/* * 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" #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* 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; default: FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); case WINED3D_PT_UNDEFINED: return ~0u; } } static 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; 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->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array)); else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, sizeof(*new_array) * (device->context_count + 1)); if (!new_array) { ERR("Failed to grow the context array.\n"); return FALSE; } new_array[device->context_count++] = context; device->contexts = new_array; return TRUE; } void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context **new_array; BOOL found = FALSE; UINT i; TRACE("Removing context %p.\n", context); for (i = 0; i < device->context_count; ++i) { if (device->contexts[i] == context) { found = TRUE; break; } } if (!found) { ERR("Context %p doesn't exist in context array.\n", context); return; } if (!--device->context_count) { HeapFree(GetProcessHeap(), 0, device->contexts); device->contexts = NULL; return; } memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts)); new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts)); if (!new_array) { ERR("Failed to shrink context array. Oh well.\n"); return; } device->contexts = new_array; } void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context, struct wined3d_surface *depth_stencil) { if (device->onscreen_depth_stencil) { surface_load_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB); surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB, device->onscreen_depth_stencil->ds_current_size.cx, device->onscreen_depth_stencil->ds_current_size.cy); wined3d_texture_decref(device->onscreen_depth_stencil->container); } device->onscreen_depth_stencil = depth_stencil; wined3d_texture_incref(device->onscreen_depth_stencil->container); } static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect) { unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level); unsigned int width = wined3d_texture_get_level_width(target->container, target->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; } static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context, DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect) { struct wined3d_texture_sub_resource *sub_resource = surface_get_sub_resource(ds); RECT current_rect, r; if (sub_resource->locations & WINED3D_LOCATION_DISCARDED) { /* Depth buffer was discarded, make it entirely current in its new location since * there is no other place where we would get data anyway. */ SetRect(out_rect, 0, 0, wined3d_texture_get_level_width(ds->container, ds->texture_level), wined3d_texture_get_level_height(ds->container, ds->texture_level)); return; } if (sub_resource->locations & location) SetRect(¤t_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); else SetRectEmpty(¤t_rect); IntersectRect(&r, draw_rect, ¤t_rect); if (EqualRect(&r, draw_rect)) { /* current_rect ⊇ draw_rect, modify only. */ SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); return; } if (EqualRect(&r, ¤t_rect)) { /* draw_rect ⊇ current_rect, test if we're doing a full clear. */ if (!rect_count) { /* Full clear, modify only. */ *out_rect = *draw_rect; return; } IntersectRect(&r, draw_rect, clear_rect); if (EqualRect(&r, draw_rect)) { /* clear_rect ⊇ draw_rect, modify only. */ *out_rect = *draw_rect; return; } } /* Full load. */ surface_load_location(ds, context, location); SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); } 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_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL; struct wined3d_surface *depth_stencil = fb->depth_stencil ? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL; const struct wined3d_state *state = &device->state; const struct wined3d_gl_info *gl_info; UINT drawable_width, drawable_height; struct wined3d_color corrected_color; struct wined3d_context *context; GLbitfield clear_mask = 0; BOOL render_offscreen; unsigned int i; RECT ds_rect; context = context_acquire(device, target); if (!context->valid) { context_release(context); WARN("Invalid context, skipping clear.\n"); return; } gl_info = context->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]; struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv); if (rt && rtv->format->id != WINED3DFMT_NULL) { if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL)) surface_load_location(rt, context, rtv->resource->draw_binding); else wined3d_surface_prepare(rt, context, rtv->resource->draw_binding); } } if (target) { render_offscreen = context->render_offscreen; surface_get_drawable_size(target, context, &drawable_width, &drawable_height); } else { render_offscreen = TRUE; drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container, depth_stencil->texture_level); drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container, depth_stencil->texture_level); } if (depth_stencil && render_offscreen) wined3d_surface_prepare(depth_stencil, context, depth_stencil->container->resource.draw_binding); if (flags & WINED3DCLEAR_ZBUFFER) { DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil) device_switch_onscreen_ds(device, context, depth_stencil); prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect, &ds_rect); } if (!context_apply_clear_state(context, 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) { DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom); 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 = wined3d_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 with no GL_ARB_framebuffer_sRGB " "support, this might cause graphical issues.\n"); corrected_color.r = color->r < wined3d_srgb_const1[0] ? color->r * wined3d_srgb_const0[3] : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] - wined3d_srgb_const0[2]; corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f); corrected_color.g = color->g < wined3d_srgb_const1[0] ? color->g * wined3d_srgb_const0[3] : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] - wined3d_srgb_const0[2]; corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f); corrected_color.b = color->b < wined3d_srgb_const1[0] ? color->b * wined3d_srgb_const0[3] : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] - wined3d_srgb_const0[2]; corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f); color = &corrected_color; } gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); 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); } checkGLcall("glScissor"); gl_info->gl_ops.gl.p_glClear(clear_mask); checkGLcall("glClear"); } else { RECT current_rect; /* Now process each rect in turn. */ for (i = 0; i < rect_count; ++i) { /* Note that GL uses lower left, width/height. */ IntersectRect(¤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); } checkGLcall("glScissor"); gl_info->gl_ops.gl.p_glClear(clear_mask); checkGLcall("glClear"); } } if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET && target->container->swapchain && target->container->swapchain->front_buffer == target->container)) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ 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); } 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) { UINT i; wined3d_cs_destroy(device->cs); if (device->recording && wined3d_stateblock_decref(device->recording)) FIXME("Something's still holding the recording stateblock.\n"); device->recording = NULL; state_cleanup(&device->state); for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) { HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); device->multistate_funcs[i] = NULL; } if (!list_empty(&device->resources)) { struct wined3d_resource *resource; FIXME("Device released with resources still bound, acceptable but unexpected.\n"); LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) { FIXME("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; HeapFree(GetProcessHeap(), 0, device); TRACE("Freed 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; hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION); if(hbm) { GetObjectA(hbm, sizeof(BITMAP), &bm); dcb = CreateCompatibleDC(NULL); if(!dcb) goto out; SelectObject(dcb, hbm); } else { /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image * couldn't be loaded */ memset(&bm, 0, sizeof(bm)); bm.bmWidth = 32; bm.bmHeight = 32; } 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.pool = WINED3D_POOL_DEFAULT; desc.width = bm.bmWidth; desc.height = bm.bmHeight; desc.depth = 1; desc.size = 0; if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE, 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 (dcb) { if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs))) 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); } else { const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f}; const RECT rect = {0, 0, desc.width, desc.height}; struct wined3d_surface *surface; /* Fill the surface with a white color to show that wined3d is there */ surface = device->logo_texture->sub_resources[0].u.surface; surface_color_fill(surface, &rect, &c); } out: if (dcb) DeleteDC(dcb); if (hbm) DeleteObject(hbm); } /* Context activation is done by the caller. */ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; unsigned int i, j, count; /* 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. */ count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); for (i = 0; i < count; ++i) { static const DWORD color = 0x000000ff; /* Make appropriate texture active */ context_active_texture(context, gl_info, i); gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]); checkGLcall("glGenTextures"); TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); checkGLcall("glBindTexture"); 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); checkGLcall("glTexImage2D"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]); checkGLcall("glGenTextures"); TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); checkGLcall("glBindTexture"); 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); checkGLcall("glTexImage2D"); } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]); checkGLcall("glGenTextures"); TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); checkGLcall("glBindTexture"); GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); checkGLcall("glTexImage3D"); } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]); checkGLcall("glGenTextures"); TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]); checkGLcall("glBindTexture"); for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j) { gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); checkGLcall("glTexImage2D"); } } } } /* Context activation is done by the caller. */ static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) { unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube); checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)"); } if (gl_info->supported[EXT_TEXTURE3D]) { gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d); checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect); checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)"); } gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d); checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)"); memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube)); memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d)); memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect)); memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d)); } /* Context activation is done by the caller. */ static void create_default_sampler(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; /* * In SM4+ shaders there is a separation between resources and samplers. Some of shader * instructions allow to access 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 (gl_info->supported[ARB_SAMPLER_OBJECTS]) { GL_EXTCALL(glGenSamplers(1, &device->default_sampler)); checkGLcall("glGenSamplers"); GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)); checkGLcall("glSamplerParamteri"); } else { device->default_sampler = 0; } } /* Context activation is done by the caller. */ static void destroy_default_sampler(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; if (gl_info->supported[ARB_SAMPLER_OBJECTS]) { GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler)); checkGLcall("glDeleteSamplers"); } device->default_sampler = 0; } static LONG fullscreen_style(LONG style) { /* Make sure the window is managed, otherwise we won't get keyboard input. */ style |= WS_POPUP | WS_SYSMENU; style &= ~(WS_CAPTION | WS_THICKFRAME); return style; } static LONG fullscreen_exstyle(LONG exstyle) { /* Filter out window decorations. */ exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); return exstyle; } void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h) { BOOL filter_messages; LONG style, exstyle; TRACE("Setting up window %p for fullscreen mode.\n", window); if (device->style || device->exStyle) { ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", window, device->style, device->exStyle); } device->style = GetWindowLongW(window, GWL_STYLE); device->exStyle = GetWindowLongW(window, GWL_EXSTYLE); style = fullscreen_style(device->style); exstyle = fullscreen_exstyle(device->exStyle); TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", device->style, device->exStyle, style, exstyle); filter_messages = device->filter_messages; device->filter_messages = TRUE; SetWindowLongW(window, GWL_STYLE, style); SetWindowLongW(window, GWL_EXSTYLE, exstyle); SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE); device->filter_messages = filter_messages; } void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window) { BOOL filter_messages; LONG style, exstyle; if (!device->style && !device->exStyle) return; style = GetWindowLongW(window, GWL_STYLE); exstyle = GetWindowLongW(window, GWL_EXSTYLE); /* These flags are set by wined3d_device_setup_fullscreen_window, not the * application, and we want to ignore them in the test below, since it's * not the application's fault that they changed. Additionally, we want to * preserve the current status of these flags (i.e. don't restore them) to * more closely emulate the behavior of Direct3D, which leaves these flags * alone when returning to windowed mode. */ device->style ^= (device->style ^ style) & WS_VISIBLE; device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST; TRACE("Restoring window style of window %p to %08x, %08x.\n", window, device->style, device->exStyle); filter_messages = device->filter_messages; device->filter_messages = TRUE; /* Only restore the style if the application didn't modify it during the * fullscreen phase. Some applications change it before calling Reset() * when switching between windowed and fullscreen modes (HL2), some * depend on the original style (Eve Online). */ if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle)) { SetWindowLongW(window, GWL_STYLE, device->style); SetWindowLongW(window, GWL_EXSTYLE, device->exStyle); } SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE); device->filter_messages = filter_messages; /* Delete the old values. */ device->style = 0; device->exStyle = 0; } HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window) { TRACE("device %p, window %p.\n", device, window); if (!wined3d_register_window(window, device)) { 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); 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); } static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil; unsigned int i; if (device->fb.render_targets) { for (i = 0; i < device->adapter->gl_info.limits.buffers; ++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); wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable); } HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc) { static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f}; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_swapchain *swapchain = NULL; struct wined3d_context *context; DWORD clear_flags = 0; HRESULT hr; TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); if (device->d3d_initialized) return WINED3DERR_INVALIDCALL; if (device->wined3d->flags & WINED3D_NO3D) return WINED3DERR_INVALIDCALL; device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*device->fb.render_targets) * gl_info->limits.buffers); if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->vertex_pipe, device->adapter->fragment_pipe))) { TRACE("Shader private data couldn't be allocated\n"); goto err_out; } if (FAILED(hr = device->blitter->alloc_private(device))) { TRACE("Blitter private data couldn't be allocated\n"); goto err_out; } /* Setup the implicit swapchain. This also initializes a context. */ TRACE("Creating implicit swapchain\n"); hr = device->device_parent->ops->create_swapchain(device->device_parent, swapchain_desc, &swapchain); if (FAILED(hr)) { WARN("Failed to create implicit swapchain\n"); goto err_out; } if (swapchain_desc->backbuffer_count) { struct wined3d_rendertarget_view_desc view_desc; view_desc.format_id = swapchain_desc->backbuffer_format; view_desc.u.texture.level_idx = 0; view_desc.u.texture.layer_idx = 0; view_desc.u.texture.layer_count = 1; if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource, NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) { ERR("Failed to create rendertarget view, hr %#x.\n", hr); goto err_out; } } device->swapchain_count = 1; device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); if (!device->swapchains) { ERR("Out of memory!\n"); goto err_out; } device->swapchains[0] = swapchain; device_init_swapchain_state(device, swapchain); context = context_acquire(device, swapchain->front_buffer->sub_resources[0].u.surface); create_dummy_textures(device, context); create_default_sampler(device); device->contexts[0]->last_was_rhw = 0; TRACE("All defaults now set up, leaving 3D init.\n"); context_release(context); /* Clear the screen */ if (swapchain->back_buffers && swapchain->back_buffers[0]) 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); device->d3d_initialized = TRUE; if (wined3d_settings.logo) device_load_logo(device, wined3d_settings.logo); return WINED3D_OK; err_out: HeapFree(GetProcessHeap(), 0, device->fb.render_targets); HeapFree(GetProcessHeap(), 0, device->swapchains); device->swapchain_count = 0; if (device->back_buffer_view) wined3d_rendertarget_view_decref(device->back_buffer_view); if (swapchain) wined3d_swapchain_decref(swapchain); if (device->blit_priv) device->blitter->free_private(device); if (device->shader_priv) device->shader_backend->shader_free_private(device); return hr; } HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc) { struct wined3d_swapchain *swapchain = NULL; HRESULT hr; TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); /* Setup the implicit swapchain */ TRACE("Creating implicit swapchain\n"); hr = device->device_parent->ops->create_swapchain(device->device_parent, swapchain_desc, &swapchain); if (FAILED(hr)) { WARN("Failed to create implicit swapchain\n"); goto err_out; } device->swapchain_count = 1; device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); if (!device->swapchains) { ERR("Out of memory!\n"); goto err_out; } device->swapchains[0] = swapchain; return WINED3D_OK; err_out: wined3d_swapchain_decref(swapchain); 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); } HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device) { struct wined3d_resource *resource, *cursor; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_surface *surface; UINT i; TRACE("device %p.\n", device); if (!device->d3d_initialized) return WINED3DERR_INVALIDCALL; /* I don't think that the interface guarantees that the device is destroyed from the same thread * it was created. Thus make sure a context is active for the glDelete* calls */ context = context_acquire(device, NULL); gl_info = context->gl_info; if (device->logo_texture) wined3d_texture_decref(device->logo_texture); if (device->cursor_texture) wined3d_texture_decref(device->cursor_texture); state_unbind_resources(&device->state); /* Unload resources */ LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { if (resource->type == WINED3D_RTYPE_SURFACE || resource->type == WINED3D_RTYPE_VOLUME) continue; TRACE("Unloading resource %p.\n", resource); resource->resource_ops->resource_unload(resource); } wine_rb_clear(&device->samplers, device_free_sampler, NULL); /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader * private data, it might contain opengl pointers */ if (device->depth_blt_texture) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture); device->depth_blt_texture = 0; } /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */ device->blitter->free_private(device); device->shader_backend->shader_free_private(device); destroy_dummy_textures(device, gl_info); destroy_default_sampler(device); /* Release the context again as soon as possible. In particular, * releasing the render target views below may release the last reference * to the swapchain associated with this context, which in turn will * destroy the context. */ context_release(context); /* Release the buffers (with sanity checks)*/ if (device->onscreen_depth_stencil) { surface = device->onscreen_depth_stencil; device->onscreen_depth_stencil = NULL; wined3d_texture_decref(surface->container); } if (device->fb.depth_stencil) { struct wined3d_rendertarget_view *view = device->fb.depth_stencil; TRACE("Releasing depth/stencil view %p.\n", view); device->fb.depth_stencil = NULL; wined3d_rendertarget_view_decref(view); } if (device->auto_depth_stencil_view) { struct wined3d_rendertarget_view *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); } for (i = 0; i < gl_info->limits.buffers; ++i) { wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); } if (device->back_buffer_view) { wined3d_rendertarget_view_decref(device->back_buffer_view); device->back_buffer_view = NULL; } for (i = 0; i < device->swapchain_count; ++i) { TRACE("Releasing the implicit swapchain %u.\n", i); if (wined3d_swapchain_decref(device->swapchains[i])) FIXME("Something's still holding the implicit swapchain.