Sweden-Number/dlls/wined3d/device.c

4518 lines
184 KiB
C

/*
* IWineD3DDevice implementation
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
WINE_DECLARE_DEBUG_CHANNEL(d3d_fps);
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/* helper macros */
#define D3DMEMCHECK(object, ppResult) if(NULL == object){ *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
#define D3DCREATEOBJECTINSTANCE(object, type){ \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
D3DMEMCHECK(object, pp##type); \
object->lpVtbl = &IWineD3D##type##_Vtbl; \
object->wineD3DDevice = This; \
object->parent = parent; \
object->ref = 1; \
*pp##type = (IWineD3D##type *) object; \
}
#define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype){ \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
D3DMEMCHECK(object, pp##type); \
object->lpVtbl = &IWineD3D##type##_Vtbl; \
object->resource.wineD3DDevice = This; \
object->resource.parent = parent; \
object->resource.resourceType = d3dtype; \
object->resource.ref = 1; \
*pp##type = (IWineD3D##type *) object; \
}
#define D3DINITILIZEBASETEXTURE(_basetexture) { \
_basetexture.usage = Usage; \
_basetexture.levels = Levels; \
_basetexture.format = Format; \
_basetexture.pool = Pool; \
_basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
_basetexture.LOD = 0; \
}
/**********************************************************
* Global variable / Constants follow
**********************************************************/
const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
/**********************************************************
* Utility functions follow
**********************************************************/
/* Convert the D3DLIGHT properties into equivalent gl lights */
void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
float quad_att;
float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
/* Diffuse: */
colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
checkGLcall("glLightfv");
/* Specular */
colRGBA[0] = lightInfo->OriginalParms.Specular.r;
colRGBA[1] = lightInfo->OriginalParms.Specular.g;
colRGBA[2] = lightInfo->OriginalParms.Specular.b;
colRGBA[3] = lightInfo->OriginalParms.Specular.a;
glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
checkGLcall("glLightfv");
/* Ambient */
colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
checkGLcall("glLightfv");
/* Attenuation - Are these right? guessing... */
glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
checkGLcall("glLightf");
glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
checkGLcall("glLightf");
quad_att = 1.4/(lightInfo->OriginalParms.Range*lightInfo->OriginalParms.Range);
if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
checkGLcall("glLightf");
switch (lightInfo->OriginalParms.Type) {
case D3DLIGHT_POINT:
/* Position */
glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case D3DLIGHT_SPOT:
/* Position */
glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
checkGLcall("glLightfv");
/* Direction */
glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
checkGLcall("glLightfv");
glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
checkGLcall("glLightf");
glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
/* FIXME: Range */
break;
case D3DLIGHT_DIRECTIONAL:
/* Direction */
glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
checkGLcall("glLightfv");
glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
checkGLcall("glLightf");
glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
checkGLcall("glLightf");
break;
default:
FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
}
/* Restore the modelview matrix */
glPopMatrix();
}
/* Apply the current values to the specified texture stage */
void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Stage, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i = 0;
float col[4];
BOOL changeTexture = TRUE;
TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
for (i = 1; i < HIGHEST_TEXTURE_STATE; i++) {
BOOL skip = FALSE;
switch (i) {
/* Performance: For texture states where multiples effect the outcome, only bother
applying the last one as it will pick up all the other values */
case D3DTSS_COLORARG0: /* Will be picked up when setting color op */
case D3DTSS_COLORARG1: /* Will be picked up when setting color op */
case D3DTSS_COLORARG2: /* Will be picked up when setting color op */
case D3DTSS_ALPHAARG0: /* Will be picked up when setting alpha op */
case D3DTSS_ALPHAARG1: /* Will be picked up when setting alpha op */
case D3DTSS_ALPHAARG2: /* Will be picked up when setting alpha op */
skip = TRUE;
break;
/* Performance: If the texture states only impact settings for the texture unit
(compared to the texture object) then there is no need to reapply them. The
only time they need applying is the first time, since we cheat and put the
values into the stateblock without applying.
Per-texture unit: texture function (eg. combine), ops and args
texture env color
texture generation settings
Note: Due to some special conditions there may be a need to do particular ones
of these, which is what the Flags allows */
case D3DTSS_COLOROP:
case D3DTSS_TEXCOORDINDEX:
if (!(Flags == REAPPLY_ALL)) skip=TRUE;
break;
case D3DTSS_ALPHAOP:
if (!(Flags & REAPPLY_ALPHAOP)) skip=TRUE;
break;
default:
skip = FALSE;
}
if (skip == FALSE) {
/* Performance: Only change to this texture if we have to */
if (changeTexture) {
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(Stage);
} else if (Stage > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
changeTexture = FALSE;
}
/* Now apply the change */
IWineD3DDevice_SetTextureStageState(iface, Stage, i, This->stateBlock->textureState[Stage][i]);
}
}
/* Note the D3DRS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used!
*/
D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
TRACE("-----------------------> Updated the texture at stage %ld to have new texture state information\n", Stage);
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* FIXME: This needs to extend an IWineD3DBaseObject */
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
return E_NOINTERFACE;
}
ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ULONG refCount = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
return refCount;
}
ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ULONG refCount = InterlockedDecrement(&This->ref);
TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
if (!refCount) {
/* TODO: Clean up all the surfaces and textures! */
/* FIXME: Create targets and state blocks in d3d8 */
if (((IWineD3DImpl *)This->wineD3D)->dxVersion > 8) { /*We don't create a state block in d3d8 yet*/
/* NOTE: You must release the parent if the objects was created via a callback
** ***************************/
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
}
IWineD3D_Release(This->wineD3D);
HeapFree(GetProcessHeap(), 0, This);
}
return refCount;
}
/**********************************************************
* IWineD3DDevice implementation follows
**********************************************************/
HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*pParent = This->parent;
IUnknown_AddRef(This->parent);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, D3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBufferImpl *object;
D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, D3DRTYPE_VERTEXBUFFER)
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Size);
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.FVF = FVF;
object->currentDesc.Size = Size;
TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->allocatedMemory, object);
*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
HANDLE *sharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DIndexBufferImpl *object;
TRACE("(%p) Creating index buffer\n", This);
/* Allocate the storage for the device */
D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,D3DRTYPE_INDEXBUFFER)
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,Length);
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.Format= Format;
object->currentDesc.Size = Length;
TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
debug_d3dformat(Format), Pool, object, object->allocatedMemory);
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
D3DCREATEOBJECTINSTANCE(object, StateBlock)
object->blockType = Type;
/* Special case - Used during initialization to produce a placeholder stateblock
so other functions called can update a state block */
if (Type == (D3DSTATEBLOCKTYPE) 0) {
/* Don't bother increasing the reference count otherwise a device will never
be freed due to circular dependencies */
return D3D_OK;
}
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
FIXME("unfinished - needs to set up changed and set attributes\n");
return D3D_OK;
}
/* ************************************
MSDN:
[in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
Discard
[in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
******************************** */
HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, D3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,D3DRESOURCETYPE Type, DWORD Usage, D3DPOOL Pool, D3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
unsigned int pow2Width, pow2Height;
TRACE("(%p) Create surface\n",This);
/** FIXME: Check ranges on the inputs are valid
* MSDN
* MultisampleQuality
* [in] Quality level. The valid range is between zero and one less than the level
* returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
* Passing a larger value returns the error D3DERR_INVALIDCALL. The MultisampleQuality
* values of paired render targets, depth stencil surfaces, and the MultiSample type
* must all match.
*******************************/
/**
* TODO: Discard MSDN
* [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
*
* If this flag is set, the contents of the depth stencil buffer will be
* invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
* with a different depth surface.
*
*This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
***************************/
if(MultisampleQuality < 0) {
FIXME("Invalid multisample level %ld \n", MultisampleQuality);
return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
}
if(MultisampleQuality > 0){
FIXME("MultisampleQuality set to %ld, bstituting 0 \n" , MultisampleQuality);
MultisampleQuality=0;
}
/* Non-power2 support */
/* Find the nearest pow2 match */
pow2Width = pow2Height = 1;
while (pow2Width < Width) pow2Width <<= 1;
while (pow2Height < Height) pow2Height <<= 1;
/* TODO: support for non-power 2 textures */
if(pow2Width > Width || pow2Height > Height){
/** TODO: add support for non power two compressed textures (OpenGL provices support for * non-power-two textures gratis) **/
return D3DERR_NOTAVAILABLE;
}
/** TODO: Check against the maximum texture sizes supported by the video card **/
D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE)
object->container = (IUnknown*) This;
object->currentDesc.Width = Width;
object->currentDesc.Height = Height;
object->currentDesc.Format = Format;
object->currentDesc.Type = Type;
object->currentDesc.Usage = Usage;
object->currentDesc.Pool = Pool;
object->currentDesc.Level = Level;
object->currentDesc.MultiSampleType = MultiSample;
object->currentDesc.MultiSampleQuality = MultisampleQuality;
object->discard = Discard;
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
/** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
* it is based around 4x4 pixel blocks it requires padding, so allocate enough
* space!
*********************************/
if (Format == WINED3DFMT_DXT1) {
/* DXT1 is half byte per pixel */
object->currentDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4)) / 2;
} else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
object->currentDesc.Size = ((max(Width,4) * object->bytesPerPixel) * max(Height,4));
} else {
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height;
}
TRACE("Pool %d %d %d %d",Pool, D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM);
#if 0
/* TODO: Check that we have enough video ram left */
if(Pool == D3DPOOL_DEFAULT && IWineD3DDevice_GetAvailableTextureMem(iface) <= object->currentDesc.Size){
TRACE("Out of 'bogus' video memory\n");
HeapFree(GetProcessHeap(),0,object);
*ppSurface = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
#endif
/** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
* this function is too deap to need to care about things like this.
* Levels need to be checked too, and possibly Type wince they all affect what can be done.
