000ff; else color = 0x00000000; /* Under DirectX you can sample even if no texture is bound, whereas * OpenGL will only allow that when a valid texture is bound. * We emulate this by creating dummy textures and binding them * to each texture stage when the currently set D3D texture is NULL. */ wined3d_context_gl_active_texture(context_gl, gl_info, 0); gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d); TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d); gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d); TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect); TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d); TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d); GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube); TRACE("Dummy cube texture given name %u.\n", textures->tex_cube); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube); for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i) { gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); } } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]) { DWORD cube_array_data[6]; gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array); TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array); for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i) cube_array_data[i] = color; GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data)); } if (gl_info->supported[EXT_TEXTURE_ARRAY]) { gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array); TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array); gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array); TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array); GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); } if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) { GLuint buffer; GL_EXTCALL(glGenBuffers(1, &buffer)); GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer)); GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW)); GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0)); gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer); TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer); GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer)); GL_EXTCALL(glDeleteBuffers(1, &buffer)); } if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms); TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms); GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE)); gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array); TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array); GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE)); if (gl_info->supported[ARB_CLEAR_TEXTURE]) { GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); } else { WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n"); } } checkGLcall("create dummy textures"); wined3d_context_gl_bind_dummy_textures(context_gl); } /* Context activation is done by the caller. */ static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl, struct wined3d_context_gl *context_gl) { struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures; const struct wined3d_gl_info *gl_info = context_gl->gl_info; if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE]) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms); gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array); } if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT]) gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer); if (gl_info->supported[EXT_TEXTURE_ARRAY]) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array); gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array); } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]) gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube); if (gl_info->supported[EXT_TEXTURE3D]) gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect); gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d); gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d); checkGLcall("delete dummy textures"); memset(dummy_textures, 0, sizeof(*dummy_textures)); } /* Context activation is done by the caller. */ void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_sampler_desc desc; HRESULT hr; desc.address_u = WINED3D_TADDRESS_WRAP; desc.address_v = WINED3D_TADDRESS_WRAP; desc.address_w = WINED3D_TADDRESS_WRAP; memset(desc.border_color, 0, sizeof(desc.border_color)); desc.mag_filter = WINED3D_TEXF_POINT; desc.min_filter = WINED3D_TEXF_POINT; desc.mip_filter = WINED3D_TEXF_NONE; desc.lod_bias = 0.0f; desc.min_lod = -1000.0f; desc.max_lod = 1000.0f; desc.mip_base_level = 0; desc.max_anisotropy = 1; desc.compare = FALSE; desc.comparison_func = WINED3D_CMP_NEVER; desc.srgb_decode = TRUE; /* In SM4+ shaders there is a separation between resources and samplers. Some shader * instructions allow access to resources without using samplers. * In GLSL, resources are always accessed through sampler or image variables. The default * sampler object is used to emulate the direct resource access when there is no sampler state * to use. */ if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler))) { ERR("Failed to create default sampler, hr %#x.\n", hr); device->default_sampler = NULL; } /* In D3D10+, a NULL sampler maps to the default sampler state. */ desc.address_u = WINED3D_TADDRESS_CLAMP; desc.address_v = WINED3D_TADDRESS_CLAMP; desc.address_w = WINED3D_TADDRESS_CLAMP; desc.mag_filter = WINED3D_TEXF_LINEAR; desc.min_filter = WINED3D_TEXF_LINEAR; desc.mip_filter = WINED3D_TEXF_LINEAR; if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler))) { ERR("Failed to create null sampler, hr %#x.\n", hr); device->null_sampler = NULL; } } /* Context activation is done by the caller. */ void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context) { wined3d_sampler_decref(device->default_sampler); device->default_sampler = NULL; wined3d_sampler_decref(device->null_sampler); device->null_sampler = NULL; } HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window) { unsigned int screensaver_active; TRACE("device %p, window %p.\n", device, window); if (!wined3d_register_window(NULL, window, device, 0)) { ERR("Failed to register window %p.\n", window); return E_FAIL; } InterlockedExchangePointer((void **)&device->focus_window, window); SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE); SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0); if ((device->restore_screensaver = !!screensaver_active)) SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0); return WINED3D_OK; } void CDECL wined3d_device_release_focus_window(struct wined3d_device *device) { TRACE("device %p.\n", device); if (device->focus_window) wined3d_unregister_window(device->focus_window); InterlockedExchangePointer((void **)&device->focus_window, NULL); if (device->restore_screensaver) { SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0); device->restore_screensaver = FALSE; } } static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil; unsigned int i; for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i) { wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); } if (device->back_buffer_view) wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE); wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL); } void wined3d_device_delete_opengl_contexts_cs(void *object) { struct wined3d_swapchain_gl *swapchain_gl; struct wined3d_device *device = object; struct wined3d_context_gl *context_gl; struct wined3d_device_gl *device_gl; struct wined3d_context *context; struct wined3d_shader *shader; device_gl = wined3d_device_gl(device); LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry) { device->shader_backend->shader_destroy(shader); } context = context_acquire(device, NULL, 0); context_gl = wined3d_context_gl(context); device->blitter->ops->blitter_destroy(device->blitter, context); device->shader_backend->shader_free_private(device, context); wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl); wined3d_device_destroy_default_samplers(device, context); context_release(context); while (device->context_count) { if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain))) wined3d_swapchain_gl_destroy_contexts(swapchain_gl); else wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0])); } } void wined3d_device_create_primary_opengl_context_cs(void *object) { struct wined3d_device *device = object; struct wined3d_context_gl *context_gl; struct wined3d_swapchain *swapchain; struct wined3d_context *context; struct wined3d_texture *target; HRESULT hr; swapchain = device->swapchains[0]; target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer; if (!(context = context_acquire(device, target, 0))) { WARN("Failed to acquire context.\n"); return; } if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->vertex_pipe, device->adapter->fragment_pipe))) { ERR("Failed to allocate shader private data, hr %#x.\n", hr); context_release(context); return; } if (!(device->blitter = wined3d_cpu_blitter_create())) { ERR("Failed to create CPU blitter.\n"); device->shader_backend->shader_free_private(device, NULL); context_release(context); return; } context_gl = wined3d_context_gl(context); wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info); if (!wined3d_glsl_blitter_create(&device->blitter, device)) wined3d_arbfp_blitter_create(&device->blitter, device); wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info); wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info); wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl); wined3d_device_create_default_samplers(device, context); context_release(context); } HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f}; const struct wined3d_swapchain_desc *swapchain_desc; DWORD clear_flags = 0; HRESULT hr; TRACE("device %p, swapchain %p.\n", device, swapchain); if (device->d3d_initialized) return WINED3DERR_INVALIDCALL; swapchain_desc = &swapchain->state.desc; if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET) { struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource; struct wined3d_view_desc view_desc; view_desc.format_id = back_buffer->format->id; view_desc.flags = 0; view_desc.u.texture.level_idx = 0; view_desc.u.texture.level_count = 1; view_desc.u.texture.layer_idx = 0; view_desc.u.texture.layer_count = 1; if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer, NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); return hr; } } device->swapchain_count = 1; if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains)))) { ERR("Failed to allocate swapchain array.\n"); hr = E_OUTOFMEMORY; goto err_out; } device->swapchains[0] = swapchain; memset(device->fb.render_targets, 0, sizeof(device->fb.render_targets)); if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device))) goto err_out; device_init_swapchain_state(device, swapchain); TRACE("All defaults now set up.\n"); /* Clear the screen. */ if (device->back_buffer_view) clear_flags |= WINED3DCLEAR_TARGET; if (swapchain_desc->enable_auto_depth_stencil) clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL; if (clear_flags) wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0); if (wined3d_settings.logo) device_load_logo(device, wined3d_settings.logo); return WINED3D_OK; err_out: heap_free(device->swapchains); device->swapchains = NULL; device->swapchain_count = 0; if (device->back_buffer_view) { wined3d_rendertarget_view_decref(device->back_buffer_view); device->back_buffer_view = NULL; } return hr; } static void device_free_sampler(struct wine_rb_entry *entry, void *context) { struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); wined3d_sampler_decref(sampler); } void wined3d_device_uninit_3d(struct wined3d_device *device) { BOOL no3d = device->wined3d->flags & WINED3D_NO3D; struct wined3d_resource *resource, *cursor; struct wined3d_rendertarget_view *view; struct wined3d_texture *texture; unsigned int i; TRACE("device %p.\n", device); if (!device->d3d_initialized && !no3d) { ERR("Called while 3D support was not initialised.\n"); return; } wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); device->swapchain_count = 0; if ((texture = device->logo_texture)) { device->logo_texture = NULL; wined3d_texture_decref(texture); } if ((texture = device->cursor_texture)) { device->cursor_texture = NULL; wined3d_texture_decref(texture); } wined3d_cs_emit_reset_state(device->cs); state_cleanup(&device->state); memset(&device->state, 0, sizeof(device->state)); state_init(&device->state, &device->fb, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT); for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i) { wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); } wine_rb_clear(&device->samplers, device_free_sampler, NULL); LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { TRACE("Unloading resource %p.\n", resource); wined3d_cs_emit_unload_resource(device->cs, resource); } device->adapter->adapter_ops->adapter_uninit_3d(device); device->d3d_initialized = FALSE; if ((view = device->fb.depth_stencil)) { TRACE("Releasing depth/stencil view %p.\n", view); device->fb.depth_stencil = NULL; wined3d_rendertarget_view_decref(view); } if ((view = device->auto_depth_stencil_view)) { device->auto_depth_stencil_view = NULL; if (wined3d_rendertarget_view_decref(view)) ERR("Something's still holding the auto depth/stencil view (%p).\n", view); } if ((view = device->back_buffer_view)) { device->back_buffer_view = NULL; wined3d_rendertarget_view_decref(view); } heap_free(device->swapchains); device->swapchains = NULL; } /* 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. */ void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device) { TRACE("device %p.\n", device); /* For now just store the flag (needed in case of ddraw). */ device->create_parms.flags |= WINED3DCREATE_MULTITHREADED; } UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device) { const struct wined3d_driver_info *driver_info; TRACE("device %p.\n", device); driver_info = &device->adapter->driver_info; TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n", wine_dbgstr_longlong(driver_info->vram_bytes), wine_dbgstr_longlong(device->adapter->vram_bytes_used), wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used)); return min(UINT_MAX, driver_info->vram_bytes - device->adapter->vram_bytes_used); } void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer, UINT offset) { struct wined3d_stream_output *stream; struct wined3d_buffer *prev_buffer; TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset); if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS) { WARN("Invalid stream output %u.\n", idx); return; } stream = &device->state.stream_output[idx]; prev_buffer = stream->buffer; if (buffer) wined3d_buffer_incref(buffer); stream->buffer = buffer; stream->offset = offset; wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset); if (prev_buffer) wined3d_buffer_decref(prev_buffer); } struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device, UINT idx, UINT *offset) { TRACE("device %p, idx %u, offset %p.\n", device, idx, offset); if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS) { WARN("Invalid stream output %u.