\n"); } HeapFree(GetProcessHeap(), 0, device->swapchains); device->swapchains = NULL; device->swapchain_count = 0; HeapFree(GetProcessHeap(), 0, device->fb.render_targets); device->fb.render_targets = NULL; device->d3d_initialized = FALSE; return WINED3D_OK; } HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device) { unsigned int i; for (i = 0; i < device->swapchain_count; ++i) { TRACE("Releasing the implicit swapchain %u.\n", i); if (wined3d_swapchain_decref(device->swapchains[i])) FIXME("Something's still holding the implicit swapchain.\n"); } HeapFree(GetProcessHeap(), 0, device->swapchains); device->swapchains = NULL; device->swapchain_count = 0; return WINED3D_OK; } /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from * CreateDevice if D3DCREATE_MULTITHREADED is passed. * * There is no way to deactivate thread safety once it is enabled. */ 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) { TRACE("device %p.\n", device); TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n", wine_dbgstr_longlong(device->adapter->vram_bytes), wine_dbgstr_longlong(device->adapter->vram_bytes_used), wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used)); return min(UINT_MAX, device->adapter->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 >= MAX_STREAM_OUT) { WARN("Invalid stream output %u.\n", idx); return; } stream = &device->update_state->stream_output[idx]; prev_buffer = stream->buffer; if (buffer) wined3d_buffer_incref(buffer); stream->buffer = buffer; stream->offset = offset; if (!device->recording) 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 >= MAX_STREAM_OUT) { 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 >= 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->update_state->streams[stream_idx]; prev_buffer = stream->buffer; if (device->recording) device->recording->changed.streamSource |= 1u << stream_idx; 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; if (buffer) { stream->stride = stride; stream->offset = offset; wined3d_buffer_incref(buffer); } if (!device->recording) 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 >= 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; } HRESULT CDECL 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); /* Verify input. At least in d3d9 this is invalid. */ if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA)) { WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx) { WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (!divider) { WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } stream = &device->update_state->streams[stream_idx]; old_flags = stream->flags; old_freq = stream->frequency; stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); stream->frequency = divider & 0x7fffff; if (device->recording) device->recording->changed.streamFreq |= 1u << stream_idx; else if (stream->frequency != old_freq || stream->flags != old_flags) wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device, UINT stream_idx, UINT *divider) { const struct wined3d_stream_state *stream; TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider); stream = &device->state.streams[stream_idx]; *divider = stream->flags | stream->frequency; TRACE("Returning %#x.\n", *divider); return WINED3D_OK; } void CDECL 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); /* Handle recording of state blocks. */ if (device->recording) { TRACE("Recording... not performing anything.\n"); device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f); device->update_state->transforms[d3dts] = *matrix; return; } /* 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); } void CDECL 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]; } void CDECL wined3d_device_multiply_transform(struct wined3d_device *device, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) { const struct wined3d_matrix *mat; struct wined3d_matrix temp; TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code * below means it will be recorded in a state block change, but it * works regardless where it is recorded. * If this is found to be wrong, change to StateBlock. */ if (state > HIGHEST_TRANSFORMSTATE) { WARN("Unhandled transform state %#x.\n", state); return; } mat = &device->update_state->transforms[state]; multiply_matrix(&temp, mat, matrix); /* Apply change via set transform - will reapply to eg. lights this way. */ wined3d_device_set_transform(device, state, &temp); } /* 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. */ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const struct wined3d_light *light) { UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); struct wined3d_light_info *object = NULL; struct list *e; float rho; TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); /* Check the parameter range. Need for speed most wanted sets junk lights * which confuse the GL driver. */ if (!light) return WINED3DERR_INVALIDCALL; switch (light->type) { case WINED3D_LIGHT_POINT: case WINED3D_LIGHT_SPOT: case WINED3D_LIGHT_GLSPOT: /* Incorrect attenuation values can cause the gl driver to crash. * Happens with Need for speed most wanted. */ if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f) { WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } break; case WINED3D_LIGHT_DIRECTIONAL: case WINED3D_LIGHT_PARALLELPOINT: /* Ignores attenuation */ break; default: WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) { object = LIST_ENTRY(e, struct wined3d_light_info, entry); if (object->OriginalIndex == light_idx) break; object = NULL; } if (!object) { TRACE("Adding new light\n"); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) return E_OUTOFMEMORY; list_add_head(&device->update_state->light_map[hash_idx], &object->entry); object->glIndex = -1; object->OriginalIndex = light_idx; } /* 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); /* Update the live definitions if the light is currently assigned a glIndex. */ if (object->glIndex != -1 && !device->recording) { if (object->OriginalParms.type != light->type) device_invalidate_state(device, STATE_LIGHT_TYPE); device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex)); } /* Save away the information. */ object->OriginalParms = *light; 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); } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, struct wined3d_light *light) { UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); struct wined3d_light_info *light_info = NULL; struct list *e; TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); LIST_FOR_EACH(e, &device->state.light_map[hash_idx]) { light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); if (light_info->OriginalIndex == light_idx) break; light_info = NULL; } if (!light_info) { TRACE("Light information requested but light not defined\n"); return WINED3DERR_INVALIDCALL; } *light = light_info->OriginalParms; return WINED3D_OK; } HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable) { UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); struct wined3d_light_info *light_info = NULL; struct list *e; TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable); LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) { light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); if (light_info->OriginalIndex == light_idx) break; light_info = NULL; } TRACE("Found light %p.\n", light_info); /* Special case - enabling an undefined light creates one with a strict set of parameters. */ if (!light_info) { TRACE("Light enabled requested but light not defined, so defining one!\n"); wined3d_device_set_light(device, light_idx, &WINED3D_default_light); /* Search for it again! Should be fairly quick as near head of list. */ LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) { light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); if (light_info->OriginalIndex == light_idx) break; light_info = NULL; } if (!light_info) { FIXME("Adding default lights has failed dismally\n"); return WINED3DERR_INVALIDCALL; } } if (!enable) { if (light_info->glIndex != -1) { if (!device->recording) { device_invalidate_state(device, STATE_LIGHT_TYPE); device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex)); } device->update_state->lights[light_info->glIndex] = NULL; light_info->glIndex = -1; } else { TRACE("Light already disabled, nothing to do\n"); } light_info->enabled = FALSE; } else { light_info->enabled = TRUE; if (light_info->glIndex != -1) { TRACE("Nothing to do as light was enabled\n"); } else { unsigned int i; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; /* Find a free GL light. */ for (i = 0; i < gl_info->limits.lights; ++i) { if (!device->update_state->lights[i]) { device->update_state->lights[i] = light_info; light_info->glIndex = i; break; } } if (light_info->glIndex == -1) { /* Our tests show that Windows returns D3D_OK in this situation, even with * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE * as well for those lights. * * TODO: Test how this affects rendering. */ WARN("Too many concurrently active lights\n"); return WINED3D_OK; } /* i == light_info->glIndex */ if (!device->recording) { device_invalidate_state(device, STATE_LIGHT_TYPE); device_invalidate_state(device, STATE_ACTIVELIGHT(i)); } } } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable) { UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); struct wined3d_light_info *light_info = NULL; struct list *e; TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable); LIST_FOR_EACH(e, &device->state.light_map[hash_idx]) { light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); if (light_info->OriginalIndex == light_idx) break; light_info = NULL; } if (!light_info) { TRACE("Light enabled state requested but light not defined.\n"); return WINED3DERR_INVALIDCALL; } /* true is 128 according to SetLightEnable */ *enable = light_info->enabled ? 128 : 0; return WINED3D_OK; } HRESULT CDECL 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); /* Validate plane_idx. */ if (plane_idx >= device->adapter->gl_info.limits.clipplanes) { TRACE("Application has requested clipplane this device doesn't support.\n"); return WINED3DERR_INVALIDCALL; } if (device->recording) device->recording->changed.clipplane |= 1u << plane_idx; if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane))) { TRACE("Application is setting old values over, nothing to do.\n"); return WINED3D_OK; } device->update_state->clip_planes[plane_idx] = *plane; if (!device->recording) wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, struct wined3d_vec4 *plane) { TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane); /* Validate plane_idx. */ if (plane_idx >= device->adapter->gl_info.limits.clipplanes) { TRACE("Application has requested clipplane this device doesn't support.\n"); return WINED3DERR_INVALIDCALL; } *plane = device->state.clip_planes[plane_idx]; 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; } void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material) { TRACE("device %p, material %p.