* ****************************************/
switch(Pool) {
case D3DPOOL_SCRATCH:
if(Lockable == FALSE)
FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
which are mutually exclusive, setting lockable to true\n");
Lockable = TRUE;
break;
case D3DPOOL_SYSTEMMEM:
if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
case D3DPOOL_MANAGED:
if(Usage == D3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
Usage of DYNAMIC which are mutually exclusive, not doing \
anything just telling you.\n");
break;
case D3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
if(!(Usage & D3DUSAGE_DYNAMIC) && !(Usage & D3DUSAGE_RENDERTARGET)
&& !(Usage && D3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
break;
default:
FIXME("(%p) Unknown pool %d\n", This, Pool);
break;
};
if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT){
FIXME("Trying to create a render target that isn't in the default pool\n");
}
object->locked = FALSE;
object->lockable = (WINED3DFMT_D16_LOCKABLE == Format) ? TRUE : Lockable;
/* TODO: memory management */
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->currentDesc.Size);
if(object->allocatedMemory == NULL ) {
FIXME("Out of memory!\n");
HeapFree(GetProcessHeap(),0,object);
*ppSurface = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
IWineD3DSurface_CleanDirtyRect(*ppSurface);
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
This, Width, Height, Format, debug_d3dformat(Format),
(WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->allocatedMemory, object->currentDesc.Size);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
DWORD Usage, D3DFORMAT Format, D3DPOOL Pool,
IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DTextureImpl *object;
unsigned int i;
UINT tmpW;
UINT tmpH;
HRESULT hr;
TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) .... \n", This, Width, Height, Levels, Usage);
D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE);
D3DINITILIZEBASETEXTURE(object->baseTexture);
object->width = Width;
object->height = Height;
/* Calculate levels for mip mapping */
if (Levels == 0) {
TRACE("calculating levels %d\n", object->baseTexture.levels);
object->baseTexture.levels++;
tmpW = Width;
tmpH = Height;
while (tmpW > 1 && tmpH > 1) {
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
object->baseTexture.levels++;
}
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
}
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
for (i = 0; i < object->baseTexture.levels; i++)
{
/* use the callback to create the texture surface */
hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
if(hr!= D3D_OK){
int j;
FIXME("Failed to create surface %p \n",object);
/* clean up */
for(j=0;j<i;j++){
IWineD3DSurface_Release(object->surfaces[j]);
}
/* heap free object */
HeapFree(GetProcessHeap(),0,object);
*ppTexture = NULL;
return hr;
}
IWineD3DSurface_SetContainer(object->surfaces[i], (IUnknown *)object);
TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
/* calculate the next mipmap level */
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
}
TRACE("(%p) : Created texture %p\n", This, object);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
UINT Width, UINT Height, UINT Depth,
UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool,
IWineD3DVolumeTexture** ppVolumeTexture,
HANDLE* pSharedHandle, IUnknown *parent,
D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVolumeTextureImpl *object;
unsigned int i;
UINT tmpW;
UINT tmpH;
UINT tmpD;
D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE);
D3DINITILIZEBASETEXTURE(object->baseTexture);
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object->width = Width;
object->height = Height;
object->depth = Depth;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->baseTexture.levels++;
tmpW = Width;
tmpH = Height;
tmpD = Depth;
while (tmpW > 1 && tmpH > 1 && tmpD > 1) {
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
tmpD = max(1, tmpD >> 1);
object->baseTexture.levels++;
}
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
}
/* Generate all the surfaces */
tmpW = Width;
tmpH = Height;
tmpD = Depth;
for (i = 0; i < object->baseTexture.levels; i++)
{
/* Create the volume */
D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
(IWineD3DVolume **)&object->volumes[i], pSharedHandle);
IWineD3DVolume_SetContainer(object->volumes[i], (IUnknown *)object);
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
tmpD = max(1, tmpD >> 1);
}
*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
TRACE("(%p) : Created volume texture %p\n", This, object);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
UINT Width, UINT Height, UINT Depth,
DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool,
IWineD3DVolume** ppVolume,
HANDLE* pSharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
D3DCREATEOBJECTINSTANCE(object, Volume)
object->resourceType = D3DRTYPE_VOLUME;
TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
object->currentDesc.Width = Width;
object->currentDesc.Height = Height;
object->currentDesc.Depth = Depth;
object->currentDesc.Format = Format;
object->currentDesc.Type = D3DRTYPE_VOLUME;
object->currentDesc.Pool = Pool;
object->currentDesc.Usage = Usage;
object->bytesPerPixel = D3DFmtGetBpp(This, Format);
/** Note: Volume textures cannot be dxtn, hence no need to check here **/
object->currentDesc.Size = (Width * object->bytesPerPixel) * Height * Depth;
object->allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->currentDesc.Size);
object->lockable = TRUE;
object->locked = FALSE;
memset(&object->lockedBox, 0, sizeof(D3DBOX));
object->dirty = FALSE;
return IWineD3DVolume_CleanDirtyBox((IWineD3DVolume *) object);
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
UINT Levels, DWORD Usage,
D3DFORMAT Format, D3DPOOL Pool,
IWineD3DCubeTexture** ppCubeTexture,
HANDLE* pSharedHandle, IUnknown *parent,
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
unsigned int i,j;
UINT tmpW;
HRESULT hr;
D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE);
D3DINITILIZEBASETEXTURE(object->baseTexture);
TRACE("(%p) Create Cube Texture \n", This);
object->edgeLength = EdgeLength;
/* Calculate levels for mip mapping */
if (Levels == 0) {
object->baseTexture.levels++;
tmpW = EdgeLength;
while (tmpW > 1) {
tmpW = max(1, tmpW / 2);
object->baseTexture.levels++;
}
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
}
/* Generate all the surfaces */
tmpW = EdgeLength;
for (i = 0; i < object->baseTexture.levels; i++) {
/* Create the 6 faces */
for (j = 0; j < 6; j++) {
hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
i /* Level */, &object->surfaces[j][i],pSharedHandle);
if(hr!= D3D_OK){
/* clean up */
int k;
int l;
for (l=0;l<j;l++) {
IWineD3DSurface_Release(object->surfaces[j][i]);
}
for (k=0;k<i;k++) {
for (l=0;l<6;l++) {
IWineD3DSurface_Release(object->surfaces[l][j]);
}
}
FIXME("(%p) Failed to create surface\n",object);
HeapFree(GetProcessHeap(),0,object);
*ppCubeTexture = NULL;
return hr;
}
IWineD3DSurface_SetContainer(object->surfaces[j][i], (IUnknown *)object);
TRACE("Created surface level %d @ %p, \n", i, object->surfaces[j][i]);
}
tmpW = max(1, tmpW >> 1);
}
TRACE("(%p) : Created Cube Texture %p\n", This, object);
*ppCubeTexture = (IWineD3DCubeTexture *) object;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
if(NULL == ppQuery){
/* Just a check to see if we support this type of query */
HRESULT hr = D3DERR_NOTAVAILABLE;
/* Lie and say everything is good (we can return ok fake data from a stub) */
switch(Type){
case WINED3DQUERYTYPE_VCACHE:
case WINED3DQUERYTYPE_RESOURCEMANAGER:
case WINED3DQUERYTYPE_VERTEXSTATS:
case WINED3DQUERYTYPE_EVENT:
case WINED3DQUERYTYPE_OCCLUSION:
case WINED3DQUERYTYPE_TIMESTAMP:
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
case WINED3DQUERYTYPE_PIPELINETIMINGS:
case WINED3DQUERYTYPE_INTERFACETIMINGS:
case WINED3DQUERYTYPE_VERTEXTIMINGS:
case WINED3DQUERYTYPE_PIXELTIMINGS:
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
case WINED3DQUERYTYPE_CACHEUTILIZATION:
hr = D3D_OK;
break;
default:
FIXME("(%p) Unhandled query type %d\n",This , Type);
}
FIXME("(%p) : Stub request for query type %d returned %ld\n", This, Type, hr);
return hr;
}
D3DCREATEOBJECTINSTANCE(object, Query)
object->type = Type;
object->extendedData = 0;
TRACE("(%p) : Created Query %p\n", This, object);
return D3D_OK;
}
/* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, void** ppSwapChain,
IUnknown* parent,
D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppSwapChain = NULL;
FIXME("(%p) : Stub\n",This);
return D3D_OK;
}
/** NOTE: These are ahead of the other getters and setters to save using a forward declartion **/
UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n",This);
return 1;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, void** pSwapChain) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n",This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n",This);
return D3D_OK;
}
/*****
* Vertex Declaration
*****/
/* TODO: Get ridd of thease and put the functions in the IWineD3DVertexDeclaration interface */
#if 1
extern HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration8(IWineD3DDeviceImpl * This, const DWORD* pDecl, IWineD3DVertexDeclarationImpl * object);
extern HRESULT IWineD3DVertexDeclarationImpl_ParseDeclaration9(IWineD3DDeviceImpl * This, const D3DVERTEXELEMENT9* pDecl, IWineD3DVertexDeclarationImpl * object);
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl *object = NULL;
HRESULT hr = D3D_OK;
TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
object->allFVF = 0;
if (8 == ((IWineD3DImpl *)This->wineD3D)->dxVersion) {
/** @TODO */
hr = IWineD3DVertexDeclarationImpl_ParseDeclaration8(This, (const DWORD*) pDeclaration, object);
} else {
hr = IWineD3DVertexDeclarationImpl_ParseDeclaration9(This, (const D3DVERTEXELEMENT9*) pDeclaration, object);
}
return hr;
}
#else
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration8(IWineD3DDevice* iface, const DWORD* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl *object = NULL; /* NOTE: impl allowed, this is a create */
HRESULT hr = D3D_OK;
/* TODO: replace impl usage with a call to Version*/
TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
object->allFVF = 0;
/* TODO: get ridd of the impl usage, we should only be using interfaces */
hr = IWineD3DVertexDeclarationImpl_ParseDeclaration8(This, pDeclaration, object);
return hr;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration9(IWineD3DDevice* iface, const D3DVERTEXELEMENT9* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl *object = NULL; /* NOTE: impl allowed, this is a create */
HRESULT hr = D3D_OK;
/* TODO: replace impl usage with a call to Version*/
TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
object->allFVF = 0;
/* TODO: get ridd of the impl usage, we should only be using interfaces */
hr = IWineD3DVertexDeclarationImpl_ParseDeclaration9(This, pDeclaration, object);
return hr;
}
#endif
/* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DVertexShader** ppVertexShader, IUnknown *parent){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
D3DCREATEOBJECTINSTANCE(object, VertexShader)
object->function = pFunction;
FIXME("(%p) : STUB: Created Vertex shader %p\n", This, ppVertexShader);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppD3D= This->wineD3D;
TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
IWineD3D_AddRef(*ppD3D);
return D3D_OK;
}
UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("Stub :(%p) returning 64Mib\n", This);
return 64*1024*1024;
}
/*****
* Get / Set FVF
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Update the current state block */
This->updateStateBlock->fvf = fvf;
This->updateStateBlock->changed.fvf = TRUE;
This->updateStateBlock->set.fvf = TRUE;
TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
/* No difference if recording or not */
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
*pfvf = This->stateBlock->fvf;
return D3D_OK;
}
/*****
* Get / Set Stream Source
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexBuffer *oldSrc;
oldSrc = This->stateBlock->stream_source[StreamNumber];
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
This->updateStateBlock->changed.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->set.stream_source[StreamNumber] = TRUE;
This->updateStateBlock->stream_stride[StreamNumber] = Stride;
This->updateStateBlock->stream_source[StreamNumber] = pStreamData;
This->updateStateBlock->stream_offset[StreamNumber] = OffsetInBytes;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Not recording... */
if (oldSrc != NULL) IWineD3DVertexBuffer_Release(oldSrc);
if (pStreamData != NULL) IWineD3DVertexBuffer_AddRef(pStreamData);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->stateBlock->stream_source[StreamNumber], This->stateBlock->stream_stride[StreamNumber]);
*pStream = This->stateBlock->stream_source[StreamNumber];
*pStride = This->stateBlock->stream_stride[StreamNumber];
*pOffset = This->stateBlock->stream_offset[StreamNumber];
if (*pStream != NULL) IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
return D3D_OK;
}
/*Should be quite easy, just an extension of vertexdata
ref...
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
The divider is a bit odd though
VertexOffset = StartVertex / Divider * StreamStride +
VertexIndex / Divider * StreamStride + StreamOffset
*/
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
/*****
* Get / Set & Multipy Transform
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* Most of this routine, comments included copied from ddraw tree initially: */
TRACE("(%p) : Transform State=%d\n", This, d3dts);
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
This->updateStateBlock->changed.transform[d3dts] = TRUE;
This->updateStateBlock->set.transform[d3dts] = TRUE;
memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
return D3D_OK;
}
/*
* If the new matrix is the same as the current one,
* we cut off any further processing. this seems to be a reasonable
* optimization because as was noticed, some apps (warcraft3 for example)
* tend towards setting the same matrix repeatedly for some reason.
*
* From here on we assume that the new matrix is different, wherever it matters.
*/
if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
TRACE("The app is setting the same matrix over again\n");
return D3D_OK;
} else {
conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
}
/*
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
where ViewMat = Camera space, WorldMat = world space.
In OpenGL, camera and world space is combined into GL_MODELVIEW
matrix. The Projection matrix stay projection matrix.
*/
/* Capture the times we can just ignore the change for now */
if (d3dts == D3DTS_WORLDMATRIX(0)) {
This->modelview_valid = FALSE;
return D3D_OK;
} else if (d3dts == D3DTS_PROJECTION) {
This->proj_valid = FALSE;
return D3D_OK;
} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
/* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
return D3D_OK;
}
/* Now we really are going to have to change a matrix */
ENTER_GL();
if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
if (d3dts < GL_LIMITS(textures)) {
int tex = d3dts - D3DTS_TEXTURE0;
GLACTIVETEXTURE(tex);
set_texture_matrix((float *)lpmatrix,
This->updateStateBlock->textureState[tex][D3DTSS_TEXTURETRANSFORMFLAGS]);
}
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
unsigned int k;
/* If we are changing the View matrix, reset the light and clipping planes to the new view
* NOTE: We have to reset the positions even if the light/plane is not currently
* enabled, since the call to enable it will not reset the position.