\n", idx); return NULL; } if (offset) *offset = device->state.stream_output[idx].offset; return device->state.stream_output[idx].buffer; } HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) { struct wined3d_stream_state *stream; struct wined3d_buffer *prev_buffer; TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n", device, stream_idx, buffer, offset, stride); if (stream_idx >= WINED3D_MAX_STREAMS) { WARN("Stream index %u out of range.\n", stream_idx); return WINED3DERR_INVALIDCALL; } else if (offset & 0x3) { WARN("Offset %u is not 4 byte aligned.\n", offset); return WINED3DERR_INVALIDCALL; } stream = &device->state.streams[stream_idx]; prev_buffer = stream->buffer; if (prev_buffer == buffer && stream->stride == stride && stream->offset == offset) { TRACE("Application is setting the old values over, nothing to do.\n"); return WINED3D_OK; } stream->buffer = buffer; stream->stride = stride; stream->offset = offset; if (buffer) wined3d_buffer_incref(buffer); wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride); if (prev_buffer) wined3d_buffer_decref(prev_buffer); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride) { const struct wined3d_stream_state *stream; TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n", device, stream_idx, buffer, offset, stride); if (stream_idx >= WINED3D_MAX_STREAMS) { WARN("Stream index %u out of range.\n", stream_idx); return WINED3DERR_INVALIDCALL; } stream = &device->state.streams[stream_idx]; *buffer = stream->buffer; if (offset) *offset = stream->offset; *stride = stream->stride; return WINED3D_OK; } static void wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider) { struct wined3d_stream_state *stream; UINT old_flags, old_freq; TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider); stream = &device->state.streams[stream_idx]; old_flags = stream->flags; old_freq = stream->frequency; stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); stream->frequency = divider & 0x7fffff; if (stream->frequency != old_freq || stream->flags != old_flags) wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags); } static void wined3d_device_set_transform(struct wined3d_device *device, enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) { TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(d3dts), matrix); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34); TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44); /* 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(&device->state.transforms[d3dts], matrix, sizeof(*matrix))) { TRACE("The application is setting the same matrix over again.\n"); return; } device->state.transforms[d3dts] = *matrix; wined3d_cs_emit_set_transform(device->cs, d3dts, matrix); } static void wined3d_device_get_transform(const struct wined3d_device *device, enum wined3d_transform_state state, struct wined3d_matrix *matrix) { TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); *matrix = device->state.transforms[state]; } /* Note lights are real special cases. Although the device caps state only * e.g. 8 are supported, you can reference any indexes you want as long as * that number max are enabled at any one point in time. Therefore since the * indices 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. */ static void wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const struct wined3d_light *light) { struct wined3d_light_info *object = NULL; float rho; TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); if (FAILED(wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object))) return; /* Initialize the object. */ TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, " "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, " "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n", light_idx, light->type, debug_color(&light->diffuse), debug_color(&light->specular), debug_color(&light->ambient), light->position.x, light->position.y, light->position.z, light->direction.x, light->direction.y, light->direction.z, light->range, light->falloff, light->theta, light->phi); switch (light->type) { case WINED3D_LIGHT_POINT: /* Position */ object->position.x = light->position.x; object->position.y = light->position.y; object->position.z = light->position.z; object->position.w = 1.0f; object->cutoff = 180.0f; /* FIXME: Range */ break; case WINED3D_LIGHT_DIRECTIONAL: /* Direction */ object->direction.x = -light->direction.x; object->direction.y = -light->direction.y; object->direction.z = -light->direction.z; object->direction.w = 0.0f; object->exponent = 0.0f; object->cutoff = 180.0f; break; case WINED3D_LIGHT_SPOT: /* Position */ object->position.x = light->position.x; object->position.y = light->position.y; object->position.z = light->position.z; object->position.w = 1.0f; /* Direction */ object->direction.x = light->direction.x; object->direction.y = light->direction.y; object->direction.z = light->direction.z; object->direction.w = 0.0f; /* 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 (!light->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 = light->theta + (light->phi - light->theta) / (2 * light->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; object->cutoff = (float)(light->phi * 90 / M_PI); /* FIXME: Range */ break; case WINED3D_LIGHT_PARALLELPOINT: object->position.x = light->position.x; object->position.y = light->position.y; object->position.z = light->position.z; object->position.w = 1.0f; break; default: FIXME("Unrecognized light type %#x.\n", light->type); } wined3d_cs_emit_set_light(device->cs, object); } static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable) { struct wined3d_light_info *light_info; TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable); /* Special case - enabling an undefined light creates one with a strict set of parameters. */ if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx))) { TRACE("Light enabled requested but light not defined, so defining one!\n"); wined3d_device_set_light(device, light_idx, &WINED3D_default_light); if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx))) { FIXME("Adding default lights has failed dismally\n"); return; } } wined3d_light_state_enable_light(&device->state.light_state, &device->adapter->d3d_info, light_info, enable); wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable); } static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const struct wined3d_vec4 *plane) { TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane); if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances) { TRACE("Application has requested clipplane this device doesn't support.\n"); return WINED3DERR_INVALIDCALL; } if (!memcmp(&device->state.clip_planes[plane_idx], plane, sizeof(*plane))) { TRACE("Application is setting old values over, nothing to do.\n"); return WINED3D_OK; } device->state.clip_planes[plane_idx] = *plane; wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const struct wined3d_clip_status *clip_status) { FIXME("device %p, clip_status %p stub!\n", device, clip_status); if (!clip_status) return WINED3DERR_INVALIDCALL; return WINED3D_OK; } HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, struct wined3d_clip_status *clip_status) { FIXME("device %p, clip_status %p stub!\n", device, clip_status); if (!clip_status) return WINED3DERR_INVALIDCALL; return WINED3D_OK; } static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material) { TRACE("device %p, material %p.\n", device, material); device->state.material = *material; wined3d_cs_emit_set_material(device->cs, material); } void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset) { enum wined3d_format_id prev_format; struct wined3d_buffer *prev_buffer; unsigned int prev_offset; TRACE("device %p, buffer %p, format %s, offset %u.\n", device, buffer, debug_d3dformat(format_id), offset); prev_buffer = device->state.index_buffer; prev_format = device->state.index_format; prev_offset = device->state.index_offset; if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset) return; if (buffer) wined3d_buffer_incref(buffer); device->state.index_buffer = buffer; device->state.index_format = format_id; device->state.index_offset = offset; wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset); if (prev_buffer) wined3d_buffer_decref(prev_buffer); } struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, enum wined3d_format_id *format, unsigned int *offset) { TRACE("device %p, format %p, offset %p.\n", device, format, offset); *format = device->state.index_format; if (offset) *offset = device->state.index_offset; return device->state.index_buffer; } void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index) { TRACE("device %p, base_index %d.\n", device, base_index); device->state.base_vertex_index = base_index; } void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count, const struct wined3d_viewport *viewports) { unsigned int i; TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports); for (i = 0; i < viewport_count; ++i) { TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y, viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z); } if (viewport_count) memcpy(device->state.viewports, viewports, viewport_count * sizeof(*viewports)); else memset(device->state.viewports, 0, sizeof(device->state.viewports)); device->state.viewport_count = viewport_count; wined3d_cs_emit_set_viewports(device->cs, viewport_count, viewports); } void CDECL wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count, struct wined3d_viewport *viewports) { unsigned int count; TRACE("device %p, viewport_count %p, viewports %p.\n", device, viewport_count, viewports); count = viewport_count ? min(*viewport_count, device->state.viewport_count) : 1; if (count && viewports) memcpy(viewports, device->state.viewports, count * sizeof(*viewports)); if (viewport_count) *viewport_count = device->state.viewport_count; } static void resolve_depth_buffer(struct wined3d_device *device) { const struct wined3d_state *state = &device->state; struct wined3d_rendertarget_view *src_view; struct wined3d_resource *dst_resource; struct wined3d_texture *dst_texture; if (!(dst_texture = state->textures[0])) return; dst_resource = &dst_texture->resource; if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH)) return; if (!(src_view = state->fb->depth_stencil)) return; wined3d_device_resolve_sub_resource(device, dst_resource, 0, src_view->resource, src_view->sub_resource_idx, dst_resource->format->id); } void CDECL wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor) { struct wined3d_state *state = &device->state; struct wined3d_blend_state *prev; TRACE("device %p, blend_state %p, blend_factor %s.\n", device, blend_state, debug_color(blend_factor)); prev = state->blend_state; if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor))) return; if (blend_state) wined3d_blend_state_incref(blend_state); state->blend_state = blend_state; state->blend_factor = *blend_factor; wined3d_cs_emit_set_blend_state(device->cs, blend_state, blend_factor); if (prev) wined3d_blend_state_decref(prev); } struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device, struct wined3d_color *blend_factor) { const struct wined3d_state *state = &device->state; TRACE("device %p, blend_factor %p.\n", device, blend_factor); *blend_factor = state->blend_factor; return state->blend_state; } void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device, struct wined3d_rasterizer_state *rasterizer_state) { struct wined3d_rasterizer_state *prev; TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state); prev = device->state.rasterizer_state; if (prev == rasterizer_state) return; if (rasterizer_state) wined3d_rasterizer_state_incref(rasterizer_state); device->state.rasterizer_state = rasterizer_state; wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state); if (prev) wined3d_rasterizer_state_decref(prev); } struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.rasterizer_state; } void CDECL wined3d_device_set_render_state(struct wined3d_device *device, enum wined3d_render_state state, DWORD value) { TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value); if (state > WINEHIGHEST_RENDER_STATE) { WARN("Unhandled render state %#x.\n", state); return; } if (value == device->state.render_states[state]) TRACE("Application is setting the old value over, nothing to do.\n"); else { device->state.render_states[state] = value; wined3d_cs_emit_set_render_state(device->cs, state, value); } if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE) { TRACE("RESZ multisampled depth buffer resolve triggered.\n"); resolve_depth_buffer(device); } } DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state) { TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state); return device->state.render_states[state]; } static void wined3d_device_set_sampler_state(struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) { TRACE("device %p, sampler_idx %u, state %s, value %#x.\n", device, sampler_idx, debug_d3dsamplerstate(state), value); if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS); if (value == device->state.sampler_states[sampler_idx][state]) { TRACE("Application is setting the old value over, nothing to do.\n"); return; } device->state.sampler_states[sampler_idx][state] = value; wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value); } void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count, const RECT *rects) { unsigned int i; TRACE("device %p, rect_count %u, rects %p.\n", device, rect_count, rects); for (i = 0; i < rect_count; ++i) { TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i])); } if (device->state.scissor_rect_count == rect_count && !memcmp(device->state.scissor_rects, rects, rect_count * sizeof(*rects))) { TRACE("App is setting the old scissor rectangles over, nothing to do.\n"); return; } if (rect_count) memcpy(device->state.scissor_rects, rects, rect_count * sizeof(*rects)); else memset(device->state.scissor_rects, 0, sizeof(device->state.scissor_rects)); device->state.scissor_rect_count = rect_count; wined3d_cs_emit_set_scissor_rects(device->cs, rect_count, rects); } void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count, RECT *rects) { unsigned int count; TRACE("device %p, rect_count %p, rects %p.\n", device, rect_count, rects); count = rect_count ? min(*rect_count, device->state.scissor_rect_count) : 1; if (count && rects) memcpy(rects, device->state.scissor_rects, count * sizeof(*rects)); if (rect_count) *rect_count = device->state.scissor_rect_count; } void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, struct wined3d_vertex_declaration *declaration) { struct wined3d_vertex_declaration *prev = device->state.vertex_declaration; TRACE("device %p, declaration %p.\n", device, declaration); if (declaration == prev) return; if (declaration) wined3d_vertex_declaration_incref(declaration); device->state.vertex_declaration = declaration; wined3d_cs_emit_set_vertex_declaration(device->cs, declaration); if (prev) wined3d_vertex_declaration_decref(prev); } struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.vertex_declaration; } void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_VERTEX]; TRACE("device %p, shader %p.