\n", device, material); device->update_state->material = *material; if (device->recording) device->recording->changed.material = TRUE; else wined3d_cs_emit_set_material(device->cs, material); } void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material) { TRACE("device %p, material %p.\n", device, material); *material = device->state.material; TRACE("diffuse %s\n", debug_color(&material->diffuse)); TRACE("ambient %s\n", debug_color(&material->ambient)); TRACE("specular %s\n", debug_color(&material->specular)); TRACE("emissive %s\n", debug_color(&material->emissive)); TRACE("power %.8e.\n", material->power); } void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, struct wined3d_buffer *buffer, enum wined3d_format_id format_id) { enum wined3d_format_id prev_format; struct wined3d_buffer *prev_buffer; TRACE("device %p, buffer %p, format %s.\n", device, buffer, debug_d3dformat(format_id)); prev_buffer = device->update_state->index_buffer; prev_format = device->update_state->index_format; device->update_state->index_buffer = buffer; device->update_state->index_format = format_id; if (device->recording) device->recording->changed.indices = TRUE; if (prev_buffer == buffer && prev_format == format_id) return; if (buffer) wined3d_buffer_incref(buffer); if (!device->recording) wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id); 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) { TRACE("device %p, format %p.\n", device, format); *format = device->state.index_format; 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->update_state->base_vertex_index = base_index; } INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->state.base_vertex_index; } void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport) { TRACE("device %p, viewport %p.\n", device, viewport); TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n", viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z); device->update_state->viewport = *viewport; /* Handle recording of state blocks */ if (device->recording) { TRACE("Recording... not performing anything\n"); device->recording->changed.viewport = TRUE; return; } wined3d_cs_emit_set_viewport(device->cs, viewport); } void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport) { TRACE("device %p, viewport %p.\n", device, viewport); *viewport = device->state.viewport; } static void resolve_depth_buffer(struct wined3d_state *state) { struct wined3d_texture *dst_texture = state->textures[0]; struct wined3d_rendertarget_view *src_view; RECT src_rect, dst_rect; if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH)) return; if (!(src_view = state->fb->depth_stencil)) return; if (src_view->resource->type == WINED3D_RTYPE_BUFFER) { FIXME("Not supported on buffer resources.\n"); return; } SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height); SetRect(&src_rect, 0, 0, src_view->width, src_view->height); wined3d_texture_blt(dst_texture, 0, &dst_rect, wined3d_texture_from_resource(src_view->resource), src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT); } void CDECL wined3d_device_set_render_state(struct wined3d_device *device, enum wined3d_render_state state, DWORD value) { DWORD old_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; } old_value = device->state.render_states[state]; device->update_state->render_states[state] = value; /* Handle recording of state blocks. */ if (device->recording) { TRACE("Recording... not performing anything.\n"); device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f); return; } /* Compared here and not before the assignment to allow proper stateblock recording. */ if (value == old_value) TRACE("Application is setting the old value over, nothing to do.\n"); else 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->state); } } 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]; } void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) { DWORD old_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 - MAX_FRAGMENT_SAMPLERS); if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states)) { WARN("Invalid sampler %u.\n", sampler_idx); return; /* Windows accepts overflowing this array ... we do not. */ } old_value = device->state.sampler_states[sampler_idx][state]; device->update_state->sampler_states[sampler_idx][state] = value; /* Handle recording of state blocks. */ if (device->recording) { TRACE("Recording... not performing anything.\n"); device->recording->changed.samplerState[sampler_idx] |= 1u << state; return; } if (old_value == value) { TRACE("Application is setting the old value over, nothing to do.\n"); return; } wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value); } DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state) { TRACE("device %p, sampler_idx %u, state %s.\n", device, sampler_idx, debug_d3dsamplerstate(state)); if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states)) { WARN("Invalid sampler %u.\n", sampler_idx); return 0; /* Windows accepts overflowing this array ... we do not. */ } return device->state.sampler_states[sampler_idx][state]; } void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect) { TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect)); if (device->recording) device->recording->changed.scissorRect = TRUE; if (EqualRect(&device->update_state->scissor_rect, rect)) { TRACE("App is setting the old scissor rectangle over, nothing to do.\n"); return; } CopyRect(&device->update_state->scissor_rect, rect); if (device->recording) { TRACE("Recording... not performing anything.\n"); return; } wined3d_cs_emit_set_scissor_rect(device->cs, rect); } void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect) { TRACE("device %p, rect %p.\n", device, rect); *rect = device->state.scissor_rect; TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect)); } void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, struct wined3d_vertex_declaration *declaration) { struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration; TRACE("device %p, declaration %p.\n", device, declaration); if (device->recording) device->recording->changed.vertexDecl = TRUE; if (declaration == prev) return; if (declaration) wined3d_vertex_declaration_incref(declaration); device->update_state->vertex_declaration = declaration; if (!device->recording) 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->update_state->shader[WINED3D_SHADER_TYPE_VERTEX]; TRACE("device %p, shader %p.\n", device, shader); if (device->recording) device->recording->changed.vertexShader = TRUE; if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader; if (!device->recording) 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]; } static void wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer) { struct wined3d_buffer *prev; if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return; } prev = device->update_state->cb[type][idx]; if (buffer == prev) return; if (buffer) wined3d_buffer_incref(buffer); device->update_state->cb[type][idx] = buffer; if (!device->recording) wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer); if (prev) wined3d_buffer_decref(prev); } void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) { TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer); } struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return NULL; } return device->state.cb[WINED3D_SHADER_TYPE_VERTEX][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->update_state->shader_resource_view[type][idx]; if (view == prev) return; if (view) wined3d_shader_resource_view_incref(view); device->update_state->shader_resource_view[type][idx] = view; if (!device->recording) wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view); if (prev) 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); } 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); if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); return NULL; } return device->state.shader_resource_view[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->update_state->sampler[type][idx]; if (sampler == prev) return; if (sampler) wined3d_sampler_incref(sampler); device->update_state->sampler[type][idx] = sampler; if (!device->recording) 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); } struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); if (idx >= MAX_SAMPLER_OBJECTS) { WARN("Invalid sampler index %u.\n", idx); return NULL; } return device->state.sampler[WINED3D_SHADER_TYPE_VERTEX][idx]; } static void device_invalidate_shader_constants(const struct wined3d_device *device, DWORD mask) { UINT i; for (i = 0; i < device->context_count; ++i) { device->contexts[i]->constant_update_mask |= mask; } } HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device, UINT start_register, const BOOL *constants, UINT bool_count) { UINT count = min(bool_count, MAX_CONST_B - start_register); UINT i; TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", device, start_register, constants, bool_count); if (!constants || start_register >= MAX_CONST_B) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->vs_consts_b[start_register], constants, count * sizeof(BOOL)); for (i = 0; i < count; ++i) TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); if (device->recording) { for (i = start_register; i < count + start_register; ++i) device->recording->changed.vertexShaderConstantsB |= (1u << i); } else { device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_B); } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device, UINT start_register, BOOL *constants, UINT bool_count) { UINT count = min(bool_count, MAX_CONST_B - start_register); TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", device, start_register, constants, bool_count); if (!constants || start_register >= MAX_CONST_B) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.vs_consts_b[start_register], count * sizeof(BOOL)); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device, UINT start_register, const int *constants, UINT vector4i_count) { UINT count = min(vector4i_count, MAX_CONST_I - start_register); UINT i; TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", device, start_register, constants, vector4i_count); if (!constants || start_register >= MAX_CONST_I) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4); for (i = 0; i < count; ++i) TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); if (device->recording) { for (i = start_register; i < count + start_register; ++i) device->recording->changed.vertexShaderConstantsI |= (1u << i); } else { device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_I); } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device, UINT start_register, int *constants, UINT vector4i_count) { UINT count = min(vector4i_count, MAX_CONST_I - start_register); TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", device, start_register, constants, vector4i_count); if (!constants || start_register >= MAX_CONST_I) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device, UINT start_register, const float *constants, UINT vector4f_count) { UINT i; const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); /* Specifically test start_register > limit to catch MAX_UINT overflows * when adding start_register + vector4f_count. */ if (!constants || start_register + vector4f_count > d3d_info->limits.vs_uniform_count || start_register > d3d_info->limits.vs_uniform_count) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->vs_consts_f[start_register * 4], constants, vector4f_count * sizeof(float) * 4); if (TRACE_ON(d3d)) { for (i = 0; i < vector4f_count; ++i) TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } if (device->recording) memset(device->recording->changed.vertexShaderConstantsF + start_register, 1, sizeof(*device->recording->changed.vertexShaderConstantsF) * vector4f_count); else device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device, UINT start_register, float *constants, UINT vector4f_count) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register); TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); if (!constants || count < 0) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4); return WINED3D_OK; } void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL]; TRACE("device %p, shader %p.