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
PLIGHTINFOEL *lightChain = NULL;
This->modelview_valid = FALSE;
This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
glPushMatrix();
glLoadMatrixf((float *)lpmatrix);
checkGLcall("glLoadMatrixf(...)");
/* Reset lights */
lightChain = This->stateBlock->lights;
while (lightChain && lightChain->glIndex != -1) {
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
checkGLcall("glLightfv posn");
glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
checkGLcall("glLightfv dirn");
lightChain = lightChain->next;
}
/* Reset Clipping Planes if clipping is enabled */
for (k = 0; k < GL_LIMITS(clipplanes); k++) {
glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
checkGLcall("glClipPlane");
}
glPopMatrix();
} else { /* What was requested!?? */
WARN("invalid matrix specified: %i\n", d3dts);
}
/* Release lock, all done */
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : for Transform State %d\n", This, State);
memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
D3DMATRIX *mat = NULL;
D3DMATRIX temp;
/* 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.
*/
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : For state %u\n", This, State);
if (State < HIGHEST_TRANSFORMSTATE)
{
mat = &This->updateStateBlock->transforms[State];
} else {
FIXME("Unhandled transform state!!\n");
}
/* Copied from ddraw code: */
temp.u.s._11 = (mat->u.s._11 * pMatrix->u.s._11) + (mat->u.s._21 * pMatrix->u.s._12) + (mat->u.s._31 * pMatrix->u.s._13) + (mat->u.s._41 * pMatrix->u.s._14);
temp.u.s._21 = (mat->u.s._11 * pMatrix->u.s._21) + (mat->u.s._21 * pMatrix->u.s._22) + (mat->u.s._31 * pMatrix->u.s._23) + (mat->u.s._41 * pMatrix->u.s._24);
temp.u.s._31 = (mat->u.s._11 * pMatrix->u.s._31) + (mat->u.s._21 * pMatrix->u.s._32) + (mat->u.s._31 * pMatrix->u.s._33) + (mat->u.s._41 * pMatrix->u.s._34);
temp.u.s._41 = (mat->u.s._11 * pMatrix->u.s._41) + (mat->u.s._21 * pMatrix->u.s._42) + (mat->u.s._31 * pMatrix->u.s._43) + (mat->u.s._41 * pMatrix->u.s._44);
temp.u.s._12 = (mat->u.s._12 * pMatrix->u.s._11) + (mat->u.s._22 * pMatrix->u.s._12) + (mat->u.s._32 * pMatrix->u.s._13) + (mat->u.s._42 * pMatrix->u.s._14);
temp.u.s._22 = (mat->u.s._12 * pMatrix->u.s._21) + (mat->u.s._22 * pMatrix->u.s._22) + (mat->u.s._32 * pMatrix->u.s._23) + (mat->u.s._42 * pMatrix->u.s._24);
temp.u.s._32 = (mat->u.s._12 * pMatrix->u.s._31) + (mat->u.s._22 * pMatrix->u.s._32) + (mat->u.s._32 * pMatrix->u.s._33) + (mat->u.s._42 * pMatrix->u.s._34);
temp.u.s._42 = (mat->u.s._12 * pMatrix->u.s._41) + (mat->u.s._22 * pMatrix->u.s._42) + (mat->u.s._32 * pMatrix->u.s._43) + (mat->u.s._42 * pMatrix->u.s._44);
temp.u.s._13 = (mat->u.s._13 * pMatrix->u.s._11) + (mat->u.s._23 * pMatrix->u.s._12) + (mat->u.s._33 * pMatrix->u.s._13) + (mat->u.s._43 * pMatrix->u.s._14);
temp.u.s._23 = (mat->u.s._13 * pMatrix->u.s._21) + (mat->u.s._23 * pMatrix->u.s._22) + (mat->u.s._33 * pMatrix->u.s._23) + (mat->u.s._43 * pMatrix->u.s._24);
temp.u.s._33 = (mat->u.s._13 * pMatrix->u.s._31) + (mat->u.s._23 * pMatrix->u.s._32) + (mat->u.s._33 * pMatrix->u.s._33) + (mat->u.s._43 * pMatrix->u.s._34);
temp.u.s._43 = (mat->u.s._13 * pMatrix->u.s._41) + (mat->u.s._23 * pMatrix->u.s._42) + (mat->u.s._33 * pMatrix->u.s._43) + (mat->u.s._43 * pMatrix->u.s._44);
temp.u.s._14 = (mat->u.s._14 * pMatrix->u.s._11) + (mat->u.s._24 * pMatrix->u.s._12) + (mat->u.s._34 * pMatrix->u.s._13) + (mat->u.s._44 * pMatrix->u.s._14);
temp.u.s._24 = (mat->u.s._14 * pMatrix->u.s._21) + (mat->u.s._24 * pMatrix->u.s._22) + (mat->u.s._34 * pMatrix->u.s._23) + (mat->u.s._44 * pMatrix->u.s._24);
temp.u.s._34 = (mat->u.s._14 * pMatrix->u.s._31) + (mat->u.s._24 * pMatrix->u.s._32) + (mat->u.s._34 * pMatrix->u.s._33) + (mat->u.s._44 * pMatrix->u.s._34);
temp.u.s._44 = (mat->u.s._14 * pMatrix->u.s._41) + (mat->u.s._24 * pMatrix->u.s._42) + (mat->u.s._34 * pMatrix->u.s._43) + (mat->u.s._44 * pMatrix->u.s._44);
/* Apply change via set transform - will reapply to eg. lights this way */
IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
return D3D_OK;
}
/*****
* Get / Set Light
* WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
*****/
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
you can reference any indexes you want as long as that number max are enabled at any
one point in time! Therefore since the indexes can be anything, we need a linked list of them.
However, this causes stateblock problems. When capturing the state block, I duplicate the list,
but when recording, just build a chain pretty much of commands to be replayed. */
HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
float rho;
PLIGHTINFOEL *object, *temp;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
/* If recording state block, just add to end of lights chain */
if (This->isRecordingState) {
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
object->OriginalIndex = Index;
object->glIndex = -1;
object->changed = TRUE;
/* Add to the END of the chain of lights changes to be replayed */
if (This->updateStateBlock->lights == NULL) {
This->updateStateBlock->lights = object;
} else {
temp = This->updateStateBlock->lights;
while (temp->next != NULL) temp=temp->next;
temp->next = object;
}
TRACE("Recording... not performing anything more\n");
return D3D_OK;
}
/* Ok, not recording any longer so do real work */
object = This->stateBlock->lights;
while (object != NULL && object->OriginalIndex != Index) object = object->next;
/* If we didn't find it in the list of lights, time to add it */
if (object == NULL) {
PLIGHTINFOEL *insertAt,*prevPos;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
if (NULL == object) {
return D3DERR_OUTOFVIDEOMEMORY;
}
object->OriginalIndex = Index;
object->glIndex = -1;
/* Add it to the front of list with the idea that lights will be changed as needed
BUT after any lights currently assigned GL indexes */
insertAt = This->stateBlock->lights;
prevPos = NULL;
while (insertAt != NULL && insertAt->glIndex != -1) {
prevPos = insertAt;
insertAt = insertAt->next;
}
if (insertAt == NULL && prevPos == NULL) { /* Start of list */
This->stateBlock->lights = object;
} else if (insertAt == NULL) { /* End of list */
prevPos->next = object;
object->prev = prevPos;
} else { /* Middle of chain */
if (prevPos == NULL) {
This->stateBlock->lights = object;
} else {
prevPos->next = object;
}
object->prev = prevPos;
object->next = insertAt;
insertAt->prev = object;
}
}
/* Initialze the object */
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
/* Save away the information */
memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
switch (pLight->Type) {
case D3DLIGHT_POINT:
/* Position */
object->lightPosn[0] = pLight->Position.x;
object->lightPosn[1] = pLight->Position.y;
object->lightPosn[2] = pLight->Position.z;
object->lightPosn[3] = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case D3DLIGHT_DIRECTIONAL:
/* Direction */
object->lightPosn[0] = -pLight->Direction.x;
object->lightPosn[1] = -pLight->Direction.y;
object->lightPosn[2] = -pLight->Direction.z;
object->lightPosn[3] = 0.0;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case D3DLIGHT_SPOT:
/* Position */
object->lightPosn[0] = pLight->Position.x;
object->lightPosn[1] = pLight->Position.y;
object->lightPosn[2] = pLight->Position.z;
object->lightPosn[3] = 1.0;
/* Direction */
object->lightDirn[0] = pLight->Direction.x;
object->lightDirn[1] = pLight->Direction.y;
object->lightDirn[2] = pLight->Direction.z;
object->lightDirn[3] = 1.0;
/*
* opengl-ish and d3d-ish spot lights use too different models for the
* light "intensity" as a function of the angle towards the main light direction,
* so we only can approximate very roughly.
* however spot lights are rather rarely used in games (if ever used at all).
* furthermore if still used, probably nobody pays attention to such details.