\n", device, shader); if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_VERTEX] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_VERTEX]; } void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer) { struct wined3d_buffer *prev; TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer); if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return; } prev = device->state.cb[type][idx]; if (buffer == prev) return; if (buffer) wined3d_buffer_incref(buffer); device->state.cb[type][idx] = buffer; wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer); if (prev) wined3d_buffer_decref(prev); } struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx) { TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx); if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return NULL; } return device->state.cb[shader_type][idx]; } static void wined3d_device_set_shader_resource_view(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view) { struct wined3d_shader_resource_view *prev; if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); return; } prev = device->state.shader_resource_view[type][idx]; if (view == prev) return; if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource, view->format)) { WARN("Application is trying to bind resource which is attached as render target.\n"); view = NULL; } if (view) { wined3d_shader_resource_view_incref(view); ++view->resource->srv_bind_count_device; } device->state.shader_resource_view[type][idx] = view; wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view); if (prev) { --prev->resource->srv_bind_count_device; wined3d_shader_resource_view_decref(prev); } } void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view); } static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view( const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx) { if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); return NULL; } return device->state.shader_resource_view[shader_type][idx]; } struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx); } static void wined3d_device_set_sampler(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler) { struct wined3d_sampler *prev; if (idx >= MAX_SAMPLER_OBJECTS) { WARN("Invalid sampler index %u.\n", idx); return; } prev = device->state.sampler[type][idx]; if (sampler == prev) return; if (sampler) wined3d_sampler_incref(sampler); device->state.sampler[type][idx] = sampler; wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler); if (prev) wined3d_sampler_decref(prev); } void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler); } static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx) { if (idx >= MAX_SAMPLER_OBJECTS) { WARN("Invalid sampler index %u.\n", idx); return NULL; } return device->state.sampler[shader_type][idx]; } struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx); } static void wined3d_device_set_vs_consts_b(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const BOOL *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.vs_consts_b[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants); } static void wined3d_device_set_vs_consts_i(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.vs_consts_i[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i])); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants); } static void wined3d_device_set_vs_consts_f(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.vs_consts_f[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i])); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants); } void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_PIXEL]; TRACE("device %p, shader %p.\n", device, shader); if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_PIXEL] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_PIXEL]; } void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view); } struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx); } void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler); } struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx); } static void wined3d_device_set_ps_consts_b(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const BOOL *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.ps_consts_b[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants); } static void wined3d_device_set_ps_consts_i(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.ps_consts_i[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i])); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants); } static void wined3d_device_set_ps_consts_f(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants) { unsigned int i; TRACE("device %p, start_idx %u, count %u, constants %p.\n", device, start_idx, count, constants); memcpy(&device->state.ps_consts_f[start_idx], constants, count * sizeof(*constants)); if (TRACE_ON(d3d)) { for (i = 0; i < count; ++i) TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i])); } wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants); } void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev; TRACE("device %p, shader %p.\n", device, shader); prev = device->state.shader[WINED3D_SHADER_TYPE_HULL]; if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_HULL] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_HULL]; } void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view); } struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx); } void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler); } struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx); } void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev; TRACE("device %p, shader %p.\n", device, shader); prev = device->state.shader[WINED3D_SHADER_TYPE_DOMAIN]; if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_DOMAIN] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN]; } void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view); } struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx); } void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler); } struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx); } void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY]; TRACE("device %p, shader %p.\n", device, shader); if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY]; } void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view); } struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx); } void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler); } struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx); } void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev; TRACE("device %p, shader %p.\n", device, shader); prev = device->state.shader[WINED3D_SHADER_TYPE_COMPUTE]; if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->state.shader[WINED3D_SHADER_TYPE_COMPUTE] = shader; wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader); if (prev) wined3d_shader_decref(prev); } struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE]; } void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view) { TRACE("device %p, idx %u, view %p.\n", device, idx, view); wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view); } struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx); } void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler) { TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler); } struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx); } static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count) { struct wined3d_unordered_access_view *prev; if (idx >= MAX_UNORDERED_ACCESS_VIEWS) { WARN("Invalid UAV index %u.\n", idx); return; } prev = device->state.unordered_access_view[pipeline][idx]; if (uav == prev && initial_count == ~0u) return; if (uav) wined3d_unordered_access_view_incref(uav); device->state.unordered_access_view[pipeline][idx] = uav; wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count); if (prev) wined3d_unordered_access_view_decref(prev); } static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view( const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx) { if (idx >= MAX_UNORDERED_ACCESS_VIEWS) { WARN("Invalid UAV index %u.\n", idx); return NULL; } return device->state.unordered_access_view[pipeline][idx]; } void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count) { TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count); wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count); } struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx); } void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count) { TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count); wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count); } struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view( const struct wined3d_device *device, unsigned int idx) { TRACE("device %p, idx %u.\n", device, idx); return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx); } void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency) { unsigned int i; if (!latency) latency = 3; device->max_frame_latency = latency; for (i = 0; i < device->swapchain_count; ++i) swapchain_set_max_frame_latency(device->swapchains[i], device); } unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device) { return device->max_frame_latency; } static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf) { unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; unsigned int i, size = 0; if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float); if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD); if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD); if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD); switch (fvf & WINED3DFVF_POSITION_MASK) { case WINED3DFVF_XYZ: size += 3 * sizeof(float); break; case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break; case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break; case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break; case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break; case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break; case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break; case WINED3DFVF_XYZW: size += 4 * sizeof(float); break; default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK); } for (i = 0; i < texcoord_count; ++i) { size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float); } return size; } static void wined3d_format_get_colour(const struct wined3d_format *format, const void *data, struct wined3d_color *colour) { float *output = &colour->r; const uint32_t *u32_data; const uint16_t *u16_data; const float *f32_data; unsigned int i; static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f}; static unsigned int warned; switch (format->id) { case WINED3DFMT_B8G8R8A8_UNORM: u32_data = data; wined3d_color_from_d3dcolor(colour, *u32_data); break; case WINED3DFMT_R8G8B8A8_UNORM: u32_data = data; colour->r = (*u32_data & 0xffu) / 255.0f; colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f; colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f; colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f; break; case WINED3DFMT_R16G16_UNORM: case WINED3DFMT_R16G16B16A16_UNORM: u16_data = data; *colour = default_colour; for (i = 0; i < format->component_count; ++i) output[i] = u16_data[i] / 65535.0f; break; case WINED3DFMT_R32_FLOAT: case WINED3DFMT_R32G32_FLOAT: case WINED3DFMT_R32G32B32_FLOAT: case WINED3DFMT_R32G32B32A32_FLOAT: f32_data = data; *colour = default_colour; for (i = 0; i < format->component_count; ++i) output[i] = f32_data[i]; break; default: *colour = default_colour; if (!warned++) FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id)); break; } } static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs, const struct wined3d_color *material_colour, unsigned int index, const struct wined3d_stream_info *stream_info) { const struct wined3d_stream_info_element *element = NULL; switch (mcs) { case WINED3D_MCS_MATERIAL: *colour = *material_colour; return; case WINED3D_MCS_COLOR1: if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE))) { colour->r = colour->g = colour->b = colour->a = 1.0f; return; } element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; break; case WINED3D_MCS_COLOR2: if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR))) { colour->r = colour->g = colour->b = colour->a = 0.0f; return; } element = &stream_info->elements[WINED3D_FFP_SPECULAR]; break; default: colour->r = colour->g = colour->b = colour->a = 0.0f; ERR("Invalid material colour source %#x.\n", mcs); return; } wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour); } static float wined3d_clamp(float value, float min_value, float max_value) { return value < min_value ? min_value : value > max_value ? max_value : value; } static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1) { return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z; } static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1) { v0->x -= v1->x; v0->y -= v1->y; v0->z -= v1->z; } static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s) { v->x *= s; v->y *= s; v->z *= s; } static void wined3d_vec3_normalise(struct wined3d_vec3 *v) { float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v)); if (isfinite(rnorm)) wined3d_vec3_scale(v, rnorm); } static void wined3d_vec3_transform(struct wined3d_vec3 *dst, const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m) { struct wined3d_vec3 tmp; tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31; tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32; tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33; *dst = tmp; } static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src, float min_value, float max_value) { dst->r = wined3d_clamp(src->r, min_value, max_value); dst->g = wined3d_clamp(src->g, min_value, max_value); dst->b = wined3d_clamp(src->b, min_value, max_value); dst->a = wined3d_clamp(src->a, min_value, max_value); } static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c) { dst->r += src->r * c; dst->g += src->g * c; dst->b += src->b * c; } static void init_transformed_lights(struct lights_settings *ls, const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting) { const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS]; const struct wined3d_light_info *light_info; struct light_transformed *light; struct wined3d_vec4 vec4; unsigned int light_count; unsigned int i, index; memset(ls, 0, sizeof(*ls)); ls->lighting = !!compute_lighting; ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE]; ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE] ? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH; ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART); ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND); ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY); if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting) return; multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]); if (!compute_lighting) return; compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix); wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]); ls->legacy_lighting = !!legacy_lighting; ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS]; ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER]; for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i) { LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry) { if (!light_info->enabled) continue; switch (light_info->OriginalParms.type) { case WINED3D_LIGHT_DIRECTIONAL: ++ls->directional_light_count; break; case WINED3D_LIGHT_POINT: ++ls->point_light_count; break; case WINED3D_LIGHT_SPOT: ++ls->spot_light_count; break; case WINED3D_LIGHT_PARALLELPOINT: ++ls->parallel_point_light_count; break; default: FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type); continue; } lights[index++] = light_info; if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS) break; } } light_count = index; for (i = 0, index = 0; i < light_count; ++i) { light_info = lights[i]; if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL) continue; light = &ls->lights[index]; wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]); light->direction = *(struct wined3d_vec3 *)&vec4; wined3d_vec3_normalise(&light->direction); light->diffuse = light_info->OriginalParms.diffuse; light->ambient = light_info->OriginalParms.ambient; light->specular = light_info->OriginalParms.specular; ++index; } for (i = 0; i < light_count; ++i) { light_info = lights[i]; if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT) continue; light = &ls->lights[index]; wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]); light->range = light_info->OriginalParms.range; light->c_att = light_info->OriginalParms.attenuation0; light->l_att = light_info->OriginalParms.attenuation1; light->q_att = light_info->OriginalParms.attenuation2; light->diffuse = light_info->OriginalParms.diffuse; light->ambient = light_info->OriginalParms.ambient; light->specular = light_info->OriginalParms.specular; ++index; } for (i = 0; i < light_count; ++i) { light_info = lights[i]; if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT) continue; light = &ls->lights[index]; wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]); wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]); light->direction = *(struct wined3d_vec3 *)&vec4; wined3d_vec3_normalise(&light->direction); light->range = light_info->OriginalParms.range; light->falloff = light_info->OriginalParms.falloff; light->c_att = light_info->OriginalParms.attenuation0; light->l_att = light_info->OriginalParms.attenuation1; light->q_att = light_info->OriginalParms.attenuation2; light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f); light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f); light->diffuse = light_info->OriginalParms.diffuse; light->ambient = light_info->OriginalParms.ambient; light->specular = light_info->OriginalParms.specular; ++index; } for (i = 0; i < light_count; ++i) { light_info = lights[i]; if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT) continue; light = &ls->lights[index]; wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]); *(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4; wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position); light->diffuse = light_info->OriginalParms.diffuse; light->ambient = light_info->OriginalParms.ambient; light->specular = light_info->OriginalParms.specular; ++index; } } static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular, const struct wined3d_vec3 *dir, float att, float material_shininess, const struct wined3d_vec3 *normal_transformed, const struct wined3d_vec3 *position_transformed_normalised, const struct light_transformed *light, const struct lights_settings *ls) { struct wined3d_vec3 vec3; float t, c; c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f); wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att); vec3 = *dir; if (ls->localviewer) wined3d_vec3_subtract(&vec3, position_transformed_normalised); else vec3.z -= 1.0f; wined3d_vec3_normalise(&vec3); t = wined3d_vec3_dot(normal_transformed, &vec3); if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f) && wined3d_vec3_dot(dir, normal_transformed) > 0.0f) wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess)); } static void light_set_vertex_data(struct lights_settings *ls, const struct wined3d_vec4 *position) { if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting) return; wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix); wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w); } static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse, struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal, float material_shininess) { struct wined3d_vec3 position_transformed_normalised; struct wined3d_vec3 normal_transformed = {0.0f}; const struct light_transformed *light; struct wined3d_vec3 dir, dst; unsigned int i, index; float att; position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed; wined3d_vec3_normalise(&position_transformed_normalised); if (normal) { wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix); if (ls->normalise) wined3d_vec3_normalise(&normal_transformed); } diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f; *specular = *diffuse; *ambient = ls->ambient_light; index = 0; for (i = 0; i < ls->directional_light_count; ++i, ++index) { light = &ls->lights[index]; wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f); if (normal) update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls); } for (i = 0; i < ls->point_light_count; ++i, ++index) { light = &ls->lights[index]; dir.x = light->position.x - ls->position_transformed.x; dir.y = light->position.y - ls->position_transformed.y; dir.z = light->position.z - ls->position_transformed.z; dst.z = wined3d_vec3_dot(&dir, &dir); dst.y = sqrtf(dst.z); dst.x = 1.0f; if (ls->legacy_lighting) { dst.y = (light->range - dst.y) / light->range; if (!(dst.y > 0.0f)) continue; dst.z = dst.y * dst.y; } else { if (!(dst.y <= light->range)) continue; } att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att; if (!ls->legacy_lighting) att = 1.0f / att; wined3d_color_rgb_mul_add(ambient, &light->ambient, att); if (normal) { wined3d_vec3_normalise(&dir); update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls); } } for (i = 0; i < ls->spot_light_count; ++i, ++index) { float t; light = &ls->lights[index]; dir.x = light->position.x - ls->position_transformed.x; dir.y = light->position.y - ls->position_transformed.y; dir.z = light->position.z - ls->position_transformed.z; dst.z = wined3d_vec3_dot(&dir, &dir); dst.y = sqrtf(dst.z); dst.x = 1.0f; if (ls->legacy_lighting) { dst.y = (light->range - dst.y) / light->range; if (!(dst.y > 0.0f)) continue; dst.z = dst.y * dst.y; } else { if (!(dst.y <= light->range)) continue; } wined3d_vec3_normalise(&dir); t = -wined3d_vec3_dot(&dir, &light->direction); if (t > light->cos_htheta) att = 1.0f; else if (t <= light->cos_hphi) att = 0.0f; else att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff); t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att; if (ls->legacy_lighting) att *= t; else att /= t; wined3d_color_rgb_mul_add(ambient, &light->ambient, att); if (normal) update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls); } for (i = 0; i < ls->parallel_point_light_count; ++i, ++index) { light = &ls->lights[index]; wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f); if (normal) update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position, 1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls); } } static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls) { switch (ls->fog_mode) { case WINED3D_FOG_NONE: return fog_coord; case WINED3D_FOG_LINEAR: return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start); case WINED3D_FOG_EXP: return expf(-fog_coord * ls->fog_density); case WINED3D_FOG_EXP2: return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density); default: ERR("Unhandled fog mode %#x.\n", ls->fog_mode); return 0.0f; } } static void update_fog_factor(float *fog_factor, struct lights_settings *ls) { float fog_coord; if (ls->fog_mode == WINED3D_FOG_NONE) return; switch (ls->fog_coord_mode) { case WINED3D_FFP_VS_FOG_RANGE: fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed, (const struct wined3d_vec3 *)&ls->position_transformed)); break; case WINED3D_FFP_VS_FOG_DEPTH: fog_coord = fabsf(ls->position_transformed.z); break; default: ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode); return; } *fog_factor = wined3d_calculate_fog_factor(fog_coord, ls); } /* Context activation is done by the caller. */ #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount, const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf) { enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source; const struct wined3d_color *material_specular_state_colour; struct wined3d_matrix mat, proj_mat, view_mat, world_mat; const struct wined3d_state *state = &device->state; const struct wined3d_format *output_colour_format; static const struct wined3d_color black; struct wined3d_map_desc map_desc; struct wined3d_box box = {0}; struct wined3d_viewport vp; unsigned int texture_count; struct lights_settings ls; unsigned int vertex_size; BOOL do_clip, lighting; float min_z, max_z; unsigned int i; BYTE *dest_ptr; HRESULT hr; if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION))) { ERR("Source has no position mask.\n"); return WINED3DERR_INVALIDCALL; } if (state->render_states[WINED3D_RS_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) do_clip = TRUE; */ do_clip = FALSE; if (!warned) { warned = TRUE; FIXME("Clipping is broken and disabled for now\n"); } } else do_clip = FALSE; vertex_size = wined3d_get_flexible_vertex_size(dst_fvf); box.left = dwDestIndex * vertex_size; box.right = box.left + dwCount * vertex_size; if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE))) { WARN("Failed to map buffer, hr %#x.\n", hr); return hr; } dest_ptr = map_desc.data; wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat); wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat); wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat); TRACE("View mat:\n"); TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14); TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24); TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34); TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44); TRACE("Proj mat:\n"); TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14); TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24); TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34); TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44); TRACE("World mat:\n"); TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14); TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24); TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34); TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44); /* Get the viewport */ wined3d_device_get_viewports(device, NULL, &vp); TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n", vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z); multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; lighting = state->render_states[WINED3D_RS_LIGHTING] && (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR)); wined3d_get_material_colour_source(&diffuse_source, &emissive_source, &ambient_source, &specular_source, state, stream_info); output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0); material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE] ? &state->material.specular : &black; init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, lighting); wined3d_viewport_get_z_range(&vp, &min_z, &max_z); for (i = 0; i < dwCount; ++i) { const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION]; const float *p = (const float *)&position_element->data.addr[i * position_element->stride]; struct wined3d_color ambient, diffuse, specular; struct wined3d_vec4 position; unsigned int tex_index; position.x = p[0]; position.y = p[1]; position.z = p[2]; position.w = 1.0f; light_set_vertex_data(&ls, &position); if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { /* The position first */ 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._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41; y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42; z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43; rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._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 (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps && y <= rhw + eps && z <= rhw + eps && rhw > eps)) { /* "Normal" viewport transformation (not clipped) * 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 *= max_z - min_z; x += vp.width / 2 + vp.x; y += vp.height / 2 + vp.y; z += min_z; 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 ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) dest_ptr += sizeof(float); } if (dst_fvf & WINED3DFVF_PSIZE) dest_ptr += sizeof(DWORD); if (dst_fvf & WINED3DFVF_NORMAL) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL]; const float *normal = (const float *)(element->data.addr + 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 (lighting) { const struct wined3d_stream_info_element *element; struct wined3d_vec3 *normal; if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL)) { element = &stream_info->elements[WINED3D_FFP_NORMAL]; normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride]; } else { normal = NULL; } compute_light(&ambient, &diffuse, &specular, &ls, normal, state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f); } if (dst_fvf & WINED3DFVF_DIFFUSE) { struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour; wined3d_colour_from_mcs(&material_diffuse, diffuse_source, &state->material.diffuse, i, stream_info); if (lighting) { wined3d_colour_from_mcs(&material_ambient, ambient_source, &state->material.ambient, i, stream_info); wined3d_colour_from_mcs(&material_emissive, emissive_source, &state->material.emissive, i, stream_info); diffuse_colour.r = ambient.r * material_ambient.r + diffuse.r * material_diffuse.r + material_emissive.r; diffuse_colour.g = ambient.g * material_ambient.g + diffuse.g * material_diffuse.g + material_emissive.g; diffuse_colour.b = ambient.b * material_ambient.b + diffuse.b * material_diffuse.b + material_emissive.b; diffuse_colour.a = material_diffuse.a; } else { diffuse_colour = material_diffuse; } wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f); *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour); dest_ptr += sizeof(DWORD); } if (dst_fvf & WINED3DFVF_SPECULAR) { struct wined3d_color material_specular, specular_colour; wined3d_colour_from_mcs(&material_specular, specular_source, material_specular_state_colour, i, stream_info); if (lighting) { specular_colour.r = specular.r * material_specular.r; specular_colour.g = specular.g * material_specular.g; specular_colour.b = specular.b * material_specular.b; specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a; } else { specular_colour = material_specular; } update_fog_factor(&specular_colour.a, &ls); wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f); *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour); dest_ptr += sizeof(DWORD); } for (tex_index = 0; tex_index < texture_count; ++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.addr + i * element->stride); if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index)))) { ERR("No source texture, but destination requests one\n"); dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float); } else { copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float)); } } } wined3d_resource_unmap(&dest->resource, 0); return WINED3D_OK; } #undef copy_and_next HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device, UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer, const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf) { struct wined3d_state *state = &device->state; struct wined3d_stream_info stream_info; struct wined3d_resource *resource; struct wined3d_box box = {0}; struct wined3d_shader *vs; unsigned int i, j; HRESULT hr; WORD map; TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, " "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n", device, src_start_idx, dst_idx, vertex_count, dst_buffer, declaration, flags, dst_fvf); if (declaration) FIXME("Output vertex declaration not implemented yet.