\n", device, shader); if (device->recording) device->recording->changed.pixelShader = TRUE; if (shader == prev) return; if (shader) wined3d_shader_incref(shader); device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader; if (!device->recording) 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_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) { TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer); } struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return NULL; } return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx]; } 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); if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); return NULL; } return device->state.shader_resource_view[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); if (idx >= MAX_SAMPLER_OBJECTS) { WARN("Invalid sampler index %u.\n", idx); return NULL; } return device->state.sampler[WINED3D_SHADER_TYPE_PIXEL][idx]; } HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device, UINT start_register, const BOOL *constants, UINT bool_count) { UINT count = min(bool_count, MAX_CONST_B - start_register); UINT i; TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", device, start_register, constants, bool_count); if (!constants || start_register >= MAX_CONST_B) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->ps_consts_b[start_register], constants, count * sizeof(BOOL)); for (i = 0; i < count; ++i) TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); if (device->recording) { for (i = start_register; i < count + start_register; ++i) device->recording->changed.pixelShaderConstantsB |= (1u << i); } else { device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_B); } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device, UINT start_register, BOOL *constants, UINT bool_count) { UINT count = min(bool_count, MAX_CONST_B - start_register); TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", device, start_register, constants, bool_count); if (!constants || start_register >= MAX_CONST_B) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.ps_consts_b[start_register], count * sizeof(BOOL)); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device, UINT start_register, const int *constants, UINT vector4i_count) { UINT count = min(vector4i_count, MAX_CONST_I - start_register); UINT i; TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", device, start_register, constants, vector4i_count); if (!constants || start_register >= MAX_CONST_I) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4); for (i = 0; i < count; ++i) TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); if (device->recording) { for (i = start_register; i < count + start_register; ++i) device->recording->changed.pixelShaderConstantsI |= (1u << i); } else { device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_I); } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device, UINT start_register, int *constants, UINT vector4i_count) { UINT count = min(vector4i_count, MAX_CONST_I - start_register); TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", device, start_register, constants, vector4i_count); if (!constants || start_register >= MAX_CONST_I) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device, UINT start_register, const float *constants, UINT vector4f_count) { UINT i; const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); /* Specifically test start_register > limit to catch MAX_UINT overflows * when adding start_register + vector4f_count. */ if (!constants || start_register + vector4f_count > d3d_info->limits.ps_uniform_count || start_register > d3d_info->limits.ps_uniform_count) return WINED3DERR_INVALIDCALL; memcpy(&device->update_state->ps_consts_f[start_register * 4], constants, vector4f_count * sizeof(float) * 4); if (TRACE_ON(d3d)) { for (i = 0; i < vector4f_count; ++i) TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } if (device->recording) memset(device->recording->changed.pixelShaderConstantsF + start_register, 1, sizeof(*device->recording->changed.pixelShaderConstantsF) * vector4f_count); else device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device, UINT start_register, float *constants, UINT vector4f_count) { const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register); TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); if (!constants || count < 0) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4); return WINED3D_OK; } void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; TRACE("device %p, shader %p.\n", device, shader); if (device->recording || shader == prev) return; if (shader) wined3d_shader_incref(shader); device->update_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_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) { TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer); } struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx) { TRACE("device %p, idx %u.\n", device, idx); if (idx >= MAX_CONSTANT_BUFFERS) { WARN("Invalid constant buffer index %u.\n", idx); return NULL; } return device->state.cb[WINED3D_SHADER_TYPE_GEOMETRY][idx]; } 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); if (idx >= MAX_SHADER_RESOURCE_VIEWS) { WARN("Invalid view index %u.\n", idx); return NULL; } return device->state.shader_resource_view[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); if (idx >= MAX_SAMPLER_OBJECTS) { WARN("Invalid sampler index %u.\n", idx); return NULL; } return device->state.sampler[WINED3D_SHADER_TYPE_GEOMETRY][idx]; } /* 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 DestFVF) { struct wined3d_matrix mat, proj_mat, view_mat, world_mat; struct wined3d_viewport vp; UINT vertex_size; unsigned int i; BYTE *dest_ptr; BOOL doClip; DWORD numTextures; HRESULT hr; if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL)) { WARN(" lighting state not saved yet... Some strange stuff may happen !\n"); } if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION))) { ERR("Source has no position mask\n"); return WINED3DERR_INVALIDCALL; } if (device->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) doClip = TRUE; */ doClip = FALSE; if(!warned) { warned = TRUE; FIXME("Clipping is broken and disabled for now\n"); } } else doClip = FALSE; vertex_size = get_flexible_vertex_size(DestFVF); if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0))) { WARN("Failed to map buffer, hr %#x.\n", hr); return hr; } 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_viewport(device, &vp); TRACE("viewport x %u, y %u, width %u, height %u, 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); numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; for (i = 0; i < dwCount; i+= 1) { unsigned int tex_index; if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { /* The position first */ const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION]; const float *p = (const float *)(element->data.addr + i * element->stride); float x, y, z, rhw; TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); /* Multiplication with world, view and projection matrix. */ x = (p[0] * mat._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( !doClip || ( (-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 *= vp.max_z - vp.min_z; x += vp.width / 2 + vp.x; y += vp.height / 2 + vp.y; z += vp.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 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) dest_ptr += sizeof(float); } if (DestFVF & WINED3DFVF_PSIZE) dest_ptr += sizeof(DWORD); if (DestFVF & WINED3DFVF_NORMAL) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL]; const float *normal = (const float *)(element->data.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 (DestFVF & WINED3DFVF_DIFFUSE) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride); if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE))) { static BOOL warned = FALSE; if(!warned) { ERR("No diffuse color in source, but destination has one\n"); warned = TRUE; } *( (DWORD *) dest_ptr) = 0xffffffff; dest_ptr += sizeof(DWORD); } else { copy_and_next(dest_ptr, color_d, sizeof(DWORD)); } } if (DestFVF & WINED3DFVF_SPECULAR) { /* What's the color value in the feedback buffer? */ const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride); if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR))) { static BOOL warned = FALSE; if(!warned) { ERR("No specular color in source, but destination has one\n"); warned = TRUE; } *(DWORD *)dest_ptr = 0xff000000; dest_ptr += sizeof(DWORD); } else { copy_and_next(dest_ptr, color_s, sizeof(DWORD)); } } for (tex_index = 0; tex_index < numTextures; ++tex_index) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index]; const float *tex_coord = (const float *)(element->data.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(DestFVF, tex_index) * sizeof(float); } else { copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float)); } } } wined3d_buffer_unmap(dest); 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; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_shader *vs; unsigned int i; 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"); /* Need any context to write to the vbo. */ context = context_acquire(device, NULL); gl_info = context->gl_info; vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL; context_stream_info_from_declaration(context, state, &stream_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_buffer *buffer; if (!(map & 1)) continue; e = &stream_info.elements[i]; buffer = state->streams[e->stream_idx].buffer; e->data.buffer_object = 0; e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context); if (buffer->buffer_object) { GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object)); buffer->buffer_object = 0; } if (e->data.addr) e->data.addr += e->stride * src_start_idx; } hr = process_vertices_strided(device, dst_idx, vertex_count, &stream_info, dst_buffer, flags, dst_fvf); context_release(context); return hr; } void CDECL 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; DWORD old_value; TRACE("device %p, stage %u, state %s, value %#x.