*/
if (pLight->Falloff == 0) {
rho = 6.28f;
} else {
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
}
if (rho < 0.0001) rho = 0.0001f;
object->exponent = -0.3/log(cos(rho/2));
object->cutoff = pLight->Phi*90/M_PI;
/* FIXME: Range */
break;
default:
FIXME("Unrecognized light type %d\n", pLight->Type);
}
/* Update the live definitions if the light is currently assigned a glIndex */
if (object->glIndex != -1) {
setup_light(iface, object->glIndex, object);
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
PLIGHTINFOEL *lightInfo = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
/* Locate the light in the live lights */
lightInfo = This->stateBlock->lights;
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
if (lightInfo == NULL) {
TRACE("Light information requested but light not defined\n");
return D3DERR_INVALIDCALL;
}
memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
return D3D_OK;
}
/*****
* Get / Set Light Enable
* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
PLIGHTINFOEL *lightInfo = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
/* If recording state block, just add to end of lights chain with changedEnable set to true */
if (This->isRecordingState) {
lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
if (NULL == lightInfo) {
return D3DERR_OUTOFVIDEOMEMORY;
}
lightInfo->OriginalIndex = Index;
lightInfo->glIndex = -1;
lightInfo->enabledChanged = TRUE;
/* Add to the END of the chain of lights changes to be replayed */
if (This->updateStateBlock->lights == NULL) {
This->updateStateBlock->lights = lightInfo;
} else {
PLIGHTINFOEL *temp = This->updateStateBlock->lights;
while (temp->next != NULL) temp=temp->next;
temp->next = lightInfo;
}
TRACE("Recording... not performing anything more\n");
return D3D_OK;
}
/* Not recording... So, locate the light in the live lights */
lightInfo = This->stateBlock->lights;
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
/* Special case - enabling an undefined light creates one with a strict set of parms! */
if (lightInfo == NULL) {
D3DLIGHT9 lightParms;
/* Warning - untested code :-) Prob safe to change fixme to a trace but
wait until someone confirms it seems to work! */
TRACE("Light enabled requested but light not defined, so defining one!\n");
lightParms.Type = D3DLIGHT_DIRECTIONAL;
lightParms.Diffuse.r = 1.0;
lightParms.Diffuse.g = 1.0;
lightParms.Diffuse.b = 1.0;
lightParms.Diffuse.a = 0.0;
lightParms.Specular.r = 0.0;
lightParms.Specular.g = 0.0;
lightParms.Specular.b = 0.0;
lightParms.Specular.a = 0.0;
lightParms.Ambient.r = 0.0;
lightParms.Ambient.g = 0.0;
lightParms.Ambient.b = 0.0;
lightParms.Ambient.a = 0.0;
lightParms.Position.x = 0.0;
lightParms.Position.y = 0.0;
lightParms.Position.z = 0.0;
lightParms.Direction.x = 0.0;
lightParms.Direction.y = 0.0;
lightParms.Direction.z = 1.0;
lightParms.Range = 0.0;
lightParms.Falloff = 0.0;
lightParms.Attenuation0 = 0.0;
lightParms.Attenuation1 = 0.0;
lightParms.Attenuation2 = 0.0;
lightParms.Theta = 0.0;
lightParms.Phi = 0.0;
IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
/* Search for it again! Should be fairly quick as near head of list */
lightInfo = This->stateBlock->lights;
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
if (lightInfo == NULL) {
FIXME("Adding default lights has failed dismally\n");
return D3DERR_INVALIDCALL;
}
}
/* OK, we now have a light... */
if (Enable == FALSE) {
/* If we are disabling it, check it was enabled, and
still only do something if it has assigned a glIndex (which it should have!) */
if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
ENTER_GL();
glDisable(GL_LIGHT0 + lightInfo->glIndex);
checkGLcall("glDisable GL_LIGHT0+Index");
LEAVE_GL();
} else {
TRACE("Nothing to do as light was not enabled\n");
}
lightInfo->lightEnabled = FALSE;
} else {
/* We are enabling it. If it is enabled, it's really simple */
if (lightInfo->lightEnabled) {
/* nop */
TRACE("Nothing to do as light was enabled\n");
/* If it already has a glIndex, it's still simple */
} else if (lightInfo->glIndex != -1) {
TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
lightInfo->lightEnabled = TRUE;
ENTER_GL();
glEnable(GL_LIGHT0 + lightInfo->glIndex);
checkGLcall("glEnable GL_LIGHT0+Index already setup");
LEAVE_GL();
/* Otherwise got to find space - lights are ordered gl indexes first */
} else {
PLIGHTINFOEL *bsf = NULL;
PLIGHTINFOEL *pos = This->stateBlock->lights;
PLIGHTINFOEL *prev = NULL;
int Index= 0;
int glIndex = -1;
/* Try to minimize changes as much as possible */
while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
/* Try to remember which index can be replaced if necessary */
if (bsf==NULL && pos->lightEnabled == FALSE) {
/* Found a light we can replace, save as best replacement */
bsf = pos;
}
/* Step to next space */
prev = pos;
pos = pos->next;
Index ++;
}
/* If we have too many active lights, fail the call */
if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
FIXME("Program requests too many concurrent lights\n");
return D3DERR_INVALIDCALL;
/* If we have allocated all lights, but not all are enabled,
reuse one which is not enabled */
} else if (Index == This->maxConcurrentLights) {
/* use bsf - Simply swap the new light and the BSF one */
PLIGHTINFOEL *bsfNext = bsf->next;
PLIGHTINFOEL *bsfPrev = bsf->prev;
/* Sort out ends */
if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
if (bsf->prev != NULL) {
bsf->prev->next = lightInfo;
} else {
This->stateBlock->lights = lightInfo;
}
/* If not side by side, lots of chains to update */
if (bsf->next != lightInfo) {
lightInfo->prev->next = bsf;
bsf->next->prev = lightInfo;
bsf->next = lightInfo->next;
bsf->prev = lightInfo->prev;
lightInfo->next = bsfNext;
lightInfo->prev = bsfPrev;
} else {
/* Simple swaps */
bsf->prev = lightInfo;
bsf->next = lightInfo->next;
lightInfo->next = bsf;
lightInfo->prev = bsfPrev;
}
/* Update states */
glIndex = bsf->glIndex;
bsf->glIndex = -1;
lightInfo->glIndex = glIndex;
lightInfo->lightEnabled = TRUE;
/* Finally set up the light in gl itself */
TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
ENTER_GL();
setup_light(iface, glIndex, lightInfo);
glEnable(GL_LIGHT0 + glIndex);
checkGLcall("glEnable GL_LIGHT0 new setup");
LEAVE_GL();
/* If we reached the end of the allocated lights, with space in the
gl lights, setup a new light */
} else if (pos->glIndex == -1) {
/* We reached the end of the allocated gl lights, so already
know the index of the next one! */
glIndex = Index;
lightInfo->glIndex = glIndex;
lightInfo->lightEnabled = TRUE;
/* In an ideal world, it's already in the right place */
if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
/* No need to move it */
} else {
/* Remove this light from the list */
lightInfo->prev->next = lightInfo->next;
if (lightInfo->next != NULL) {
lightInfo->next->prev = lightInfo->prev;
}
/* Add in at appropriate place (inbetween prev and pos) */
lightInfo->prev = prev;
lightInfo->next = pos;
if (prev == NULL) {
This->stateBlock->lights = lightInfo;
} else {
prev->next = lightInfo;
}
if (pos != NULL) {
pos->prev = lightInfo;
}
}
/* Finally set up the light in gl itself */
TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
ENTER_GL();
setup_light(iface, glIndex, lightInfo);
glEnable(GL_LIGHT0 + glIndex);
checkGLcall("glEnable GL_LIGHT0 new setup");
LEAVE_GL();
}
}
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
PLIGHTINFOEL *lightInfo = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : for idx(%ld)\n", This, Index);
/* Locate the light in the live lights */
lightInfo = This->stateBlock->lights;
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
if (lightInfo == NULL) {
TRACE("Light enabled state requested but light not defined\n");
return D3DERR_INVALIDCALL;
}
*pEnable = lightInfo->lightEnabled;
return D3D_OK;
}
/*****
* Get / Set Clip Planes
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
/* Validate Index */
if (Index >= GL_LIMITS(clipplanes)) {
TRACE("Application has requested clipplane this device doesn't support\n");
return D3DERR_INVALIDCALL;
}
This->updateStateBlock->changed.clipplane[Index] = TRUE;
This->updateStateBlock->set.clipplane[Index] = TRUE;
This->updateStateBlock->clipplane[Index][0] = pPlane[0];
This->updateStateBlock->clipplane[Index][1] = pPlane[1];
This->updateStateBlock->clipplane[Index][2] = pPlane[2];
This->updateStateBlock->clipplane[Index][3] = pPlane[3];
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/* Apply it */
ENTER_GL();
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
TRACE("Clipplane [%f,%f,%f,%f]\n",
This->updateStateBlock->clipplane[Index][0],
This->updateStateBlock->clipplane[Index][1],
This->updateStateBlock->clipplane[Index][2],
This->updateStateBlock->clipplane[Index][3]);
glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
checkGLcall("glClipPlane");
glPopMatrix();
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : for idx %ld\n", This, Index);
/* Validate Index */
if (Index >= GL_LIMITS(clipplanes)) {
TRACE("Application has requested clipplane this device doesn't support\n");
return D3DERR_INVALIDCALL;
}
pPlane[0] = This->stateBlock->clipplane[Index][0];
pPlane[1] = This->stateBlock->clipplane[Index][1];
pPlane[2] = This->stateBlock->clipplane[Index][2];
pPlane[3] = This->stateBlock->clipplane[Index][3];
return D3D_OK;
}
/*****
* Get / Set Clip Plane Status
* WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
if (NULL == pClipStatus) {
return D3DERR_INVALIDCALL;
}
This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
if (NULL == pClipStatus) {
return D3DERR_INVALIDCALL;
}
pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
return D3D_OK;
}
/*****
* Get / Set Material
* WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->updateStateBlock->changed.material = TRUE;
This->updateStateBlock->set.material = TRUE;
memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
checkGLcall("glMaterialfv");
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
checkGLcall("glMaterialfv");
/* Only change material color if specular is enabled, otherwise it is set to black */
if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
} else {
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
}
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
checkGLcall("glMaterialfv");
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
checkGLcall("glMaterialf");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g, pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g, pMaterial->Ambient.b, pMaterial->Ambient.a);
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g, pMaterial->Specular.b, pMaterial->Specular.a);
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g, pMaterial->Emissive.b, pMaterial->Emissive.a);
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
return D3D_OK;
}
/*****
* Get / Set Indices
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
UINT BaseVertexIndex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DIndexBuffer *oldIdxs;
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
oldIdxs = This->updateStateBlock->pIndexData;
This->updateStateBlock->changed.indices = TRUE;
This->updateStateBlock->set.indices = TRUE;
This->updateStateBlock->pIndexData = pIndexData;
This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
if (oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
if (pIndexData) IWineD3DIndexBuffer_AddRef(This->stateBlock->pIndexData);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppIndexData = This->stateBlock->pIndexData;
/* up ref count on ppindexdata */
if (*ppIndexData) IWineD3DIndexBuffer_AddRef(*ppIndexData);
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
return D3D_OK;
}
/*****
* Get / Set Viewports
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
This->updateStateBlock->changed.viewport = TRUE;
This->updateStateBlock->set.viewport = TRUE;
memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
glDepthRange(pViewport->MinZ, pViewport->MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left */
/* TODO: replace usage of renderTarget with context management */
glViewport(pViewport->X, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
pViewport->Width, pViewport->Height);
checkGLcall("glViewport");
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
return D3D_OK;
}
/*****
* Get / Set Render States
* TODO: Verify against dx9 definitions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD OldValue = This->stateBlock->renderState[State];
/* Simple way of referring to either a DWORD or a 4 byte float */
union {
DWORD d;
float f;
} tmpvalue;
TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
This->updateStateBlock->changed.renderState[State] = TRUE;
This->updateStateBlock->set.renderState[State] = TRUE;
This->updateStateBlock->renderState[State] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
switch (State) {
case WINED3DRS_FILLMODE :
switch ((D3DFILLMODE) Value) {
case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
default:
FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
}
checkGLcall("glPolygonMode (fillmode)");
break;
case WINED3DRS_LIGHTING :
if (Value) {
glEnable(GL_LIGHTING);
checkGLcall("glEnable GL_LIGHTING");
} else {
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
}
break;
case WINED3DRS_ZENABLE :
switch ((D3DZBUFFERTYPE) Value) {
case D3DZB_FALSE:
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
break;
case D3DZB_TRUE:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
break;
case D3DZB_USEW:
glEnable(GL_DEPTH_TEST);
checkGLcall("glEnable GL_DEPTH_TEST");
FIXME("W buffer is not well handled\n");
break;
default:
FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
}
break;
case WINED3DRS_CULLMODE :
/* If we are culling "back faces with clockwise vertices" then
set front faces to be counter clockwise and enable culling
of back faces */
switch ((D3DCULL) Value) {
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
break;
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
if (This->renderUpsideDown) {
glFrontFace(GL_CW);
checkGLcall("glFrontFace GL_CW");
} else {
glFrontFace(GL_CCW);
checkGLcall("glFrontFace GL_CCW");
}
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
checkGLcall("glEnable GL_CULL_FACE");
if (This->renderUpsideDown) {
glFrontFace(GL_CCW);
checkGLcall("glFrontFace GL_CCW");
} else {
glFrontFace(GL_CW);
checkGLcall("glFrontFace GL_CW");
}
glCullFace(GL_BACK);
break;
default:
FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
}
break;
case WINED3DRS_SHADEMODE :
switch ((D3DSHADEMODE) Value) {
case D3DSHADE_FLAT:
glShadeModel(GL_FLAT);
checkGLcall("glShadeModel");
break;
case D3DSHADE_GOURAUD:
glShadeModel(GL_SMOOTH);
checkGLcall("glShadeModel");
break;
case D3DSHADE_PHONG:
FIXME("D3DSHADE_PHONG isn't supported?\n");
LEAVE_GL();
return D3DERR_INVALIDCALL;
default:
FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
}
break;
case WINED3DRS_DITHERENABLE :
if (Value) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
break;
case WINED3DRS_ZWRITEENABLE :
if (Value) {
glDepthMask(1);
checkGLcall("glDepthMask");
} else {
glDepthMask(0);
checkGLcall("glDepthMask");
}
break;
case WINED3DRS_ZFUNC :
{
int glParm = GL_LESS;
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
glDepthFunc(glParm);
checkGLcall("glDepthFunc");
}
break;
case WINED3DRS_AMBIENT :
{
float col[4];
D3DCOLORTOGLFLOAT4(Value, col);
TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
break;
case WINED3DRS_ALPHABLENDENABLE :
if (Value) {
glEnable(GL_BLEND);
checkGLcall("glEnable GL_BLEND");
} else {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
};
break;
case WINED3DRS_SRCBLEND :
case WINED3DRS_DESTBLEND :
{
int newVal = GL_ZERO;
switch (Value) {
case D3DBLEND_ZERO : newVal = GL_ZERO; break;
case D3DBLEND_ONE : newVal = GL_ONE; break;
case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
This->srcBlend = newVal;
This->dstBlend = newVal;
break;
default:
FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
}
if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
glBlendFunc(This->srcBlend, This->dstBlend);
checkGLcall("glBlendFunc");
}
break;
case WINED3DRS_ALPHATESTENABLE :
if (Value) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
}
break;
case WINED3DRS_ALPHAFUNC :
{
int glParm = GL_LESS;
float ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm = GL_NEVER; break;
case D3DCMP_LESS: glParm = GL_LESS; break;
case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
case D3DCMP_GREATER: glParm = GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
This->alphafunc = glParm;
checkGLcall("glAlphaFunc");
}
break;
case WINED3DRS_ALPHAREF :
{
int glParm = This->alphafunc;
float ref = 1.0f;
ref = ((float) Value) / 255.0f;
TRACE("glAlphaFunc with Parm=%x, ref=%f\n", glParm, ref);
glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
break;
case WINED3DRS_CLIPPLANEENABLE :
case WINED3DRS_CLIPPING :
{
/* Ensure we only do the changed clip planes */
DWORD enable = 0xFFFFFFFF;
DWORD disable = 0x00000000;
/* If enabling / disabling all */
if (State == WINED3DRS_CLIPPING) {
if (Value) {
enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
disable = 0x00;
} else {
disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
enable = 0x00;
}
} else {
enable = Value & ~OldValue;
disable = ~Value & OldValue;
}
if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
/** update clipping status */
if (enable) {
This->stateBlock->clip_status.ClipUnion = 0;
This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
} else {
This->stateBlock->clip_status.ClipUnion = 0;
This->stateBlock->clip_status.ClipIntersection = 0;
}
}
break;
case WINED3DRS_BLENDOP :
{
int glParm = GL_FUNC_ADD;
switch ((D3DBLENDOP) Value) {
case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
case D3DBLENDOP_MIN : glParm = GL_MIN; break;
case D3DBLENDOP_MAX : glParm = GL_MAX; break;
default:
FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
}
TRACE("glBlendEquation(%x)\n", glParm);
glBlendEquation(glParm);
checkGLcall("glBlendEquation");
}
break;
case WINED3DRS_TEXTUREFACTOR :
{
unsigned int i;
/* Note the texture color applies to all textures whereas
GL_TEXTURE_ENV_COLOR applies to active only */
float col[4];
D3DCOLORTOGLFLOAT4(Value, col);
/* Set the default alpha blend color */
glBlendColor(col[0], col[1], col[2], col[3]);
checkGLcall("glBlendColor");
/* And now the default texture color as well */
for (i = 0; i < GL_LIMITS(textures); i++) {
/* Note the D3DRS value applies to all textures, but GL has one
per texture, so apply it now ready to be used! */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(i);
} else if (i>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
}
break;
case WINED3DRS_SPECULARENABLE :
{
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
specular color. This is wrong:
Separate specular color means the specular colour is maintained separately, whereas
single color means it is merged in. However in both cases they are being used to
some extent.