\n"); vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL; wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info); state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs; /* We can't convert FROM a VBO, and vertex buffers used to source into * process_vertices() are unlikely to ever be used for drawing. Release * VBOs in those buffers and fix up the stream_info structure. * * Also apply the start index. */ for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i) { struct wined3d_stream_info_element *e; struct wined3d_map_desc map_desc; if (!(map & 1)) continue; e = &stream_info.elements[i]; resource = &state->streams[e->stream_idx].buffer->resource; box.left = src_start_idx * e->stride; box.right = box.left + vertex_count * e->stride; if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ))) { ERR("Failed to map resource.\n"); for (j = 0, map = stream_info.use_map; map && j < i; map >>= 1, ++j) { if (!(map & 1)) continue; e = &stream_info.elements[j]; resource = &state->streams[e->stream_idx].buffer->resource; if (FAILED(wined3d_resource_unmap(resource, 0))) ERR("Failed to unmap resource.\n"); } return WINED3DERR_INVALIDCALL; } e->data.buffer_object = 0; e->data.addr += (ULONG_PTR)map_desc.data; } hr = process_vertices_strided(device, dst_idx, vertex_count, &stream_info, dst_buffer, flags, dst_fvf); for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i) { if (!(map & 1)) continue; resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource; if (FAILED(wined3d_resource_unmap(resource, 0))) ERR("Failed to unmap resource.\n"); } return hr; } static void wined3d_device_set_texture_stage_state(struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state, DWORD value) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; TRACE("device %p, stage %u, state %s, value %#x.\n", device, stage, debug_d3dtexturestate(state), value); if (stage >= d3d_info->limits.ffp_blend_stages) { WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", stage, d3d_info->limits.ffp_blend_stages - 1); return; } if (value == device->state.texture_states[stage][state]) { TRACE("Application is setting the old value over, nothing to do.\n"); return; } device->state.texture_states[stage][state] = value; wined3d_cs_emit_set_texture_state(device->cs, stage, state, value); } static void wined3d_device_set_texture(struct wined3d_device *device, UINT stage, struct wined3d_texture *texture) { struct wined3d_texture *prev; TRACE("device %p, stage %u, texture %p.\n", device, stage, texture); if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) stage -= (WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS); /* Windows accepts overflowing this array... we do not. */ if (stage >= ARRAY_SIZE(device->state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return; } prev = device->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; } TRACE("Setting new texture to %p.\n", texture); device->state.textures[stage] = texture; if (texture) wined3d_texture_incref(texture); wined3d_cs_emit_set_texture(device->cs, stage, texture); if (prev) wined3d_texture_decref(prev); return; } void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock) { const struct wined3d_stateblock_state *state = &stateblock->stateblock_state; const struct wined3d_saved_states *changed = &stateblock->changed; const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT; BOOL set_blend_state = FALSE, set_rasterizer_state = FALSE; unsigned int i, j, start, idx; struct wined3d_range range; DWORD map, stage; TRACE("device %p, stateblock %p.\n", device, stateblock); if (changed->vertexShader) wined3d_device_set_vertex_shader(device, state->vs); if (changed->pixelShader) wined3d_device_set_pixel_shader(device, state->ps); for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range)) break; wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]); } map = changed->vertexShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]); } map = changed->vertexShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]); } for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range)) break; wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]); } map = changed->pixelShaderConstantsI; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range)) break; wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]); } map = changed->pixelShaderConstantsB; for (start = 0; ; start = range.offset + range.size) { if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range)) break; wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]); } if (changed->lights) { for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i) { const struct wined3d_light_info *light; LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry) { wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms); wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1); } } } for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i) { map = changed->renderState[i]; while (map) { j = wined3d_bit_scan(&map); idx = i * word_bit_count + j; switch (idx) { case WINED3D_RS_BLENDFACTOR: case WINED3D_RS_ALPHABLENDENABLE: case WINED3D_RS_SRCBLEND: case WINED3D_RS_DESTBLEND: case WINED3D_RS_BLENDOP: case WINED3D_RS_SEPARATEALPHABLENDENABLE: case WINED3D_RS_SRCBLENDALPHA: case WINED3D_RS_DESTBLENDALPHA: case WINED3D_RS_BLENDOPALPHA: case WINED3D_RS_COLORWRITEENABLE: case WINED3D_RS_COLORWRITEENABLE1: case WINED3D_RS_COLORWRITEENABLE2: case WINED3D_RS_COLORWRITEENABLE3: set_blend_state = TRUE; break; case WINED3D_RS_FILLMODE: case WINED3D_RS_CULLMODE: case WINED3D_RS_SLOPESCALEDEPTHBIAS: case WINED3D_RS_DEPTHBIAS: case WINED3D_RS_SCISSORTESTENABLE: case WINED3D_RS_ANTIALIASEDLINEENABLE: set_rasterizer_state = TRUE; break; default: wined3d_device_set_render_state(device, idx, state->rs[idx]); break; } } } if (set_rasterizer_state) { struct wined3d_rasterizer_state *rasterizer_state; struct wined3d_rasterizer_state_desc desc; struct wine_rb_entry *entry; union { DWORD d; float f; } bias; memset(&desc, 0, sizeof(desc)); desc.fill_mode = state->rs[WINED3D_RS_FILLMODE]; desc.cull_mode = state->rs[WINED3D_RS_CULLMODE]; bias.d = state->rs[WINED3D_RS_DEPTHBIAS]; desc.depth_bias = bias.f; bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS]; desc.scale_bias = bias.f; desc.depth_clip = TRUE; desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE]; desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE]; if ((entry = wine_rb_get(&device->rasterizer_states, &desc))) { rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry); wined3d_device_set_rasterizer_state(device, rasterizer_state); } else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL, &wined3d_null_parent_ops, &rasterizer_state))) { wined3d_device_set_rasterizer_state(device, rasterizer_state); if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1) { ERR("Failed to insert rasterizer state.\n"); wined3d_rasterizer_state_decref(rasterizer_state); } } } if (set_blend_state || changed->alpha_to_coverage || wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y)) { struct wined3d_blend_state *blend_state; struct wined3d_blend_state_desc desc; struct wine_rb_entry *entry; struct wined3d_color colour; memset(&desc, 0, sizeof(desc)); desc.alpha_to_coverage = state->alpha_to_coverage; desc.independent = FALSE; if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC) desc.alpha_to_coverage = TRUE; desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE]; desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND]; desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND]; desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP]; if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE]) { desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA]; desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA]; desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA]; } else { desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND]; desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND]; desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP]; } desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE]; desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1]; desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2]; desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3]; if (desc.rt[1].writemask != desc.rt[0].writemask || desc.rt[2].writemask != desc.rt[0].writemask || desc.rt[3].writemask != desc.rt[0].writemask) { desc.independent = TRUE; for (i = 1; i < 4; ++i) { desc.rt[i].enable = desc.rt[0].enable; desc.rt[i].src = desc.rt[0].src; desc.rt[i].dst = desc.rt[0].dst; desc.rt[i].op = desc.rt[0].op; desc.rt[i].src_alpha = desc.rt[0].src_alpha; desc.rt[i].dst_alpha = desc.rt[0].dst_alpha; desc.rt[i].op_alpha = desc.rt[0].op_alpha; } } if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR)) wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]); else wined3d_device_get_blend_state(device, &colour); if ((entry = wine_rb_get(&device->blend_states, &desc))) { blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry); wined3d_device_set_blend_state(device, blend_state, &colour); } else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL, &wined3d_null_parent_ops, &blend_state))) { wined3d_device_set_blend_state(device, blend_state, &colour); if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1) { ERR("Failed to insert blend state.\n"); wined3d_blend_state_decref(blend_state); } } } for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i) { map = changed->textureState[i]; while (map) { j = wined3d_bit_scan(&map); wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]); } } for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i) { stage = i; if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS; map = changed->samplerState[i]; while (map) { j = wined3d_bit_scan(&map); wined3d_device_set_sampler_state(device, stage, j, state->sampler_states[i][j]); } } if (changed->transforms) { for (i = 0; i < ARRAY_SIZE(changed->transform); ++i) { map = changed->transform[i]; while (map) { j = wined3d_bit_scan(&map); idx = i * word_bit_count + j; wined3d_device_set_transform(device, idx, &state->transforms[idx]); } } } if (changed->indices) wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0); wined3d_device_set_base_vertex_index(device, state->base_vertex_index); if (changed->vertexDecl) wined3d_device_set_vertex_declaration(device, state->vertex_declaration); if (changed->material) wined3d_device_set_material(device, &state->material); if (changed->viewport) wined3d_device_set_viewports(device, 1, &state->viewport); if (changed->scissorRect) wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect); map = changed->streamSource; while (map) { i = wined3d_bit_scan(&map); wined3d_device_set_stream_source(device, i, state->streams[i].buffer, state->streams[i].offset, state->streams[i].stride); } map = changed->streamFreq; while (map) { i = wined3d_bit_scan(&map); wined3d_device_set_stream_source_freq(device, i, state->streams[i].frequency | state->streams[i].flags); } map = changed->textures; while (map) { i = wined3d_bit_scan(&map); stage = i; if (stage >= WINED3D_MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - WINED3D_MAX_FRAGMENT_SAMPLERS; wined3d_device_set_texture(device, stage, state->textures[i]); } map = changed->clipplane; while (map) { i = wined3d_bit_scan(&map); wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]); } memset(&stateblock->changed, 0, sizeof(stateblock->changed)); TRACE("Applied stateblock %p.\n", stateblock); } HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps) { TRACE("device %p, caps %p.\n", device, caps); return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->create_parms.device_type, caps); } HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) { struct wined3d_swapchain *swapchain; TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n", device, swapchain_idx, mode, rotation); if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) return WINED3DERR_INVALIDCALL; return wined3d_swapchain_get_display_mode(swapchain, mode, rotation); } HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device) { /* At the moment we have no need for any functionality at the beginning * of a scene. */ TRACE("device %p.\n", device); if (device->inScene) { WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } device->inScene = TRUE; return WINED3D_OK; } HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device) { TRACE("device %p.\n", device); if (!device->inScene) { WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } device->inScene = FALSE; return WINED3D_OK; } HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n", device, rect_count, rects, flags, debug_color(color), depth, stencil); if (!rect_count && rects) { WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects); return WINED3D_OK; } if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { struct wined3d_rendertarget_view *ds = device->fb.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->width < device->fb.render_targets[0]->width || ds->height < device->fb.render_targets[0]->height) { WARN("Silently ignoring depth and target clear with mismatching sizes\n"); return WINED3D_OK; } } } wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil); return WINED3D_OK; } void CDECL wined3d_device_set_predication(struct wined3d_device *device, struct wined3d_query *predicate, BOOL value) { struct wined3d_query *prev; TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value); prev = device->state.predicate; if (predicate) { FIXME("Predicated rendering not implemented.\n"); wined3d_query_incref(predicate); } device->state.predicate = predicate; device->state.predicate_value = value; wined3d_cs_emit_set_predication(device->cs, predicate, value); if (prev) wined3d_query_decref(prev); } struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value) { TRACE("device %p, value %p.