\n", device, stage, debug_d3dtexturestate(state), value); if (state > WINED3D_HIGHEST_TEXTURE_STATE) { WARN("Invalid state %#x passed.\n", state); return; } 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; } old_value = device->update_state->texture_states[stage][state]; device->update_state->texture_states[stage][state] = value; if (device->recording) { TRACE("Recording... not performing anything.\n"); device->recording->changed.textureState[stage] |= 1u << state; return; } /* Checked after the assignments to allow proper stateblock recording. */ if (old_value == value) { TRACE("Application is setting the old value over, nothing to do.\n"); return; } wined3d_cs_emit_set_texture_state(device->cs, stage, state, value); } DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state) { TRACE("device %p, stage %u, state %s.\n", device, stage, debug_d3dtexturestate(state)); if (state > WINED3D_HIGHEST_TEXTURE_STATE) { WARN("Invalid state %#x passed.\n", state); return 0; } return device->state.texture_states[stage][state]; } HRESULT CDECL 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 - MAX_FRAGMENT_SAMPLERS); /* Windows accepts overflowing this array... we do not. */ if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return WINED3D_OK; } if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH) { WARN("Rejecting attempt to set scratch texture.\n"); return WINED3DERR_INVALIDCALL; } if (device->recording) device->recording->changed.textures |= 1u << stage; prev = device->update_state->textures[stage]; TRACE("Previous texture %p.\n", prev); if (texture == prev) { TRACE("App is setting the same texture again, nothing to do.\n"); return WINED3D_OK; } TRACE("Setting new texture to %p.\n", texture); device->update_state->textures[stage] = texture; if (texture) wined3d_texture_incref(texture); if (!device->recording) wined3d_cs_emit_set_texture(device->cs, stage, texture); if (prev) wined3d_texture_decref(prev); return WINED3D_OK; } struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage) { TRACE("device %p, stage %u.\n", device, stage); if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return NULL; /* Windows accepts overflowing this array ... we do not. */ } return device->state.textures[stage]; } HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *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_stateblock(struct wined3d_device *device) { struct wined3d_stateblock *stateblock; HRESULT hr; TRACE("device %p.\n", device); if (device->recording) return WINED3DERR_INVALIDCALL; hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock); if (FAILED(hr)) return hr; device->recording = stateblock; device->update_state = &stateblock->state; TRACE("Recording stateblock %p.\n", stateblock); return WINED3D_OK; } HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device, struct wined3d_stateblock **stateblock) { struct wined3d_stateblock *object = device->recording; TRACE("device %p, stateblock %p.\n", device, stateblock); if (!device->recording) { WARN("Not recording.\n"); *stateblock = NULL; return WINED3DERR_INVALIDCALL; } stateblock_init_contained_states(object); *stateblock = object; device->recording = NULL; device->update_state = &device->state; TRACE("Returning stateblock %p.\n", *stateblock); return WINED3D_OK; } 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) { struct wined3d_context *context; TRACE("device %p.\n", device); if (!device->inScene) { WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } context = context_acquire(device, NULL); /* We only have to do this if we need to read the, swapbuffers performs a flush for us */ context->gl_info->gl_ops.gl.p_glFlush(); /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever * fails. */ context_release(context); 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->update_state->predicate; if (predicate) { FIXME("Predicated rendering not implemented.\n"); wined3d_query_incref(predicate); } device->update_state->predicate = predicate; device->update_state->predicate_value = value; if (!device->recording) 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); *value = device->state.predicate_value; return device->state.predicate; } void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, enum wined3d_primitive_type primitive_type) { GLenum gl_primitive_type, prev; TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type)); gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); prev = device->update_state->gl_primitive_type; device->update_state->gl_primitive_type = gl_primitive_type; if (device->recording) device->recording->changed.primitive_type = TRUE; else if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS)) device_invalidate_state(device, STATE_POINT_ENABLE); } void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device, enum wined3d_primitive_type *primitive_type) { TRACE("device %p, primitive_type %p\n", device, primitive_type); *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type); 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); if (!device->state.vertex_declaration) { WARN("Called without a valid vertex declaration set.\n"); return WINED3DERR_INVALIDCALL; } if (device->state.load_base_vertex_index) { device->state.load_base_vertex_index = 0; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } wined3d_cs_emit_draw(device->cs, 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, start_vertex, vertex_count, start_instance, instance_count, FALSE); } HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; 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; } if (!device->state.vertex_declaration) { WARN("Called without a valid vertex declaration set.\n"); return WINED3DERR_INVALIDCALL; } if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && device->state.load_base_vertex_index != device->state.base_vertex_index) { device->state.load_base_vertex_index = device->state.base_vertex_index; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } wined3d_cs_emit_draw(device->cs, 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, start_idx, index_count, start_instance, instance_count, TRUE); } static HRESULT wined3d_device_update_texture_3d(struct wined3d_device *device, struct wined3d_texture *src_texture, unsigned int src_level, struct wined3d_texture *dst_texture, unsigned int level_count) { struct wined3d_const_bo_address data; struct wined3d_context *context; struct wined3d_map_desc src; HRESULT hr = WINED3D_OK; unsigned int i; TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n", device, src_texture, src_level, dst_texture, level_count); if (src_texture->resource.format != dst_texture->resource.format) { WARN("Source and destination formats do not match.\n"); return WINED3DERR_INVALIDCALL; } if (wined3d_texture_get_level_width(src_texture, src_level) != dst_texture->resource.width || wined3d_texture_get_level_height(src_texture, src_level) != dst_texture->resource.height || wined3d_texture_get_level_depth(src_texture, src_level) != dst_texture->resource.depth) { WARN("Source and destination dimensions do not match.\n"); return WINED3DERR_INVALIDCALL; } context = context_acquire(device, NULL); /* Only a prepare, since we're uploading entire volumes. */ wined3d_texture_prepare_texture(dst_texture, context, FALSE); wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); for (i = 0; i < level_count; ++i) { if (FAILED(hr = wined3d_resource_map(&src_texture->resource, src_level + i, &src, NULL, WINED3D_MAP_READONLY))) goto done; data.buffer_object = 0; data.addr = src.data; wined3d_volume_upload_data(dst_texture->sub_resources[i].u.volume, context, &data); wined3d_texture_invalidate_location(dst_texture, i, ~WINED3D_LOCATION_TEXTURE_RGB); if (FAILED(hr = wined3d_resource_unmap(&src_texture->resource, src_level + i))) goto done; } done: context_release(context); return hr; } 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 layer_count, level_count, i, j; enum wined3d_resource_type type; HRESULT hr; struct wined3d_context *context; 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.pool != WINED3D_POOL_SYSTEM_MEM) { WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT) { WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\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; } level_count = min(wined3d_texture_get_level_count(src_texture), wined3d_texture_get_level_count(dst_texture)); src_size = max(src_texture->resource.width, src_texture->resource.height); dst_size = max(dst_texture->resource.width, dst_texture->resource.height); if (type == WINED3D_RTYPE_TEXTURE_3D) { src_size = max(src_size, src_texture->resource.depth); dst_size = max(dst_size, dst_texture->resource.depth); } while (src_size > dst_size) { src_size >>= 1; ++src_skip_levels; } /* Make sure that the destination texture is loaded. */ context = context_acquire(device, NULL); wined3d_texture_load(dst_texture, context, FALSE); context_release(context); /* Update every surface level of the texture. */ switch (type) { case WINED3D_RTYPE_TEXTURE_2D: { unsigned int src_levels = src_texture->level_count; unsigned int dst_levels = dst_texture->level_count; struct wined3d_surface *src_surface; struct wined3d_surface *dst_surface; for (i = 0; i < layer_count; ++i) { for (j = 0; j < level_count; ++j) { src_surface = src_texture->sub_resources[i * src_levels + j + src_skip_levels].u.surface; dst_surface = dst_texture->sub_resources[i * dst_levels + j].u.surface; if (FAILED(hr = surface_upload_from_surface(dst_surface, NULL, src_surface, NULL))) { WARN("Failed to update surface, hr %#x.\n", hr); return hr; } } } return WINED3D_OK; } case WINED3D_RTYPE_TEXTURE_3D: if (FAILED(hr = wined3d_device_update_texture_3d(device, src_texture, src_skip_levels, dst_texture, level_count))) WARN("Failed to update 3D texture, hr %#x.\n", hr); return hr; default: FIXME("Unsupported texture type %#x.\n", type); return WINED3DERR_INVALIDCALL; } } 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 < 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_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource) { struct wined3d_texture *dst_texture, *src_texture; RECT dst_rect, src_rect; unsigned int i, j; HRESULT hr; 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->id != dst_resource->format->id) { WARN("Resource formats (%s / %s) don't match.\n", debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id)); return; } if (dst_resource->type == WINED3D_RTYPE_BUFFER) { if (FAILED(hr = wined3d_buffer_copy(buffer_from_resource(dst_resource), 0, buffer_from_resource(src_resource), 0, dst_resource->size))) ERR("Failed to copy buffer, hr %#x.