To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
running 1.4 yet!
*/
if (Value) {
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glEnable(GL_COLOR_SUM_EXT);
} else {
TRACE("Specular colors cannot be enabled in this version of opengl\n");
}
checkGLcall("glEnable(GL_COLOR_SUM)");
} else {
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
/* for the case of disabled lighting: */
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glDisable(GL_COLOR_SUM_EXT);
} else {
TRACE("Specular colors cannot be disabled in this version of opengl\n");
}
checkGLcall("glDisable(GL_COLOR_SUM)");
}
}
break;
case WINED3DRS_STENCILENABLE :
if (Value) {
glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
} else {
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
}
break;
case WINED3DRS_STENCILFUNC :
{
int glParm = GL_ALWAYS;
int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
switch ((D3DCMPFUNC) Value) {
case D3DCMP_NEVER: glParm=GL_NEVER; break;
case D3DCMP_LESS: glParm=GL_LESS; break;
case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
case D3DCMP_GREATER: glParm=GL_GREATER; break;
case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
default:
FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
}
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
This->stencilfunc = glParm;
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case WINED3DRS_STENCILREF :
{
int glParm = This->stencilfunc;
int ref = 0;
GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
ref = Value;
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case WINED3DRS_STENCILMASK :
{
int glParm = This->stencilfunc;
int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
GLuint mask = Value;
TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
glStencilFunc(glParm, ref, mask);
checkGLcall("glStencilFunc");
}
break;
case WINED3DRS_STENCILFAIL :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
fail = StencilOp(Value);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case WINED3DRS_STENCILZFAIL :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);");
zfail = StencilOp(Value);
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case WINED3DRS_STENCILPASS :
{
GLenum fail ;
GLenum zpass ;
GLenum zfail ;
glGetIntegerv(GL_STENCIL_FAIL, &fail);
checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
zpass = StencilOp(Value);
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);
checkGLcall("glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &zfail);");
TRACE("StencilOp fail=%x, zfail=%x, zpass=%x\n", fail, zfail, zpass);
glStencilOp(fail, zfail, zpass);
checkGLcall("glStencilOp(fail, zfail, zpass);");
}
break;
case WINED3DRS_STENCILWRITEMASK :
{
glStencilMask(Value);
TRACE("glStencilMask(%lu)\n", Value);
checkGLcall("glStencilMask");
}
break;
case WINED3DRS_FOGENABLE :
{
if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
glEnable(GL_FOG);
checkGLcall("glEnable GL_FOG");
} else {
glDisable(GL_FOG);
checkGLcall("glDisable GL_FOG");
}
}
break;
case WINED3DRS_RANGEFOGENABLE :
{
if (Value) {
TRACE("Enabled RANGEFOG");
} else {
TRACE("Disabled RANGEFOG");
}
}
break;
case WINED3DRS_FOGCOLOR :
{
float col[4];
D3DCOLORTOGLFLOAT4(Value, col);
/* Set the default alpha blend color */
glFogfv(GL_FOG_COLOR, &col[0]);
checkGLcall("glFog GL_FOG_COLOR");
}
break;
case WINED3DRS_FOGTABLEMODE :
{
glHint(GL_FOG_HINT, GL_NICEST);
switch (Value) {
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
default:
FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
}
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
}
}
break;
case WINED3DRS_FOGVERTEXMODE :
{
glHint(GL_FOG_HINT, GL_FASTEST);
switch (Value) {
case D3DFOG_NONE: /* I don't know what to do here */ checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
default:
FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
}
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
}
}
break;
case WINED3DRS_FOGSTART :
{
tmpvalue.d = Value;
glFogfv(GL_FOG_START, &tmpvalue.f);
checkGLcall("glFogf(GL_FOG_START, (float) Value)");
TRACE("Fog Start == %f\n", tmpvalue.f);
}
break;
case WINED3DRS_FOGEND :
{
tmpvalue.d = Value;
glFogfv(GL_FOG_END, &tmpvalue.f);
checkGLcall("glFogf(GL_FOG_END, (float) Value)");
TRACE("Fog End == %f\n", tmpvalue.f);
}
break;
case WINED3DRS_FOGDENSITY :
{
tmpvalue.d = Value;
glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
}
break;
case WINED3DRS_VERTEXBLEND :
{
This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
TRACE("Vertex Blending state to %ld\n", Value);
}
break;
case WINED3DRS_TWEENFACTOR :
{
tmpvalue.d = Value;
This->updateStateBlock->tween_factor = tmpvalue.f;
TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
}
break;
case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
{
TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
}
break;
case WINED3DRS_COLORVERTEX :
case WINED3DRS_DIFFUSEMATERIALSOURCE :
case WINED3DRS_SPECULARMATERIALSOURCE :
case WINED3DRS_AMBIENTMATERIALSOURCE :
case WINED3DRS_EMISSIVEMATERIALSOURCE :
{
GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
Parm = GL_AMBIENT_AND_DIFFUSE;
} else {
Parm = GL_DIFFUSE;
}
} else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
Parm = GL_AMBIENT;
} else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
Parm = GL_EMISSION;
} else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
Parm = GL_SPECULAR;
} else {
Parm = -1;
}
if (Parm == -1) {
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
} else {
This->tracking_color = NEEDS_TRACKING;
This->tracking_parm = Parm;
}
} else {
if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
}
}
break;
case WINED3DRS_LINEPATTERN :
{
union {
DWORD d;
D3DLINEPATTERN lp;
} tmppattern;
tmppattern.d = Value;
TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
if (tmppattern.lp.wRepeatFactor) {
glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
checkGLcall("glLineStipple(repeat, linepattern)");
glEnable(GL_LINE_STIPPLE);
checkGLcall("glEnable(GL_LINE_STIPPLE);");
} else {
glDisable(GL_LINE_STIPPLE);
checkGLcall("glDisable(GL_LINE_STIPPLE);");
}
}
break;
case WINED3DRS_ZBIAS :
{
if (Value) {
tmpvalue.d = Value;
TRACE("ZBias value %f\n", tmpvalue.f);
glPolygonOffset(0, -tmpvalue.f);
checkGLcall("glPolygonOffset(0, -Value)");
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
glEnable(GL_POLYGON_OFFSET_LINE);
checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
glEnable(GL_POLYGON_OFFSET_POINT);
checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
glDisable(GL_POLYGON_OFFSET_LINE);
checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
glDisable(GL_POLYGON_OFFSET_POINT);
checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
}
}
break;
case WINED3DRS_NORMALIZENORMALS :
if (Value) {
glEnable(GL_NORMALIZE);
checkGLcall("glEnable(GL_NORMALIZE);");
} else {
glDisable(GL_NORMALIZE);
checkGLcall("glDisable(GL_NORMALIZE);");
}
break;
case WINED3DRS_POINTSIZE :
tmpvalue.d = Value;
TRACE("Set point size to %f\n", tmpvalue.f);
glPointSize(tmpvalue.f);
checkGLcall("glPointSize(...);");
break;
case WINED3DRS_POINTSIZE_MIN :
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
tmpvalue.d = Value;
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
checkGLcall("glPointParameterfEXT(...);");
} else {
FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
}
break;
case WINED3DRS_POINTSIZE_MAX :
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
tmpvalue.d = Value;
GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
checkGLcall("glPointParameterfEXT(...);");
} else {
FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
}
break;
case WINED3DRS_POINTSCALE_A :
case WINED3DRS_POINTSCALE_B :
case WINED3DRS_POINTSCALE_C :
case WINED3DRS_POINTSCALEENABLE :
{
/* If enabled, supply the parameters, otherwise fall back to defaults */
if (This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]);
att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]);
att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]);
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);");
} else {
TRACE("WINED3DRS_POINTSCALEENABLE not supported on this opengl\n");
}
} else {
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...);");
} else {
TRACE("WINED3DRS_POINTSCALEENABLE not supported, but not on either\n");
}
}
break;
}
case WINED3DRS_COLORWRITEENABLE :
{
TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
checkGLcall("glColorMask(...)");
}
break;
case WINED3DRS_LOCALVIEWER :
{
GLint state = (Value) ? 1 : 0;
TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
}
break;
case WINED3DRS_LASTPIXEL :
{
if (Value) {
TRACE("Last Pixel Drawing Enabled\n");
} else {
FIXME("Last Pixel Drawing Disabled, not handled yet\n");
}
}
break;
case WINED3DRS_SOFTWAREVERTEXPROCESSING :
{
if (Value) {
TRACE("Software Processing Enabled\n");
} else {
TRACE("Software Processing Disabled\n");
}
}
break;
/** not supported */
case WINED3DRS_ZVISIBLE :
{
LEAVE_GL();
return D3DERR_INVALIDCALL;
}
/* Unhandled yet...! */
case WINED3DRS_EDGEANTIALIAS :
case WINED3DRS_WRAP0 :
case WINED3DRS_WRAP1 :
case WINED3DRS_WRAP2 :
case WINED3DRS_WRAP3 :
case WINED3DRS_WRAP4 :
case WINED3DRS_WRAP5 :
case WINED3DRS_WRAP6 :
case WINED3DRS_WRAP7 :
case WINED3DRS_POINTSPRITEENABLE :
case WINED3DRS_MULTISAMPLEANTIALIAS :
case WINED3DRS_MULTISAMPLEMASK :
case WINED3DRS_PATCHEDGESTYLE :
case WINED3DRS_PATCHSEGMENTS :
case WINED3DRS_DEBUGMONITORTOKEN :
case WINED3DRS_POSITIONORDER :
case WINED3DRS_NORMALORDER :
/*Put back later: FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value); */
FIXME("(%p)->(%d,%ld) not handled yet\n", This, State, Value);
break;
default:
FIXME("(%p)->(%d,%ld) unrecognized\n", This, State, Value);
}
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
*pValue = This->stateBlock->renderState[State];
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ENTER_GL();
/** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint scissorBox[4];
ENTER_GL();
/** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
pRect->left = scissorBox[1];
pRect->top = scissorBox[2];
pRect->right = scissorBox[1] + scissorBox[3];
pRect->bottom = scissorBox[2] + scissorBox[4];
TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
TRACE("(%p) : pDecl=%p\n", This, pDecl);
IWineD3DVertexDeclaration_AddRef(pDecl);
if (NULL != This->updateStateBlock->vertexDecl) {
IWineD3DVertexDeclaration_Release(This->updateStateBlock->vertexDecl);
}
This->updateStateBlock->vertexDecl = pDecl;
This->updateStateBlock->changed.vertexDecl = TRUE;
This->updateStateBlock->set.vertexDecl = TRUE;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
*ppDecl = This->updateStateBlock->vertexDecl;
if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showFixmes = TRUE;
This->updateStateBlock->vertexShader = pShader;
This->updateStateBlock->changed.vertexShader = TRUE;