\n", device, value); if (value) *value = device->state.predicate_value; return device->state.predicate; } void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) { TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n", device, group_count_x, group_count_y, group_count_z); wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z); } void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset) { TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset); wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset); } void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count) { TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n", device, debug_d3dprimitivetype(primitive_type), patch_vertex_count); device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); device->state.gl_patch_vertices = patch_vertex_count; } void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device, enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count) { TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n", device, primitive_type, patch_vertex_count); *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type); if (patch_vertex_count) *patch_vertex_count = device->state.gl_patch_vertices; TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type)); } HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count) { TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count); wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, 0, start_vertex, vertex_count, 0, 0, FALSE); return WINED3D_OK; } void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device, UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count) { TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n", device, start_vertex, vertex_count, start_instance, instance_count); wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, 0, start_vertex, vertex_count, start_instance, instance_count, FALSE); } void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset) { TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset); wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, buffer, offset, FALSE); } HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count) { TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count); if (!device->state.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. */ WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE); return WINED3D_OK; } void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count) { TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n", device, start_idx, index_count, start_instance, instance_count); wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE); } void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset) { TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset); wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices, buffer, offset, TRUE); } HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture) { unsigned int src_size, dst_size, src_skip_levels = 0; unsigned int src_level_count, dst_level_count; const struct wined3d_dirty_regions *regions; unsigned int layer_count, level_count, i, j; enum wined3d_resource_type type; BOOL entire_texture = TRUE; struct wined3d_box box; TRACE("device %p, src_texture %p, dst_texture %p.\n", device, 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->resource.access & WINED3D_RESOURCE_ACCESS_GPU || src_texture->resource.usage & WINED3DUSAGE_SCRATCH) { WARN("Source resource is GPU accessible or a scratch resource.\n"); return WINED3DERR_INVALIDCALL; } if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU) { WARN("Destination resource is CPU accessible.\n"); return WINED3DERR_INVALIDCALL; } /* Verify that the source and destination textures are the same type. */ type = src_texture->resource.type; if (dst_texture->resource.type != type) { WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } layer_count = src_texture->layer_count; if (layer_count != dst_texture->layer_count) { WARN("Source and destination have different layer counts.\n"); return WINED3DERR_INVALIDCALL; } if (src_texture->resource.format != dst_texture->resource.format) { WARN("Source and destination formats do not match.\n"); return WINED3DERR_INVALIDCALL; } src_level_count = src_texture->level_count; dst_level_count = dst_texture->level_count; level_count = min(src_level_count, dst_level_count); src_size = max(src_texture->resource.width, src_texture->resource.height); src_size = max(src_size, src_texture->resource.depth); dst_size = max(dst_texture->resource.width, dst_texture->resource.height); dst_size = max(dst_size, dst_texture->resource.depth); while (src_size > dst_size) { src_size >>= 1; ++src_skip_levels; } if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth) { WARN("Source and destination dimensions do not match.\n"); return WINED3DERR_INVALIDCALL; } if ((regions = src_texture->dirty_regions)) { for (i = 0; i < layer_count && entire_texture; ++i) { if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT) continue; entire_texture = FALSE; break; } } /* Update every surface level of the texture. */ if (entire_texture) { for (i = 0; i < level_count; ++i) { wined3d_texture_get_level_box(dst_texture, i, &box); for (j = 0; j < layer_count; ++j) { wined3d_cs_emit_blt_sub_resource(device->cs, &dst_texture->resource, j * dst_level_count + i, &box, &src_texture->resource, j * src_level_count + i + src_skip_levels, &box, 0, NULL, WINED3D_TEXF_POINT); } } } else { unsigned int src_level, box_count, k; const struct wined3d_box *boxes; struct wined3d_box b; for (i = 0; i < layer_count; ++i) { boxes = regions[i].boxes; box_count = regions[i].box_count; if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT) { boxes = &b; box_count = 1; wined3d_texture_get_level_box(dst_texture, i, &b); } for (j = 0; j < level_count; ++j) { src_level = j + src_skip_levels; /* TODO: We could pass an array of boxes here to avoid * multiple context acquisitions for the same resource. */ for (k = 0; k < box_count; ++k) { box = boxes[k]; if (src_level) { box.left >>= src_level; box.top >>= src_level; box.right = min((box.right + (1u << src_level) - 1) >> src_level, wined3d_texture_get_level_width(src_texture, src_level)); box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level, wined3d_texture_get_level_height(src_texture, src_level)); box.front >>= src_level; box.back = min((box.back + (1u << src_level) - 1) >> src_level, wined3d_texture_get_level_depth(src_texture, src_level)); } wined3d_cs_emit_blt_sub_resource(device->cs, &dst_texture->resource, i * dst_level_count + j, &box, &src_texture->resource, i * src_level_count + src_level, &box, 0, NULL, WINED3D_TEXF_POINT); } } } } wined3d_texture_clear_dirty_regions(src_texture); return WINED3D_OK; } HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes) { const struct wined3d_state *state = &device->state; struct wined3d_texture *texture; DWORD i; TRACE("device %p, num_passes %p.\n", device, num_passes); for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE) { WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i); return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; } if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_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][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT) { WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i); return E_FAIL; } if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT) { WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i); return E_FAIL; } if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT) { WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i); return E_FAIL; } } if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_STENCILENABLE]) { struct wined3d_rendertarget_view *rt = device->fb.render_targets[0]; struct wined3d_rendertarget_view *ds = device->fb.depth_stencil; if (ds && rt && (ds->width < rt->width || ds->height < rt->height)) { WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n"); return WINED3DERR_CONFLICTINGRENDERSTATE; } } /* return a sensible default */ *num_passes = 1; TRACE("returning D3D_OK\n"); return WINED3D_OK; } void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software) { static BOOL warned; TRACE("device %p, software %#x.\n", device, software); if (!warned) { FIXME("device %p, software %#x stub!\n", device, software); warned = TRUE; } device->softwareVertexProcessing = software; } BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device) { static BOOL warned; TRACE("device %p.\n", device); if (!warned) { TRACE("device %p stub!\n", device); warned = TRUE; } return device->softwareVertexProcessing; } HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_raster_status *raster_status) { struct wined3d_swapchain *swapchain; TRACE("device %p, swapchain_idx %u, raster_status %p.\n", device, swapchain_idx, raster_status); if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) return WINED3DERR_INVALIDCALL; return wined3d_swapchain_get_raster_status(swapchain, raster_status); } HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments) { static BOOL warned; TRACE("device %p, segments %.8e.\n", device, segments); if (segments != 0.0f) { if (!warned) { FIXME("device %p, segments %.8e stub!\n", device, segments); warned = TRUE; } } return WINED3D_OK; } float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) { static BOOL warned; TRACE("device %p.\n", device); if (!warned) { FIXME("device %p stub!\n", device); warned = TRUE; } return 0.0f; } void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav) { TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n", device, dst_buffer, offset, uav); wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav); } void CDECL wined3d_device_copy_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource) { struct wined3d_texture *dst_texture, *src_texture; struct wined3d_box box; unsigned int i, j; TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource); if (src_resource == dst_resource) { WARN("Source and destination are the same resource.\n"); return; } if (src_resource->type != dst_resource->type) { WARN("Resource types (%s / %s) don't match.\n", debug_d3dresourcetype(dst_resource->type), debug_d3dresourcetype(src_resource->type)); return; } if (src_resource->width != dst_resource->width || src_resource->height != dst_resource->height || src_resource->depth != dst_resource->depth) { WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n", dst_resource->width, dst_resource->height, dst_resource->depth, src_resource->width, src_resource->height, src_resource->depth); return; } if (src_resource->format->typeless_id != dst_resource->format->typeless_id || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id)) { WARN("Resource formats %s and %s are incompatible.\n", debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id)); return; } if (dst_resource->type == WINED3D_RTYPE_BUFFER) { wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1); wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box, src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT); return; } dst_texture = texture_from_resource(dst_resource); src_texture = texture_from_resource(src_resource); if (src_texture->layer_count != dst_texture->layer_count || src_texture->level_count != dst_texture->level_count) { WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n", dst_texture->layer_count, dst_texture->level_count, src_texture->layer_count, src_texture->level_count); return; } for (i = 0; i < dst_texture->level_count; ++i) { wined3d_texture_get_level_box(dst_texture, i, &box); for (j = 0; j < dst_texture->layer_count; ++j) { unsigned int idx = j * dst_texture->level_count + i; wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box, src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT); } } } HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags) { struct wined3d_box dst_box, b; TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, " "src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n", device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z, src_resource, src_sub_resource_idx, debug_box(src_box), flags); if (flags) FIXME("Ignoring flags %#x.\n", flags); if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx) { WARN("Source and destination are the same sub-resource.\n"); return WINED3DERR_INVALIDCALL; } if (src_resource->format->typeless_id != dst_resource->format->typeless_id || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id)) { WARN("Resource formats %s and %s are incompatible.\n", debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id)); return WINED3DERR_INVALIDCALL; } if (dst_resource->type == WINED3D_RTYPE_BUFFER) { if (src_resource->type != WINED3D_RTYPE_BUFFER) { WARN("Resource types (%s / %s) don't match.\n", debug_d3dresourcetype(dst_resource->type), debug_d3dresourcetype(src_resource->type)); return WINED3DERR_INVALIDCALL; } if (dst_sub_resource_idx) { WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (src_sub_resource_idx) { WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (!src_box) { unsigned int dst_w; dst_w = dst_resource->size - dst_x; wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1); src_box = &b; } else if ((src_box->left >= src_box->right || src_box->top >= src_box->bottom || src_box->front >= src_box->back)) { WARN("Invalid box %s specified.\n", debug_box(src_box)); return WINED3DERR_INVALIDCALL; } if (src_box->right > src_resource->size || dst_x >= dst_resource->size || src_box->right - src_box->left > dst_resource->size - dst_x) { WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n", dst_x, src_box->left, src_box->right - src_box->left); return WINED3DERR_INVALIDCALL; } wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1); } else { struct wined3d_texture *dst_texture = texture_from_resource(dst_resource); struct wined3d_texture *src_texture = texture_from_resource(src_resource); unsigned int src_level = src_sub_resource_idx % src_texture->level_count; if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count) { WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count) { WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (dst_texture->sub_resources[dst_sub_resource_idx].map_count) { WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (src_texture->sub_resources[src_sub_resource_idx].map_count) { WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx); return WINED3DERR_INVALIDCALL; } if (!src_box) { unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level; src_w = wined3d_texture_get_level_width(src_texture, src_level); src_h = wined3d_texture_get_level_height(src_texture, src_level); src_d = wined3d_texture_get_level_depth(src_texture, src_level); dst_level = dst_sub_resource_idx % dst_texture->level_count; dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x; dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y; dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z; wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d)); src_box = &b; } else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box))) { WARN("Invalid source box %s.\n", debug_box(src_box)); return WINED3DERR_INVALIDCALL; } wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left), dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front)); if (FAILED(wined3d_texture_check_box_dimensions(dst_texture, dst_sub_resource_idx % dst_texture->level_count, &dst_box))) { WARN("Invalid destination box %s.\n", debug_box(&dst_box)); return WINED3DERR_INVALIDCALL; } } wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box, src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT); return WINED3D_OK; } void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int depth_pitch, unsigned int flags) { unsigned int width, height, depth; struct wined3d_box b; TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, " "flags %#x.\n", device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags); if (flags) FIXME("Ignoring flags %#x.