\n", hr); return; } if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type)); return; } dst_texture = wined3d_texture_from_resource(dst_resource); src_texture = wined3d_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) { SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, i), wined3d_texture_get_level_height(dst_texture, i)); SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, i), wined3d_texture_get_level_height(dst_texture, i)); for (j = 0; j < dst_texture->layer_count; ++j) { unsigned int idx = j * dst_texture->level_count + i; if (FAILED(hr = wined3d_texture_blt(dst_texture, idx, &dst_rect, src_texture, idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT))) ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx, hr); } } } 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) { struct wined3d_texture *dst_texture, *src_texture; RECT dst_rect, src_rect; HRESULT hr; 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.\n", device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z, src_resource, src_sub_resource_idx, debug_box(src_box)); if (src_box && (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_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->type != dst_resource->type) { WARN("Resource types (%s / %s) don't match.\n", debug_d3dresourcetype(dst_resource->type), debug_d3dresourcetype(src_resource->type)); return WINED3DERR_INVALIDCALL; } if (src_resource->format->id != dst_resource->format->id) { WARN("Resource formats (%s / %s) don't match.\n", debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id)); return WINED3DERR_INVALIDCALL; } if (dst_resource->type == WINED3D_RTYPE_BUFFER) { unsigned int src_offset, size; 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) { src_offset = src_box->left; size = src_box->right - src_box->left; } else { src_offset = 0; size = src_resource->size; } if (src_offset > src_resource->size || size > src_resource->size - src_offset || dst_x > dst_resource->size || size > dst_resource->size - dst_x) { WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n", dst_x, src_offset, size); return WINED3DERR_INVALIDCALL; } return wined3d_buffer_copy(buffer_from_resource(dst_resource), dst_x, buffer_from_resource(src_resource), src_offset, size); } if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type)); return WINED3DERR_INVALIDCALL; } dst_texture = wined3d_texture_from_resource(dst_resource); src_texture = wined3d_texture_from_resource(src_resource); if (src_box) { SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom); } else { unsigned int level = src_sub_resource_idx % src_texture->level_count; SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, level), wined3d_texture_get_level_height(src_texture, level)); } SetRect(&dst_rect, dst_x, dst_y, dst_x + (src_rect.right - src_rect.left), dst_y + (src_rect.bottom - src_rect.top)); if (FAILED(hr = wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect, src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT))) WARN("Failed to blit, hr %#x.\n", hr); return hr; } 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) { struct wined3d_texture_sub_resource *sub_resource; const struct wined3d_gl_info *gl_info; struct wined3d_const_bo_address addr; unsigned int width, height, level; struct wined3d_context *context; struct wined3d_texture *texture; struct wined3d_surface *surface; POINT dst_point; RECT src_rect; TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n", device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch); if (resource->type == WINED3D_RTYPE_BUFFER) { struct wined3d_buffer *buffer = buffer_from_resource(resource); HRESULT hr; if (sub_resource_idx > 0) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return; } if (FAILED(hr = wined3d_buffer_upload_data(buffer, box, data))) WARN("Failed to update buffer data, hr %#x.\n", hr); return; } if (resource->type != WINED3D_RTYPE_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); return; } texture = wined3d_texture_from_resource(resource); if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) { WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); return; } surface = sub_resource->u.surface; level = sub_resource_idx % texture->level_count; width = wined3d_texture_get_level_width(texture, level); height = wined3d_texture_get_level_height(texture, level); src_rect.left = 0; src_rect.top = 0; if (box) { if (box->left >= box->right || box->right > width || box->top >= box->bottom || box->bottom > height || box->front >= box->back) { WARN("Invalid box %s specified.\n", debug_box(box)); return; } src_rect.right = box->right - box->left; src_rect.bottom = box->bottom - box->top; dst_point.x = box->left; dst_point.y = box->top; } else { src_rect.right = width; src_rect.bottom = height; dst_point.x = 0; dst_point.y = 0; } addr.buffer_object = 0; addr.addr = data; context = context_acquire(resource->device, NULL); gl_info = context->gl_info; /* Only load the surface for partial updates. */ if (!dst_point.x && !dst_point.y && src_rect.right == width && src_rect.bottom == height) wined3d_texture_prepare_texture(texture, context, FALSE); else surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_bind_and_dirtify(texture, context, FALSE); wined3d_surface_upload_data(surface, gl_info, resource->format, &src_rect, row_pitch, &dst_point, FALSE, &addr); context_release(context); wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB); wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB); } 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) { const struct blit_shader *blitter; struct wined3d_resource *resource; enum wined3d_blit_op blit_op; 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_TEXTURE_2D) { FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); return WINED3DERR_INVALIDCALL; } if (view->depth > 1) { FIXME("Layered clears not implemented.\n"); return WINED3DERR_INVALIDCALL; } if (!rect) { SetRect(&r, 0, 0, view->width, view->height); rect = &r; } if (flags & WINED3DCLEAR_TARGET) blit_op = WINED3D_BLIT_OP_COLOR_FILL; else blit_op = WINED3D_BLIT_OP_DEPTH_FILL; if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, blit_op, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format))) { FIXME("No blitter is capable of performing the requested fill operation.\n"); return WINED3DERR_INVALIDCALL; } if (blit_op == WINED3D_BLIT_OP_COLOR_FILL) return blitter->color_fill(device, view, rect, color); else return blitter->depth_fill(device, view, rect, flags, depth, stencil); } struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device, unsigned int view_idx) { TRACE("device %p, view_idx %u.\n", device, view_idx); if (view_idx >= device->adapter->gl_info.limits.buffers) { WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); 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; } 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; TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n", device, view_idx, view, set_viewport); if (view_idx >= device->adapter->gl_info.limits.buffers) { WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); return WINED3DERR_INVALIDCALL; } if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET)) { WARN("View resource %p doesn't have render target usage.\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->viewport.x = 0; state->viewport.y = 0; state->viewport.width = view->width; state->viewport.height = view->height; state->viewport.min_z = 0.0f; state->viewport.max_z = 1.0f; wined3d_cs_emit_set_viewport(device->cs, &state->viewport); state->scissor_rect.top = 0; state->scissor_rect.left = 0; state->scissor_rect.right = view->width; state->scissor_rect.bottom = view->height; wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect); } 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); return WINED3D_OK; } void 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); prev = device->fb.depth_stencil; if (prev == view) { TRACE("Trying to do a NOP SetRenderTarget operation.\n"); return; } 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); } 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_READONLY))) { 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.pool = WINED3D_POOL_DEFAULT; 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, WINED3D_TEXTURE_CREATE_MAPPABLE, &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_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &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 = HeapAlloc(GetProcessHeap(), 0, 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_READONLY); 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); HeapFree(GetProcessHeap(), 0, 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); /* These are handled by the texture they're part of. */ if (resource->type == WINED3D_RTYPE_SURFACE || resource->type == WINED3D_RTYPE_VOLUME) continue; if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count) { TRACE("Evicting %p.\n", resource); resource->resource_ops->resource_unload(resource); } } /* Invalidate stream sources, the buffer(s) may have been evicted. */ device_invalidate_state(device, STATE_STREAMSRC); } static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { struct wined3d_resource *resource, *cursor; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_shader *shader; context = context_acquire(device, NULL); gl_info = context->gl_info; LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { if (resource->type == WINED3D_RTYPE_SURFACE || resource->type == WINED3D_RTYPE_VOLUME) continue; TRACE("Unloading resource %p.\n", resource); resource->resource_ops->resource_unload(resource); } LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry) { device->shader_backend->shader_destroy(shader); } if (device->depth_blt_texture) { gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture); device->depth_blt_texture = 0; } device->blitter->free_private(device); device->shader_backend->shader_free_private(device); destroy_dummy_textures(device, gl_info); destroy_default_sampler(device); context_release(context); while (device->context_count) { swapchain_destroy_contexts(device->contexts[0]->swapchain); } HeapFree(GetProcessHeap(), 0, swapchain->context); swapchain->context = NULL; } static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { struct wined3d_context *context; struct wined3d_texture *target; HRESULT hr; 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); return hr; } if (FAILED(hr = device->blitter->alloc_private(device))) { ERR("Failed to allocate blitter private data, hr %#x.\n", hr); device->shader_backend->shader_free_private(device); return hr; } /* Recreate the primary swapchain's context */ swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context)); if (!swapchain->context) { ERR("Failed to allocate memory for swapchain context array.\n"); device->blitter->free_private(device); device->shader_backend->shader_free_private(device); return E_OUTOFMEMORY; } target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer; if (!(context = context_create(swapchain, target, swapchain->ds_format))) { WARN("Failed to create context.