This->updateStateBlock->set.vertexShader = TRUE;
if(pShader == NULL){
/* clear down the shader */
TRACE("Clear down the shader\n");
}else{
if(showFixmes){
FIXME("(%p) : stub pShader(%p)\n", This, pShader);
showFixmes = FALSE;
}
}
return D3D_OK;
/** FIXME: refernece counting? **/
if (pShader == NULL) { /* only valid with non FVF shaders */
TRACE_(d3d_shader)("(%p) : FVF Shader, pShader=%p\n", This, pShader);
This->updateStateBlock->vertexShader = NULL;
} else {
TRACE_(d3d_shader)("(%p) : Created shader, pShader=%p\n", This, pShader);
This->updateStateBlock->vertexShader = pShader;
}
This->updateStateBlock->changed.vertexShader = TRUE;
This->updateStateBlock->set.vertexShader = TRUE;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
/**
* TODO: merge HAL shaders context switching from prototype
*/
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppShader = This->stateBlock->vertexShader;
if(*ppShader != NULL)
IWineD3DVertexShader_AddRef(*ppShader);
TRACE("(%p) : returning %p\n", This, *ppShader);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
/*****
* Get / Set Texture Stage States
* TODO: Verify against dx9 definitions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
union {
float f;
DWORD d;
} tmpvalue;
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
/* Reject invalid texture units */
if (Stage >= GL_LIMITS(textures)) {
TRACE("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
}
This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
This->updateStateBlock->textureState[Stage][Type] = Value;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
ENTER_GL();
/* Make appropriate texture active */
VTRACE(("Activating appropriate texture state %ld\n", Stage));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(Stage);
} else if (Stage > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
switch (Type) {
case D3DTSS_MINFILTER :
case D3DTSS_MIPFILTER :
{
DWORD ValueMIN = This->stateBlock->textureState[Stage][D3DTSS_MINFILTER];
DWORD ValueMIP = This->stateBlock->textureState[Stage][D3DTSS_MIPFILTER];
GLint realVal = GL_LINEAR;
if (ValueMIN == D3DTEXF_NONE) {
/* Doesn't really make sense - Windows just seems to disable
mipmapping when this occurs */
FIXME("Odd - minfilter of none, just disabling mipmaps\n");
realVal = GL_LINEAR;
} else if (ValueMIN == D3DTEXF_POINT) {
/* GL_NEAREST_* */
if (ValueMIP == D3DTEXF_NONE) {
realVal = GL_NEAREST;
} else if (ValueMIP == D3DTEXF_POINT) {
realVal = GL_NEAREST_MIPMAP_NEAREST;
} else if (ValueMIP == D3DTEXF_LINEAR) {
realVal = GL_NEAREST_MIPMAP_LINEAR;
} else {
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
realVal = GL_NEAREST;
}
} else if (ValueMIN == D3DTEXF_LINEAR) {
/* GL_LINEAR_* */
if (ValueMIP == D3DTEXF_NONE) {
realVal = GL_LINEAR;
} else if (ValueMIP == D3DTEXF_POINT) {
realVal = GL_LINEAR_MIPMAP_NEAREST;
} else if (ValueMIP == D3DTEXF_LINEAR) {
realVal = GL_LINEAR_MIPMAP_LINEAR;
} else {
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
realVal = GL_LINEAR;
}
} else if (ValueMIN == D3DTEXF_ANISOTROPIC) {
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
if (ValueMIP == D3DTEXF_NONE) {
realVal = GL_LINEAR_MIPMAP_LINEAR;
} else if (ValueMIP == D3DTEXF_POINT) {
realVal = GL_LINEAR_MIPMAP_NEAREST;
} else if (ValueMIP == D3DTEXF_LINEAR) {
realVal = GL_LINEAR_MIPMAP_LINEAR;
} else {
FIXME("Unhandled D3DTSS_MIPFILTER value of %ld\n", ValueMIP);
realVal = GL_LINEAR;
}
} else {
WARN("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MINFILTER. But not supported by OpenGL driver\n");
realVal = GL_LINEAR;
}
} else {
FIXME("Unhandled D3DTSS_MINFILTER value of %ld\n", ValueMIN);
realVal = GL_LINEAR_MIPMAP_LINEAR;
}
TRACE("ValueMIN=%ld, ValueMIP=%ld, setting MINFILTER to %x\n", ValueMIN, ValueMIP, realVal);
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_MIN_FILTER, realVal);
checkGLcall("glTexParameter GL_TEXTURE_MIN_FILTER, ...");
/**
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
*/
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMIN) {
glTexParameteri(This->stateBlock->textureDimensions[Stage],
GL_TEXTURE_MAX_ANISOTROPY_EXT,
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
}
}
break;
case D3DTSS_MAGFILTER :
{
DWORD ValueMAG = This->stateBlock->textureState[Stage][D3DTSS_MAGFILTER];
GLint realVal = GL_NEAREST;
if (ValueMAG == D3DTEXF_POINT) {
realVal = GL_NEAREST;
} else if (ValueMAG == D3DTEXF_LINEAR) {
realVal = GL_LINEAR;
} else if (ValueMAG == D3DTEXF_ANISOTROPIC) {
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
realVal = GL_LINEAR;
} else {
FIXME("Trying to use ANISOTROPIC_FILTERING for D3DTSS_MAGFILTER. But not supported by current OpenGL driver\n");
realVal = GL_NEAREST;
}
} else {
FIXME("Unhandled D3DTSS_MAGFILTER value of %ld\n", ValueMAG);
realVal = GL_NEAREST;
}
TRACE("ValueMAG=%ld setting MAGFILTER to %x\n", ValueMAG, realVal);
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_MAG_FILTER, realVal);
checkGLcall("glTexParameter GL_TEXTURE_MAG_FILTER, ...");
/**
* if we juste choose to use ANISOTROPIC filtering, refresh openGL state
*/
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC) && D3DTEXF_ANISOTROPIC == ValueMAG) {
glTexParameteri(This->stateBlock->textureDimensions[Stage],
GL_TEXTURE_MAX_ANISOTROPY_EXT,
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
checkGLcall("glTexParameter GL_TEXTURE_MAX_ANISOTROPY_EXT, ...");
}
}
break;
case D3DTSS_MAXMIPLEVEL :
{
/**
* Not really the same, but the more apprioprate than nothing
*/
glTexParameteri(This->stateBlock->textureDimensions[Stage],
GL_TEXTURE_BASE_LEVEL,
This->stateBlock->textureState[Stage][D3DTSS_MAXMIPLEVEL]);
checkGLcall("glTexParameteri GL_TEXTURE_BASE_LEVEL ...");
}
break;
case D3DTSS_MAXANISOTROPY :
{
if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
glTexParameteri(This->stateBlock->textureDimensions[Stage],
GL_TEXTURE_MAX_ANISOTROPY_EXT,
This->stateBlock->textureState[Stage][D3DTSS_MAXANISOTROPY]);
checkGLcall("glTexParameteri GL_TEXTURE_MAX_ANISOTROPY_EXT ...");
}
}
break;
case D3DTSS_MIPMAPLODBIAS :
{
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
tmpvalue.d = Value;
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
tmpvalue.f);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
}
break;
case D3DTSS_ALPHAOP :
case D3DTSS_COLOROP :
{
if ((Value == D3DTOP_DISABLE) && (Type == D3DTSS_COLOROP)) {
/* TODO: Disable by making this and all later levels disabled */
glDisable(GL_TEXTURE_1D);
checkGLcall("Disable GL_TEXTURE_1D");
glDisable(GL_TEXTURE_2D);
checkGLcall("Disable GL_TEXTURE_2D");
glDisable(GL_TEXTURE_3D);
checkGLcall("Disable GL_TEXTURE_3D");
break; /* Don't bother setting the texture operations */
} else {
/* Enable only the appropriate texture dimension */
if (Type == D3DTSS_COLOROP) {
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_1D) {
glEnable(GL_TEXTURE_1D);
checkGLcall("Enable GL_TEXTURE_1D");
} else {
glDisable(GL_TEXTURE_1D);
checkGLcall("Disable GL_TEXTURE_1D");
}
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_2D) {
if (GL_SUPPORT(NV_TEXTURE_SHADER) && This->texture_shader_active) {
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
checkGLcall("Enable GL_TEXTURE_2D");
} else {
glEnable(GL_TEXTURE_2D);
checkGLcall("Enable GL_TEXTURE_2D");
}
} else {
glDisable(GL_TEXTURE_2D);
checkGLcall("Disable GL_TEXTURE_2D");
}
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_3D) {
glEnable(GL_TEXTURE_3D);
checkGLcall("Enable GL_TEXTURE_3D");
} else {
glDisable(GL_TEXTURE_3D);
checkGLcall("Disable GL_TEXTURE_3D");
}
if (This->stateBlock->textureDimensions[Stage] == GL_TEXTURE_CUBE_MAP_ARB) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("Enable GL_TEXTURE_CUBE_MAP");
} else {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("Disable GL_TEXTURE_CUBE_MAP");
}
}
}
/* Drop through... (Except disable case) */
case D3DTSS_COLORARG0 :
case D3DTSS_COLORARG1 :
case D3DTSS_COLORARG2 :
case D3DTSS_ALPHAARG0 :
case D3DTSS_ALPHAARG1 :
case D3DTSS_ALPHAARG2 :
{
BOOL isAlphaArg = (Type == D3DTSS_ALPHAOP || Type == D3DTSS_ALPHAARG1 ||
Type == D3DTSS_ALPHAARG2 || Type == D3DTSS_ALPHAARG0);
if (isAlphaArg) {
set_tex_op(iface, TRUE, Stage, This->stateBlock->textureState[Stage][D3DTSS_ALPHAOP],
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG1],
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG2],
This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG0]);
} else {
set_tex_op(iface, FALSE, Stage, This->stateBlock->textureState[Stage][D3DTSS_COLOROP],
This->stateBlock->textureState[Stage][D3DTSS_COLORARG1],
This->stateBlock->textureState[Stage][D3DTSS_COLORARG2],
This->stateBlock->textureState[Stage][D3DTSS_COLORARG0]);
}
}
break;
}
case D3DTSS_ADDRESSU :
case D3DTSS_ADDRESSV :
case D3DTSS_ADDRESSW :
{
GLint wrapParm = GL_REPEAT;
switch (Value) {
case D3DTADDRESS_WRAP: wrapParm = GL_REPEAT; break;
case D3DTADDRESS_CLAMP: wrapParm = GL_CLAMP_TO_EDGE; break;
case D3DTADDRESS_BORDER:
{
if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
wrapParm = GL_CLAMP_TO_BORDER_ARB;
} else {
/* FIXME: Not right, but better */
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
wrapParm = GL_REPEAT;
}
}
break;
case D3DTADDRESS_MIRROR:
{
if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
wrapParm = GL_MIRRORED_REPEAT_ARB;
} else {
/* Unsupported in OpenGL pre-1.4 */
FIXME("Unsupported D3DTADDRESS_MIRROR (needs GL_ARB_texture_mirrored_repeat) state %d\n", Type);
wrapParm = GL_REPEAT;
}
}
break;
case D3DTADDRESS_MIRRORONCE:
{
if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
wrapParm = GL_MIRROR_CLAMP_TO_EDGE_ATI;
} else {
FIXME("Unsupported D3DTADDRESS_MIRRORONCE (needs GL_ATI_texture_mirror_once) state %d\n", Type);
wrapParm = GL_REPEAT;
}
}
break;
default:
FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
wrapParm = GL_REPEAT;
}
switch (Type) {
case D3DTSS_ADDRESSU:
TRACE("Setting WRAP_S to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_S, wrapParm);
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_S, wrapParm)");
break;
case D3DTSS_ADDRESSV:
TRACE("Setting WRAP_T to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_T, wrapParm);
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_T, wrapParm)");
break;
case D3DTSS_ADDRESSW:
TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
break;
default: /* nop */
break; /** stupic compilator */
}
}
break;
case D3DTSS_BORDERCOLOR :
{
float col[4];
D3DCOLORTOGLFLOAT4(Value, col);
TRACE("Setting border color for %x to %lx\n", This->stateBlock->textureDimensions[Stage], Value);
glTexParameterfv(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
}
break;
case D3DTSS_TEXCOORDINDEX :
{
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
/* FIXME: From MSDN: The D3DTSS_TCI_* flags are mutually exclusive. If you include
one flag, you can still specify an index value, which the system uses to
determine the texture wrapping mode.
eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
means use the vertex position (camera-space) as the input texture coordinates
for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
to the TEXCOORDINDEX value */
/**
* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
*/
switch (Value & 0xFFFF0000) {
case D3DTSS_TCI_PASSTHRU:
/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
break;
case D3DTSS_TCI_CAMERASPACEPOSITION:
/* CameraSpacePosition means use the vertex position, transformed to camera space,
as the input texture coordinates for this stage's texture transformation. This
equates roughly to EYE_LINEAR */
{
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
}
break;
case D3DTSS_TCI_CAMERASPACENORMAL:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
}
}
break;
case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("D3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
glPopMatrix();
glEnable(GL_TEXTURE_GEN_S);
checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_T);
checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
glEnable(GL_TEXTURE_GEN_R);
checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
}
}
break;
/* Unhandled types: */
default:
/* Todo: */
/* ? disable GL_TEXTURE_GEN_n ? */
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
FIXME("Unhandled D3DTSS_TEXCOORDINDEX %lx\n", Value);
break;
}
}
break;
/* Unhandled */
case D3DTSS_TEXTURETRANSFORMFLAGS :
set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
break;
case D3DTSS_BUMPENVMAT00 :
case D3DTSS_BUMPENVMAT01 :
TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT00, Stage, Type, Value);
break;
case D3DTSS_BUMPENVMAT10 :
case D3DTSS_BUMPENVMAT11 :
TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - D3DTSS_BUMPENVMAT10, Stage, Type, Value);
break;
case D3DTSS_BUMPENVLSCALE :
TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
break;
case D3DTSS_BUMPENVLOFFSET :
TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
break;
case D3DTSS_RESULTARG :
TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
break;
default:
/* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
}
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
*pValue = This->updateStateBlock->textureState[Stage][Type];
return D3D_OK;
}
/*****
* Get / Set Texture
*****/
HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DBaseTexture *oldTexture;
BOOL reapplyStates = TRUE;
DWORD reapplyFlags = 0;
INT oldTextureDimensions = -1;
D3DRESOURCETYPE textureType;
oldTexture = This->updateStateBlock->textures[Stage];
TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
/* Reject invalid texture units */
if (Stage >= GL_LIMITS(textures)) {
TRACE("Attempt to access invalid texture rejected\n");
return D3DERR_INVALIDCALL;
}
This->updateStateBlock->set.textures[Stage] = TRUE;
This->updateStateBlock->changed.textures[Stage] = TRUE;
This->updateStateBlock->textures[Stage] = pTexture;
/* Handle recording of state blocks */
if (This->isRecordingState) {
TRACE("Recording... not performing anything\n");
return D3D_OK;
}
oldTextureDimensions = This->updateStateBlock->textureDimensions[Stage];
ENTER_GL();
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GLACTIVETEXTURE(Stage);
} else if (Stage>0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
/** NOTE: MSDN says that setTexture increases the reference count,
* and the the application nust set the texture back to null (or have a leaky application),
* This means we should pass the refcount upto the parent
*******************************/
if (NULL != oldTexture) {
IUnknown *textureParent;
IWineD3DBaseTexture_GetParent(oldTexture, (IUnknown **)&textureParent);
IUnknown_Release(textureParent);
IUnknown_Release(textureParent); /** NOTE: Twice because GetParent adds a ref **/
oldTexture = NULL;
}
if (NULL != pTexture) {
IUnknown *textureParent;
IWineD3DBaseTexture_GetParent(This->updateStateBlock->textures[Stage], (IUnknown **)&textureParent);
/** NOTE: GetParent will increase the ref count for me, I won't clean up untill the texture is set to NULL **/
/* Now setup the texture appropraitly */
textureType = IWineD3DBaseTexture_GetType(pTexture);
if (textureType == D3DRTYPE_TEXTURE) {
if (oldTexture == pTexture && !IWineD3DBaseTexture_GetDirty(pTexture)) {
TRACE("Skipping setting texture as old == new\n");
reapplyStates = FALSE;
} else {
/* Standard 2D texture */
TRACE("Standard 2d texture\n");
This->updateStateBlock->textureDimensions[Stage] = GL_TEXTURE_2D;
/* Load up the texture now */
IWineD3DTexture_PreLoad((IWineD3DTexture *) pTexture);
}
} else if (textureType == D3DRTYPE_VOLUMETEXTURE) {
if (oldTexture == pTexture && !IWineD3DBaseTexture_GetDirty(pTexture)) {
TRACE("Skipping setting texture as old == new\n");
reapplyStates = FALSE;
} else {
/* Standard 3D (volume) texture */
TRACE("Standard 3d texture\n");
This->updateStateBlock->textureDimensions[Stage] = GL_TEXTURE_3D;
/* Load up the texture now */
IWineD3DVolumeTexture_PreLoad((IWineD3DVolumeTexture *) pTexture);
}
} else if (textureType == D3DRTYPE_CUBETEXTURE) {
if (oldTexture == pTexture && !IWineD3DBaseTexture_GetDirty(pTexture)) {
TRACE("Skipping setting texture as old == new\n");
reapplyStates = FALSE;
} else {
/* Standard Cube texture */
TRACE("Standard Cube texture\n");
This->updateStateBlock->textureDimensions[Stage] = GL_TEXTURE_CUBE_MAP_ARB;
/* Load up the texture now */
IWineD3DCubeTexture_PreLoad((IWineD3DCubeTexture *) pTexture);
}
} else {
FIXME("(%p) : Incorrect type for a texture : (%d,%s)\n", This, textureType, debug_d3dresourcetype(textureType));
}
} else {
TRACE("Setting to no texture (ie default texture)\n");
This->updateStateBlock->textureDimensions[Stage] = GL_TEXTURE_1D;
glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[Stage]);
checkGLcall("glBindTexture");
TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
}
/* Disable the old texture binding and enable the new one (unless operations are disabled) */
if (oldTextureDimensions != This->updateStateBlock->textureDimensions[Stage]) {
glDisable(oldTextureDimensions);
checkGLcall("Disable oldTextureDimensions");
if (This->stateBlock->textureState[Stage][D3DTSS_COLOROP] != D3DTOP_DISABLE) {
glEnable(This->updateStateBlock->textureDimensions[Stage]);
checkGLcall("glEnable new texture dimensions");
}
/* If Alpha arg1 is texture then handle the special case when there changes between a
texture and no texture - See comments in set_tex_op */
if ((This->stateBlock->textureState[Stage][D3DTSS_ALPHAARG1] == D3DTA_TEXTURE) &&
(((oldTexture == NULL) && (pTexture != NULL)) || ((pTexture == NULL) && (oldTexture != NULL))))
{
reapplyFlags |= REAPPLY_ALPHAOP;
}
}
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
if (reapplyStates) {
IWineD3DDeviceImpl_SetupTextureStates(iface, Stage, reapplyFlags);
}
LEAVE_GL();
TRACE("Texture now fully setup\n");
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : returning %p for stage %ld\n", This, This->updateStateBlock->textures[Stage], Stage);
*ppTexture = (IWineD3DBaseTexture *) This->updateStateBlock->textures[Stage];
if (*ppTexture)
IWineD3DBaseTexture_AddRef(*ppTexture);
return D3D_OK;
}
/*****
* Get Back Buffer
*****/
HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, D3DBACKBUFFER_TYPE Type,
IWineD3DSurface** ppBackBuffer) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppBackBuffer = (IWineD3DSurface *) This->backBuffer;
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
if (BackBuffer > This->presentParms.BackBufferCount - 1) {
FIXME("Only one backBuffer currently supported\n");
return D3DERR_INVALIDCALL;
}
/* Note inc ref on returned surface */
IWineD3DSurface_AddRef(*ppBackBuffer);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, D3DCAPS9* pCaps) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WARN("(%p) : stub, calling idirect3d for now\n", This);
IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
return D3D_OK;
}
/** TODO: move to swapchains **/
HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, D3DDISPLAYMODE* pMode) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
HDC hdc;
int bpp = 0;
pMode->Width = GetSystemMetrics(SM_CXSCREEN);
pMode->Height = GetSystemMetrics(SM_CYSCREEN);
pMode->RefreshRate = 85; /*FIXME: How to identify? */
hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
bpp = GetDeviceCaps(hdc, BITSPIXEL);
DeleteDC(hdc);
switch (bpp) {
case 8: pMode->Format = WINED3DFMT_R8G8B8; break;
case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
case 24: /*pMode->Format = WINED3DFMT_R8G8B8; break; */
case 32: pMode->Format = WINED3DFMT_A8R8G8B8; break;
default:
FIXME("Unrecognized display mode format\n");
pMode->Format = WINED3DFMT_UNKNOWN;
}
FIXME("(%p) : returning w(%d) h(%d) rr(%d) fmt(%u,%s)\n", This, pMode->Width, pMode->Height, pMode->RefreshRate,
pMode->Format, debug_d3dformat(pMode->Format));
return D3D_OK;
}
/*****
* Stateblock related functions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DStateBlockImpl *object;
TRACE("(%p)", This);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
if(NULL == object ){
FIXME("(%p)Error allocating memory for stateblock\n", This);
return E_OUTOFMEMORY;
}
TRACE("(%p) creted object %p\n", This, object);
object->wineD3DDevice= This;
/** FIXME: object->parent = parent; **/
object->parent = NULL;
object->blockType = D3DSBT_ALL;
object->ref = 1;
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
This->updateStateBlock = object;
This->isRecordingState = TRUE;
TRACE("(%p) recording stateblock %p\n",This , object);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (!This->isRecordingState) {
FIXME("(%p) not recording! returning error\n", This);
*ppStateBlock = NULL;
return D3DERR_INVALIDCALL;
}
*ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
This->isRecordingState = FALSE;
This->updateStateBlock = This->stateBlock;
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
/* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
return D3D_OK;
}
/*****
* Scene related functions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
/* At the moment we have no need for any functionality at the beginning
of a scene */
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p)\n", This);
ENTER_GL();
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
glFlush();
checkGLcall("glFlush");
TRACE("End Scene\n");
if(This->renderTarget != NULL){
/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
IUnknown *targetContainer = NULL;
if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)) {
TRACE("RenderTarget is either standalone of a texture.\n");
/** always dirtify for now. we must find a better way to see that surface have been modified
(Modifications should will only occur via draw-primitive, but we do need better locking
switching to render-to-texture should remove the overhead though.