\n", flags); if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { WARN("Resource %p is not GPU accessible.\n", resource); return; } if (resource->type == WINED3D_RTYPE_BUFFER) { if (sub_resource_idx > 0) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return; } width = resource->size; height = 1; depth = 1; } else { struct wined3d_texture *texture = texture_from_resource(resource); unsigned int level; if (sub_resource_idx >= texture->level_count * texture->layer_count) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return; } level = sub_resource_idx % texture->level_count; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); depth = wined3d_texture_get_level_depth(texture, level); } if (!box) { wined3d_box_set(&b, 0, 0, width, height, 0, depth); box = &b; } else if (box->left >= box->right || box->right > width || box->top >= box->bottom || box->bottom > height || box->front >= box->back || box->back > depth) { WARN("Invalid box %s specified.\n", debug_box(box)); return; } wined3d_resource_wait_idle(resource); wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch); } void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, enum wined3d_format_id format_id) { struct wined3d_texture *dst_texture, *src_texture; unsigned int dst_level, src_level; RECT dst_rect, src_rect; TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, " "src_resource %p, src_sub_resource_idx %u, format %s.\n", device, dst_resource, dst_sub_resource_idx, src_resource, src_sub_resource_idx, debug_d3dformat(format_id)); if (wined3d_format_is_typeless(dst_resource->format) || wined3d_format_is_typeless(src_resource->format)) { FIXME("Multisample resolve is not fully supported for typeless formats " "(dst_format %s, src_format %s, format %s).\n", debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id), debug_d3dformat(format_id)); } if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type)); return; } if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) { WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type)); return; } dst_texture = texture_from_resource(dst_resource); src_texture = texture_from_resource(src_resource); dst_level = dst_sub_resource_idx % dst_texture->level_count; SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level), wined3d_texture_get_level_height(dst_texture, dst_level)); src_level = src_sub_resource_idx % src_texture->level_count; SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level), wined3d_texture_get_level_height(src_texture, src_level)); wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect, src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT); } HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { struct wined3d_resource *resource; RECT r; TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n", device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil); if (!flags) return WINED3D_OK; resource = view->resource; if (resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); return WINED3DERR_INVALIDCALL; } if (view->layer_count != max(1, resource->depth >> view->desc.u.texture.level_idx)) { FIXME("Layered clears not implemented.\n"); return WINED3DERR_INVALIDCALL; } if (!rect) { SetRect(&r, 0, 0, view->width, view->height); rect = &r; } else { struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1}; struct wined3d_texture *texture = texture_from_resource(view->resource); HRESULT hr; if (FAILED(hr = wined3d_texture_check_box_dimensions(texture, view->sub_resource_idx % texture->level_count, &b))) return hr; } wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil); return WINED3D_OK; } void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) { TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value)); wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value); } struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device, unsigned int view_idx) { unsigned int max_rt_count; TRACE("device %p, view_idx %u.\n", device, view_idx); max_rt_count = device->adapter->d3d_info.limits.max_rt_count; if (view_idx >= max_rt_count) { WARN("Only %u render targets are supported.\n", max_rt_count); return NULL; } return device->fb.render_targets[view_idx]; } struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->fb.depth_stencil; } static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device, const struct wined3d_rendertarget_view *view, BOOL dsv) { if (view && view->resource->srv_bind_count_device) { const struct wined3d_resource *resource = view->resource; const struct wined3d_shader_resource_view *srv; unsigned int i, j; WARN("Application sets bound resource as render target.\n"); for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i) for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j) if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource && (!dsv || wined3d_dsv_srv_conflict(view, srv->format))) wined3d_device_set_shader_resource_view(device, i, j, NULL); } } HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device, unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport) { struct wined3d_rendertarget_view *prev; unsigned int max_rt_count; TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n", device, view_idx, view, set_viewport); max_rt_count = device->adapter->d3d_info.limits.max_rt_count; if (view_idx >= max_rt_count) { WARN("Only %u render targets are supported.\n", max_rt_count); return WINED3DERR_INVALIDCALL; } if (view && !(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET)) { WARN("View resource %p doesn't have render target bind flags.\n", view->resource); return WINED3DERR_INVALIDCALL; } /* Set the viewport and scissor rectangles, if requested. Tests show that * stateblock recording is ignored, the change goes directly into the * primary stateblock. */ if (!view_idx && set_viewport) { struct wined3d_state *state = &device->state; state->viewports[0].x = 0; state->viewports[0].y = 0; state->viewports[0].width = view->width; state->viewports[0].height = view->height; state->viewports[0].min_z = 0.0f; state->viewports[0].max_z = 1.0f; state->viewport_count = 1; wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports); SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height); state->scissor_rect_count = 1; wined3d_cs_emit_set_scissor_rects(device->cs, 1, state->scissor_rects); } prev = device->fb.render_targets[view_idx]; if (view == prev) return WINED3D_OK; if (view) wined3d_rendertarget_view_incref(view); device->fb.render_targets[view_idx] = view; wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view); /* Release after the assignment, to prevent device_resource_released() * from seeing the surface as still in use. */ if (prev) wined3d_rendertarget_view_decref(prev); wined3d_unbind_srv_for_rtv(device, view, FALSE); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view) { struct wined3d_rendertarget_view *prev; TRACE("device %p, view %p.\n", device, view); if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL)) { WARN("View resource %p has incompatible %s bind flags.\n", view->resource, wined3d_debug_bind_flags(view->resource->bind_flags)); return WINED3DERR_INVALIDCALL; } prev = device->fb.depth_stencil; if (prev == view) { TRACE("Trying to do a NOP SetRenderTarget operation.\n"); return WINED3D_OK; } if ((device->fb.depth_stencil = view)) wined3d_rendertarget_view_incref(view); wined3d_cs_emit_set_depth_stencil_view(device->cs, view); if (prev) wined3d_rendertarget_view_decref(prev); wined3d_unbind_srv_for_rtv(device, view, TRUE); return WINED3D_OK; } static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device, struct wined3d_texture *cursor_image, unsigned int sub_resource_idx) { unsigned int texture_level = sub_resource_idx % cursor_image->level_count; struct wined3d_sub_resource_data data; struct wined3d_resource_desc desc; struct wined3d_map_desc map_desc; struct wined3d_texture *texture; HRESULT hr; if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ))) { ERR("Failed to map source texture.\n"); return NULL; } data.data = map_desc.data; data.row_pitch = map_desc.row_pitch; data.slice_pitch = map_desc.slice_pitch; desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = WINED3DFMT_B8G8R8A8_UNORM; desc.multisample_type = WINED3D_MULTISAMPLE_NONE; desc.multisample_quality = 0; desc.usage = WINED3DUSAGE_DYNAMIC; desc.bind_flags = 0; desc.access = WINED3D_RESOURCE_ACCESS_GPU; desc.width = wined3d_texture_get_level_width(cursor_image, texture_level); desc.height = wined3d_texture_get_level_height(cursor_image, texture_level); desc.depth = 1; desc.size = 0; hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture); wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx); if (FAILED(hr)) { ERR("Failed to create cursor texture.\n"); return NULL; } return texture; } HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device, UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx) { unsigned int texture_level = sub_resource_idx % texture->level_count; unsigned int cursor_width, cursor_height; struct wined3d_display_mode mode; struct wined3d_map_desc map_desc; HRESULT hr; TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n", device, x_hotspot, y_hotspot, texture, sub_resource_idx); if (sub_resource_idx >= texture->level_count * texture->layer_count || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D) return WINED3DERR_INVALIDCALL; if (device->cursor_texture) { wined3d_texture_decref(device->cursor_texture); device->cursor_texture = NULL; } if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM) { WARN("Texture %p has invalid format %s.\n", texture, debug_d3dformat(texture->resource.format->id)); return WINED3DERR_INVALIDCALL; } if (FAILED(hr = wined3d_output_get_display_mode(&device->adapter->outputs[0], &mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } cursor_width = wined3d_texture_get_level_width(texture, texture_level); cursor_height = wined3d_texture_get_level_height(texture, texture_level); if (cursor_width > mode.width || cursor_height > mode.height) { WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n", texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height); return WINED3DERR_INVALIDCALL; } /* TODO: MSDN: Cursor sizes must be a power of 2 */ /* 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. */ if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx))) { ERR("Failed to create cursor texture.\n"); return WINED3DERR_INVALIDCALL; } if (cursor_width == 32 && cursor_height == 32) { UINT mask_size = cursor_width * cursor_height / 8; ICONINFO cursor_info; DWORD *mask_bits; HCURSOR cursor; /* 32-bit user32 cursors ignore the alpha channel if it's all * zeroes, and use the mask instead. Fill the mask with all ones * to ensure we still get a fully transparent cursor. */ if (!(mask_bits = heap_alloc(mask_size))) return E_OUTOFMEMORY; memset(mask_bits, 0xff, mask_size); wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ); cursor_info.fIcon = FALSE; cursor_info.xHotspot = x_hotspot; cursor_info.yHotspot = y_hotspot; cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits); cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data); wined3d_resource_unmap(&texture->resource, sub_resource_idx); /* Create our cursor and clean up. */ cursor = CreateIconIndirect(&cursor_info); if (cursor_info.hbmMask) DeleteObject(cursor_info.hbmMask); if (cursor_info.hbmColor) DeleteObject(cursor_info.hbmColor); if (device->hardwareCursor) DestroyCursor(device->hardwareCursor); device->hardwareCursor = cursor; if (device->bCursorVisible) SetCursor(cursor); heap_free(mask_bits); } TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height); device->cursorWidth = cursor_width; device->cursorHeight = cursor_height; device->xHotSpot = x_hotspot; device->yHotSpot = y_hotspot; return WINED3D_OK; } void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device, int x_screen_space, int y_screen_space, DWORD flags) { TRACE("device %p, x %d, y %d, flags %#x.\n", device, x_screen_space, y_screen_space, flags); device->xScreenSpace = x_screen_space; device->yScreenSpace = y_screen_space; if (device->hardwareCursor) { POINT pt; GetCursorPos( &pt ); if (x_screen_space == pt.x && y_screen_space == pt.y) return; SetCursorPos( x_screen_space, y_screen_space ); /* Switch to the software cursor if position diverges from the hardware one. */ GetCursorPos( &pt ); if (x_screen_space != pt.x || y_screen_space != pt.y) { if (device->bCursorVisible) SetCursor( NULL ); DestroyCursor( device->hardwareCursor ); device->hardwareCursor = 0; } } } BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show) { BOOL oldVisible = device->bCursorVisible; TRACE("device %p, show %#x.\n", device, show); /* * When ShowCursor is first called it should make the cursor appear at the OS's last * known cursor position. */ if (show && !oldVisible) { POINT pt; GetCursorPos(&pt); device->xScreenSpace = pt.x; device->yScreenSpace = pt.y; } if (device->hardwareCursor) { device->bCursorVisible = show; if (show) SetCursor(device->hardwareCursor); else SetCursor(NULL); } else if (device->cursor_texture) { device->bCursorVisible = show; } return oldVisible; } void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device) { struct wined3d_resource *resource, *cursor; TRACE("device %p.\n", device); LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { TRACE("Checking resource %p for eviction.\n", resource); if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count) { TRACE("Evicting %p.\n", resource); wined3d_cs_emit_unload_resource(device->cs, resource); } } } static void update_swapchain_flags(struct wined3d_texture *texture) { unsigned int flags = texture->swapchain->state.desc.flags; if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER) texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; else texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W); if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE) texture->flags |= WINED3D_TEXTURE_GET_DC; else texture->flags &= ~WINED3D_TEXTURE_GET_DC; } HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode, wined3d_device_reset_cb callback, BOOL reset_state) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; struct wined3d_swapchain_state *swapchain_state; struct wined3d_swapchain_desc *current_desc; struct wined3d_resource *resource, *cursor; struct wined3d_rendertarget_view *view; struct wined3d_swapchain *swapchain; struct wined3d_view_desc view_desc; BOOL backbuffer_resized, windowed; struct wined3d_output *output; HRESULT hr = WINED3D_OK; unsigned int i; TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n", device, swapchain_desc, mode, callback, reset_state); wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT); if (!(swapchain = wined3d_device_get_swapchain(device, 0))) { ERR("Failed to get the first implicit swapchain.\n"); return WINED3DERR_INVALIDCALL; } swapchain_state = &swapchain->state; current_desc = &swapchain_state->desc; if (reset_state) { if (device->logo_texture) { wined3d_texture_decref(device->logo_texture); device->logo_texture = NULL; } if (device->cursor_texture) { wined3d_texture_decref(device->cursor_texture); device->cursor_texture = NULL; } state_unbind_resources(&device->state); } for (i = 0; i < d3d_info->limits.max_rt_count; ++i) { wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); } wined3d_device_set_depth_stencil_view(device, NULL); if (reset_state) { LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { TRACE("Enumerating resource %p.