\n"); device->blitter->free_private(device); device->shader_backend->shader_free_private(device); HeapFree(GetProcessHeap(), 0, swapchain->context); return E_FAIL; } swapchain->context[0] = context; swapchain->num_contexts = 1; create_dummy_textures(device, context); create_default_sampler(device); context_release(context); return WINED3D_OK; } 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) { struct wined3d_rendertarget_view_desc view_desc; struct wined3d_resource *resource, *cursor; struct wined3d_swapchain *swapchain; struct wined3d_display_mode m; BOOL DisplayModeChanged; 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); if (!(swapchain = wined3d_device_get_swapchain(device, 0))) { ERR("Failed to get the first implicit swapchain.\n"); return WINED3DERR_INVALIDCALL; } DisplayModeChanged = swapchain->reapply_mode; 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); } if (device->fb.render_targets) { for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) { wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); } } wined3d_device_set_depth_stencil_view(device, NULL); if (device->onscreen_depth_stencil) { wined3d_texture_decref(device->onscreen_depth_stencil->container); device->onscreen_depth_stencil = 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("swap_interval %u\n", swapchain_desc->swap_interval); TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode); /* No special treatment of these parameters. Just store them */ swapchain->desc.swap_effect = swapchain_desc->swap_effect; swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil; swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format; swapchain->desc.flags = swapchain_desc->flags; swapchain->desc.refresh_rate = swapchain_desc->refresh_rate; swapchain->desc.swap_interval = swapchain_desc->swap_interval; swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode; if (swapchain_desc->device_window && swapchain_desc->device_window != swapchain->desc.device_window) { TRACE("Changing the device window from %p to %p.\n", swapchain->desc.device_window, swapchain_desc->device_window); swapchain->desc.device_window = swapchain_desc->device_window; swapchain->device_window = swapchain_desc->device_window; wined3d_swapchain_set_window(swapchain, NULL); } if (mode) { DisplayModeChanged = TRUE; m = *mode; } else if (swapchain_desc->windowed) { m = swapchain->original_mode; } else { m.width = swapchain_desc->backbuffer_width; m.height = swapchain_desc->backbuffer_height; m.refresh_rate = swapchain_desc->refresh_rate; m.format_id = swapchain_desc->backbuffer_format; m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; if ((m.width != swapchain->desc.backbuffer_width || m.height != swapchain->desc.backbuffer_height)) DisplayModeChanged = TRUE; } if (!swapchain_desc->windowed != !swapchain->desc.windowed || DisplayModeChanged) { if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m))) { WARN("Failed to set display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } if (!swapchain_desc->windowed) { if (swapchain->desc.windowed) { HWND focus_window = device->create_parms.focus_window; if (!focus_window) focus_window = swapchain_desc->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; } /* switch from windowed to fs */ wined3d_device_setup_fullscreen_window(device, swapchain->device_window, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height); } else { /* Fullscreen -> fullscreen mode change */ MoveWindow(swapchain->device_window, 0, 0, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, TRUE); } swapchain->d3d_mode = m; } else if (!swapchain->desc.windowed) { /* Fullscreen -> windowed switch */ wined3d_device_restore_fullscreen_window(device, swapchain->device_window); wined3d_device_release_focus_window(device); } swapchain->desc.windowed = swapchain_desc->windowed; } else if (!swapchain_desc->windowed) { DWORD style = device->style; DWORD exStyle = device->exStyle; /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call * Reset to clear up their mess. Guild Wars also loses the device during that. */ device->style = 0; device->exStyle = 0; wined3d_device_setup_fullscreen_window(device, swapchain->device_window, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height); device->style = style; device->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 (device->auto_depth_stencil_view) { wined3d_rendertarget_view_decref(device->auto_depth_stencil_view); device->auto_depth_stencil_view = NULL; } if (swapchain->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 = swapchain->desc.auto_depth_stencil_format; texture_desc.multisample_type = swapchain->desc.multisample_type; texture_desc.multisample_quality = swapchain->desc.multisample_quality; texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; texture_desc.pool = WINED3D_POOL_DEFAULT; texture_desc.width = swapchain->desc.backbuffer_width; texture_desc.height = swapchain->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, &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.u.texture.level_idx = 0; 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 (device->back_buffer_view) { wined3d_rendertarget_view_decref(device->back_buffer_view); device->back_buffer_view = NULL; } if (swapchain->desc.backbuffer_count) { view_desc.format_id = swapchain_desc->backbuffer_format; view_desc.u.texture.level_idx = 0; view_desc.u.texture.layer_idx = 0; view_desc.u.texture.layer_count = 1; if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource, 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 stateblock.\n"); if (device->recording) { wined3d_stateblock_decref(device->recording); device->recording = NULL; } wined3d_cs_emit_reset_state(device->cs); state_cleanup(&device->state); if (device->d3d_initialized) delete_opengl_contexts(device, swapchain); if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT))) ERR("Failed to initialize device state, hr %#x.\n", hr); device->update_state = &device->state; device_init_swapchain_state(device, swapchain); } else if (device->back_buffer_view) { struct wined3d_rendertarget_view *view = device->back_buffer_view; struct wined3d_state *state = &device->state; wined3d_device_set_rendertarget_view(device, 0, view, FALSE); /* Note the min_z / max_z is not reset. */ state->viewport.x = 0; state->viewport.y = 0; state->viewport.width = view->width; state->viewport.height = view->height; wined3d_cs_emit_set_viewport(device->cs, &state->viewport); state->scissor_rect.top = 0; state->scissor_rect.left = 0; state->scissor_rect.right = view->width; state->scissor_rect.bottom = view->height; wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect); } if (device->d3d_initialized) { if (reset_state) hr = create_primary_opengl_context(device, swapchain); swapchain_update_swap_interval(swapchain); } /* 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; } 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); 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); 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)); context_resource_released(device, resource, type); for (i = 0; i < device->adapter->gl_info.limits.buffers; ++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_2D: case WINED3D_RTYPE_TEXTURE_3D: for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { struct wined3d_texture *texture = wined3d_texture_from_resource(resource); if (device->state.textures[i] == texture) { ERR("Texture %p is still in use, stage %u.\n", texture, i); device->state.textures[i] = NULL; } if (device->recording && device->update_state->textures[i] == texture) { ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n", texture, device->recording, i); device->update_state->textures[i] = NULL; } } break; case WINED3D_RTYPE_BUFFER: { struct wined3d_buffer *buffer = buffer_from_resource(resource); for (i = 0; i < MAX_STREAMS; ++i) { if (device->state.streams[i].buffer == buffer) { ERR("Buffer %p is still in use, stream %u.\n", buffer, i); device->state.streams[i].buffer = NULL; } if (device->recording && device->update_state->streams[i].buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", buffer, device->recording, i); device->update_state->streams[i].buffer = NULL; } } if (device->state.index_buffer == buffer) { ERR("Buffer %p is still in use as index buffer.\n", buffer); device->state.index_buffer = NULL; } if (device->recording && device->update_state->index_buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", buffer, device->recording); device->update_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 const struct wine_rb_functions wined3d_sampler_rb_functions = { wined3d_rb_alloc, wined3d_rb_realloc, wined3d_rb_free, wined3d_sampler_compare, }; HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent) { struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; const struct fragment_pipeline *fragment_pipeline; const struct wined3d_vertex_pipe_ops *vertex_pipeline; unsigned int i; HRESULT hr; device->ref = 1; device->wined3d = wined3d; wined3d_incref(device->wined3d); device->adapter = wined3d->adapter_count ? adapter : NULL; device->device_parent = device_parent; list_init(&device->resources); list_init(&device->shaders); device->surface_alignment = 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; if (wine_rb_init(&device->samplers, &wined3d_sampler_rb_functions) == -1) { ERR("Failed to initialize sampler rbtree.\n"); return E_OUTOFMEMORY; } if (vertex_pipeline->vp_states && fragment_pipeline->states && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info, &adapter->d3d_info, vertex_pipeline, fragment_pipeline, misc_state_template))) { ERR("Failed to compile state table, hr %#x.\n", hr); wine_rb_destroy(&device->samplers, NULL, NULL); wined3d_decref(device->wined3d); return hr; } device->blitter = adapter->blitter; if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT))) { ERR("Failed to initialize device state, hr %#x.\n", hr); goto err; } device->update_state = &device->state; 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 < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) { HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); } wine_rb_destroy(&device->samplers, NULL, NULL); wined3d_decref(device->wined3d); return hr; } void device_invalidate_state(const struct wined3d_device *device, DWORD state) { DWORD rep = device->StateTable[state].representative; struct wined3d_context *context; DWORD idx; BYTE shift; UINT i; for (i = 0; i < device->context_count; ++i) { context = device->contexts[i]; if(isStateDirty(context, rep)) continue; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); context->isStateDirty[idx] |= (1u << shift); } } LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) { if (device->filter_messages && message != WM_DISPLAYCHANGE) { TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n", window, message, wparam, lparam); if (unicode) return DefWindowProcW(window, message, wparam, lparam); else return DefWindowProcA(window, message, wparam, lparam); } if (message == WM_DESTROY) { TRACE("unregister window %p.\n", window); wined3d_unregister_window(window); if (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) { UINT i; for (i = 0; i < device->swapchain_count; i++) wined3d_swapchain_activate(device->swapchains[i], wparam); device->device_parent->ops->activate(device->device_parent, 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); }