\n", resource); if (FAILED(hr = callback(resource))) return hr; } } TRACE("New params:\n"); TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width); TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height); TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format)); TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count); TRACE("multisample_type %#x\n", swapchain_desc->multisample_type); TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality); TRACE("swap_effect %#x\n", swapchain_desc->swap_effect); TRACE("device_window %p\n", swapchain_desc->device_window); TRACE("windowed %#x\n", swapchain_desc->windowed); TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil); if (swapchain_desc->enable_auto_depth_stencil) TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format)); TRACE("flags %#x\n", swapchain_desc->flags); TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate); TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode); if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET) FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags); if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY) FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect); /* No special treatment of these parameters. Just store them */ current_desc->swap_effect = swapchain_desc->swap_effect; current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil; current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format; current_desc->refresh_rate = swapchain_desc->refresh_rate; current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode; if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window) { TRACE("Changing the device window from %p to %p.\n", current_desc->device_window, swapchain_desc->device_window); current_desc->device_window = swapchain_desc->device_window; swapchain_state->device_window = swapchain_desc->device_window; wined3d_swapchain_set_window(swapchain, NULL); } backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width || swapchain_desc->backbuffer_height != current_desc->backbuffer_height; windowed = current_desc->windowed; if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode || mode || (!swapchain_desc->windowed && backbuffer_resized)) { /* Switch from windowed to fullscreen. */ if (windowed && !swapchain_desc->windowed) { HWND focus_window = device->create_parms.focus_window; if (!focus_window) focus_window = swapchain->state.device_window; if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window))) { ERR("Failed to acquire focus window, hr %#x.\n", hr); return hr; } } if (!(output = wined3d_swapchain_get_output(swapchain))) { ERR("Failed to get output from swapchain %p.\n", swapchain); return E_FAIL; } if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state, swapchain_desc, output, mode))) return hr; /* Switch from fullscreen to windowed. */ if (!windowed && swapchain_desc->windowed) wined3d_device_release_focus_window(device); } else if (!swapchain_desc->windowed) { DWORD style = swapchain_state->style; DWORD exstyle = swapchain_state->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 clean * up their mess. Guild Wars also loses the device during that. */ swapchain_state->style = 0; swapchain_state->exstyle = 0; wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height); swapchain_state->style = style; swapchain_state->exstyle = exstyle; } if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format, swapchain_desc->multisample_type, swapchain_desc->multisample_quality))) return hr; if (swapchain_desc->flags != current_desc->flags) { current_desc->flags = swapchain_desc->flags; update_swapchain_flags(swapchain->front_buffer); for (i = 0; i < current_desc->backbuffer_count; ++i) { update_swapchain_flags(swapchain->back_buffers[i]); } } if ((view = device->auto_depth_stencil_view)) { device->auto_depth_stencil_view = NULL; wined3d_rendertarget_view_decref(view); } if (current_desc->enable_auto_depth_stencil) { struct wined3d_resource_desc texture_desc; struct wined3d_texture *texture; TRACE("Creating the depth stencil buffer.\n"); texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; texture_desc.format = current_desc->auto_depth_stencil_format; texture_desc.multisample_type = current_desc->multisample_type; texture_desc.multisample_quality = current_desc->multisample_quality; texture_desc.usage = 0; texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL; texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU; texture_desc.width = current_desc->backbuffer_width; texture_desc.height = current_desc->backbuffer_height; texture_desc.depth = 1; texture_desc.size = 0; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, device->device_parent, &texture_desc, 0, &texture))) { ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } view_desc.format_id = texture->resource.format->id; view_desc.flags = 0; view_desc.u.texture.level_idx = 0; view_desc.u.texture.level_count = 1; view_desc.u.texture.layer_idx = 0; view_desc.u.texture.layer_count = 1; hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource, NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view); wined3d_texture_decref(texture); if (FAILED(hr)) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); return hr; } wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view); } if ((view = device->back_buffer_view)) { device->back_buffer_view = NULL; wined3d_rendertarget_view_decref(view); } if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET) { struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource; view_desc.format_id = back_buffer->format->id; view_desc.flags = 0; view_desc.u.texture.level_idx = 0; view_desc.u.texture.level_count = 1; view_desc.u.texture.layer_idx = 0; view_desc.u.texture.layer_count = 1; if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer, NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); return hr; } } wine_rb_clear(&device->samplers, device_free_sampler, NULL); if (reset_state) { TRACE("Resetting state.\n"); wined3d_cs_emit_reset_state(device->cs); state_cleanup(&device->state); LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { TRACE("Unloading resource %p.\n", resource); wined3d_cs_emit_unload_resource(device->cs, resource); } if (device->d3d_initialized) device->adapter->adapter_ops->adapter_uninit_3d(device); memset(&device->state, 0, sizeof(device->state)); state_init(&device->state, &device->fb, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT); device_init_swapchain_state(device, swapchain); if (wined3d_settings.logo) device_load_logo(device, wined3d_settings.logo); } else if ((view = device->back_buffer_view)) wined3d_device_set_rendertarget_view(device, 0, view, FALSE); if (device->d3d_initialized && reset_state) hr = device->adapter->adapter_ops->adapter_init_3d(device); /* All done. There is no need to reload resources or shaders, this will happen automatically on the * first use */ return hr; } HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs) { TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs); if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n"); return WINED3D_OK; } void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device, struct wined3d_device_creation_parameters *parameters) { TRACE("device %p, parameters %p.\n", device, parameters); *parameters = device->create_parms; } struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->wined3d; } enum wined3d_feature_level CDECL wined3d_device_get_feature_level(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->feature_level; } void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp) { struct wined3d_swapchain *swapchain; TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n", device, swapchain_idx, flags, ramp); if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp); } void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_gamma_ramp *ramp) { struct wined3d_swapchain *swapchain; TRACE("device %p, swapchain_idx %u, ramp %p.\n", device, swapchain_idx, ramp); if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) wined3d_swapchain_get_gamma_ramp(swapchain, ramp); } void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) { TRACE("device %p, resource %p.\n", device, resource); wined3d_not_from_cs(device->cs); list_add_head(&device->resources, &resource->resource_list_entry); } static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource) { TRACE("device %p, resource %p.\n", device, resource); wined3d_not_from_cs(device->cs); list_remove(&resource->resource_list_entry); } void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) { enum wined3d_resource_type type = resource->type; struct wined3d_rendertarget_view *rtv; unsigned int i; TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type)); if (device->d3d_initialized) { for (i = 0; i < ARRAY_SIZE(device->fb.render_targets); ++i) { if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource) ERR("Resource %p is still in use as render target %u.\n", resource, i); } if ((rtv = device->fb.depth_stencil) && rtv->resource == resource) ERR("Resource %p is still in use as depth/stencil buffer.\n", resource); } switch (type) { case WINED3D_RTYPE_TEXTURE_1D: case WINED3D_RTYPE_TEXTURE_2D: case WINED3D_RTYPE_TEXTURE_3D: for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i) { if (&device->state.textures[i]->resource == resource) { ERR("Texture resource %p is still in use, stage %u.\n", resource, i); device->state.textures[i] = NULL; } } break; case WINED3D_RTYPE_BUFFER: for (i = 0; i < WINED3D_MAX_STREAMS; ++i) { if (&device->state.streams[i].buffer->resource == resource) { ERR("Buffer resource %p is still in use, stream %u.\n", resource, i); device->state.streams[i].buffer = NULL; } } if (&device->state.index_buffer->resource == resource) { ERR("Buffer resource %p is still in use as index buffer.\n", resource); device->state.index_buffer = NULL; } break; default: break; } /* Remove the resource from the resourceStore */ device_resource_remove(device, resource); TRACE("Resource released.\n"); } static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); return memcmp(&sampler->desc, key, sizeof(sampler->desc)); } static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry); return memcmp(&state->desc, key, sizeof(state->desc)); } static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry) { const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry); return memcmp(&state->desc, key, sizeof(state->desc)); } static BOOL wined3d_select_feature_level(const struct wined3d_adapter *adapter, const enum wined3d_feature_level *levels, unsigned int level_count, enum wined3d_feature_level *selected_level) { const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info; unsigned int i; for (i = 0; i < level_count; ++i) { if (levels[i] && d3d_info->feature_level >= levels[i]) { *selected_level = levels[i]; return TRUE; } } FIXME_(winediag)("None of the requested D3D feature levels is supported on this GPU " "with the current shader backend.\n"); return FALSE; } HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d, unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count, struct wined3d_device_parent *device_parent) { struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx]; const struct wined3d_fragment_pipe_ops *fragment_pipeline; const struct wined3d_vertex_pipe_ops *vertex_pipeline; unsigned int i; HRESULT hr; if (!wined3d_select_feature_level(adapter, levels, level_count, &device->feature_level)) return E_FAIL; TRACE("Device feature level %s.\n", wined3d_debug_feature_level(device->feature_level)); device->ref = 1; device->wined3d = wined3d; wined3d_incref(device->wined3d); device->adapter = adapter; device->device_parent = device_parent; list_init(&device->resources); list_init(&device->shaders); device->surface_alignment = surface_alignment; /* Save the creation parameters. */ device->create_parms.adapter_idx = adapter_idx; device->create_parms.device_type = device_type; device->create_parms.focus_window = focus_window; device->create_parms.flags = flags; device->shader_backend = adapter->shader_backend; vertex_pipeline = adapter->vertex_pipe; fragment_pipeline = adapter->fragment_pipe; wine_rb_init(&device->samplers, wined3d_sampler_compare); wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare); wine_rb_init(&device->blend_states, wined3d_blend_state_compare); if (vertex_pipeline->vp_states && fragment_pipeline->states && FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs, &adapter->d3d_info, adapter->gl_info.supported, vertex_pipeline, fragment_pipeline, misc_state_template))) { ERR("Failed to compile state table, hr %#x.\n", hr); wine_rb_destroy(&device->samplers, NULL, NULL); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); wined3d_decref(device->wined3d); return hr; } state_init(&device->state, &device->fb, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT); device->max_frame_latency = 3; if (!(device->cs = wined3d_cs_create(device))) { WARN("Failed to create command stream.\n"); state_cleanup(&device->state); hr = E_FAIL; goto err; } return WINED3D_OK; err: for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i) { heap_free(device->multistate_funcs[i]); } wine_rb_destroy(&device->samplers, NULL, NULL); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); wined3d_decref(device->wined3d); return hr; } void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id) { unsigned int representative, i, idx, shift; struct wined3d_context *context; wined3d_from_cs(device->cs); if (STATE_IS_COMPUTE(state_id)) { for (i = 0; i < device->context_count; ++i) context_invalidate_compute_state(device->contexts[i], state_id); return; } representative = device->state_table[state_id].representative; idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT); shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1); for (i = 0; i < device->context_count; ++i) { device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift); } } LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) { if (message == WM_DESTROY) { TRACE("unregister window %p.\n", window); wined3d_unregister_window(window); if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window) ERR("Window %p is not the focus window for device %p.\n", window, device); } else if (message == WM_DISPLAYCHANGE) { device->device_parent->ops->mode_changed(device->device_parent); } else if (message == WM_ACTIVATEAPP) { unsigned int i = device->swapchain_count; /* Deactivating the implicit swapchain may cause the application * (e.g. Deus Ex: GOTY) to destroy the device, so take care to * deactivate the implicit swapchain last, and to avoid accessing the * "device" pointer afterwards. */ while (i--) wined3d_swapchain_activate(device->swapchains[i], wparam); } else if (message == WM_SYSCOMMAND) { if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE) { if (unicode) DefWindowProcW(window, message, wparam, lparam); else DefWindowProcA(window, message, wparam, lparam); } } if (unicode) return CallWindowProcW(proc, window, message, wparam, lparam); else return CallWindowProcA(proc, window, message, wparam, lparam); }