*/
IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)targetContainer, TRUE);
IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *)targetContainer);
IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
IUnknown_Release(targetContainer);
}
}
LEAVE_GL();
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
CONST RECT* pSourceRect, CONST RECT* pDestRect,
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Presenting the frame\n", This);
ENTER_GL();
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
glXSwapBuffers(This->display, This->drawable);
/* Don't call checkGLcall, as glGetError is not applicable here */
TRACE("glXSwapBuffers called, Starting new frame\n");
/* FPS support */
if (TRACE_ON(d3d_fps))
{
static long prev_time, frames;
DWORD time = GetTickCount();
frames++;
/* every 1.5 seconds */
if (time - prev_time > 1500) {
TRACE_(d3d_fps)("@ approx %.2ffps\n", 1000.0*frames/(time - prev_time));
prev_time = time;
frames = 0;
}
}
#if defined(FRAME_DEBUGGING)
{
if (GetFileAttributesA("C:\\D3DTRACE") != INVALID_FILE_ATTRIBUTES) {
if (!isOn) {
isOn = TRUE;
FIXME("Enabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 1);
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Starting\n");
isDumpingFrames = TRUE;
glClear(GL_COLOR_BUFFER_BIT);
#endif
#if defined(SINGLE_FRAME_DEBUGGING)
} else {
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Singe Frame trace complete\n");
DeleteFileA("C:\\D3DTRACE");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
#endif
}
} else {
if (isOn) {
isOn = FALSE;
#if defined(SHOW_FRAME_MAKEUP)
FIXME("Singe Frame snapshots Finishing\n");
isDumpingFrames = FALSE;
#endif
FIXME("Disabling D3D Trace\n");
__WINE_SET_DEBUGGING(__WINE_DBCL_TRACE, __wine_dbch_d3d, 0);
}
}
}
#endif
LEAVE_GL();
/* Although this is not strictly required, a simple demo showed this does occur
on (at least non-debug) d3d */
if (This->presentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
IWineD3DDevice_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
when the depth-buffer format does not contain stencil buffer information, this method fails. */
GLbitfield glMask = 0;
GLboolean old_ztest;
GLfloat old_z_clear_value;
GLint old_stencil_clear_value;
GLfloat old_color_clear_value[4];
unsigned int i;
CONST D3DRECT* curRect;
TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
Count, pRects, Flags, Z, Stencil);
ENTER_GL();
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
if (Count > 0 && pRects) {
curRect = pRects;
} else {
curRect = NULL;
}
/* Only set the values up once, as they are not changing */
if (Flags & D3DCLEAR_STENCIL) {
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
glClearStencil(Stencil);
checkGLcall("glClearStencil");
glMask = glMask | GL_STENCIL_BUFFER_BIT;
glStencilMask(0xFFFFFFFF);
}
if (Flags & D3DCLEAR_ZBUFFER) {
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
glDepthMask(GL_TRUE);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
glClearDepth(Z);
checkGLcall("glClearDepth");
glMask = glMask | GL_DEPTH_BUFFER_BIT;
}
if (Flags & D3DCLEAR_TARGET) {
TRACE("Clearing screen with glClear to color %lx\n", Color);
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
glClearColor(((Color >> 16) & 0xFF) / 255.0f,
((Color >> 8) & 0xFF) / 255.0f,
((Color >> 0) & 0xFF) / 255.0f,
((Color >> 24) & 0xFF) / 255.0f);
checkGLcall("glClearColor");
/* Clear ALL colors! */
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glMask = glMask | GL_COLOR_BUFFER_BIT;
}
/* Now process each rect in turn */
for (i = 0; i < Count || i == 0; i++) {
if (curRect) {
/* Note gl uses lower left, width/height */
TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
checkGLcall("glScissor");
} else {
glScissor(This->stateBlock->viewport.X,
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
This->stateBlock->viewport.Width,
This->stateBlock->viewport.Height);
checkGLcall("glScissor");
}
/* Clear the selected rectangle (or full screen) */
glClear(glMask);
checkGLcall("glClear");
/* Step to the next rectangle */
if (curRect) curRect = curRect + sizeof(D3DRECT);
}
/* Restore the old values (why..?) */
if (Flags & D3DCLEAR_STENCIL) {
glClearStencil(old_stencil_clear_value);
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
}
if (Flags & D3DCLEAR_ZBUFFER) {
glDepthMask(old_ztest);
glClearDepth(old_z_clear_value);
}
if (Flags & D3DCLEAR_TARGET) {
glClearColor(old_color_clear_value[0],
old_color_clear_value[1],
old_color_clear_value[2],
old_color_clear_value[3]);
glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
}
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable");
LEAVE_GL();
return D3D_OK;
}
/*****
* Drawing functions
*****/
HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
UINT PrimitiveCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->stateBlock->streamIsUP = FALSE;
TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
debug_d3dprimitivetype(PrimitiveType),
StartVertex, PrimitiveCount);
drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, -1, 0, NULL, 0);
return D3D_OK;
}
/* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
D3DPRIMITIVETYPE PrimitiveType,
INT baseVIndex, UINT minIndex,
UINT NumVertices,UINT startIndex,UINT primCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
UINT idxStride = 2;
IWineD3DIndexBuffer *pIB;
D3DINDEXBUFFER_DESC IdxBufDsc;
pIB = This->stateBlock->pIndexData;
This->stateBlock->streamIsUP = FALSE;
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d \n", This,
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
minIndex, NumVertices, startIndex, baseVIndex, primCount);
IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
drawPrimitive(iface, PrimitiveType, primCount, baseVIndex,
startIndex, idxStride,
((IWineD3DIndexBufferImpl *) pIB)->allocatedMemory,
minIndex);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
debug_d3dprimitivetype(PrimitiveType),
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
This->stateBlock->streamIsUP = TRUE;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, NULL, 0);
This->stateBlock->stream_stride[0] = 0;
This->stateBlock->stream_source[0] = NULL;
/*stream zero settings set to null at end, as per the msdn */
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
UINT MinVertexIndex,
UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,
D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
UINT VertexStreamZeroStride) {
int idxStride;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData,
IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
if (This->stateBlock->stream_source[0] != NULL) IWineD3DVertexBuffer_Release(This->stateBlock->stream_source[0]);
if (IndexDataFormat == WINED3DFMT_INDEX16) {
idxStride = 2;
} else {
idxStride = 4;
}
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
This->stateBlock->stream_source[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
This->stateBlock->streamIsUP = TRUE;
This->stateBlock->stream_stride[0] = VertexStreamZeroStride;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, idxStride, pIndexData, MinVertexIndex);
/* stream zero settings set to null at end as per the msdn */
This->stateBlock->stream_source[0] = NULL;
This->stateBlock->stream_stride[0] = 0;
IWineD3DDevice_SetIndices(iface, NULL, 0);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
CONST RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* return a sensible default */
*pNumPasses = 1;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return FALSE;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
pRasterStatus->InVBlank = TRUE;
pRasterStatus->ScanLine = 0;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showfixmes = TRUE;
if(nSegments != 0.0f){
if( showfixmes){
FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
showfixmes = FALSE;
}
}
return D3D_OK;
}
float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showfixmes = TRUE;
if( showfixmes){
FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
showfixmes = FALSE;
}
return 0.0f;
}
HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
/* Implementation details at http://developer.nvidia.com/attach/6494
and
http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
hmm.. no longer supported use
OpenGL evaluators or tessellate surfaces within your application.
*/
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p) \n", This, Handle, pNumSegs, pRectPatchInfo);
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p) \n", This, Handle, pNumSegs, pTriPatchInfo);
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d)\n", This, Handle);
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
/* rendertarget and deptth stencil functions */
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* FIXME: Implelent RenderTargetIndex >0 */
if(RenderTargetIndex > 0)
FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
*ppRenderTarget = (IWineD3DSurface *)This->renderTarget;
TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
/* Note inc ref on returned surface */
if(*ppRenderTarget != NULL)
IWineD3DSurface_AddRef(*ppRenderTarget);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppZStencilSurface = (IWineD3DSurface *)This->depthStencilBuffer;
TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
if(*ppZStencilSurface != NULL){
/* Note inc ref on returned surface */
IWineD3DSurface_AddRef(*ppZStencilSurface);
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/* TODO: the use of Impl is deprecated. */
/* some basic validation checks */
IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
if (WINED3DFMT_A8R8G8B8 != pSur->currentDesc.Format) {
ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
return D3DERR_INVALIDCALL;
}
if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
return D3DERR_INVALIDCALL;
}
/* TODO: make the cursor 'real' */
This->xHotSpot = XHotSpot;
This->yHotSpot = YHotSpot;
return D3D_OK;
}
void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
This->xScreenSpace = XScreenSpace;
This->yScreenSpace = YScreenSpace;
return;
}
BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
TRACE("(%p) : visible(%d)\n", This, bShow);
This->bCursorVisible = bShow;
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This); /* No way of notifying yet! */
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/** FIXME: Resource tracking needs to be done,
* The closes we can do to this is set the priorities of all managed textures low
* and then reset them.
***********************************************************/
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAMETERS* pPresentationParameters) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/** FIXME: Resource trascking needs to be done.
* in effect this pulls all non only default
* textures out of video memory and deletes all glTextures (glDeleteTextures)
* and should clear down the context and set it up according to pPresentationParameters
***********************************************************/
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/** FIXME: always true at the moment **/
if(bEnableDialogs == FALSE){
FIXME("(%p) Dialogs cannot be disabled yet\n", This);
}
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, D3DDEVICE_CREATION_PARAMETERS *pParameters) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
/* Setup some reasonable defaults */
pParameters->AdapterOrdinal = 0; /* always for now */
pParameters->DeviceType = D3DDEVTYPE_HAL; /* always for now */
pParameters->hFocusWindow = 0;
pParameters->BehaviorFlags =0;
return D3D_OK;
}
void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST D3DGAMMARAMP* pRamp) {
HDC hDC;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : pRamp@%p\n", This, pRamp);
hDC = GetDC(This->win_handle);
SetDeviceGammaRamp(hDC, (LPVOID) pRamp);
ReleaseDC(This->win_handle, hDC);
return;
}
void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, D3DGAMMARAMP* pRamp) {
HDC hDC;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : pRamp@%p\n", This, pRamp);
hDC = GetDC(This->win_handle);
GetDeviceGammaRamp(hDC, pRamp);
ReleaseDC(This->win_handle, hDC);
return;
}
/**********************************************************
* IWineD3DDevice VTbl follows
**********************************************************/
IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DDeviceImpl_QueryInterface,
IWineD3DDeviceImpl_AddRef,
IWineD3DDeviceImpl_Release,
/*** IWineD3DDevice methods ***/
IWineD3DDeviceImpl_GetParent,
/*** Creation methods**/
IWineD3DDeviceImpl_CreateVertexBuffer,
IWineD3DDeviceImpl_CreateIndexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_CreateSurface,
IWineD3DDeviceImpl_CreateTexture,
IWineD3DDeviceImpl_CreateVolumeTexture,
IWineD3DDeviceImpl_CreateVolume,
IWineD3DDeviceImpl_CreateCubeTexture,
IWineD3DDeviceImpl_CreateQuery,
IWineD3DDeviceImpl_CreateAdditionalSwapChain,
IWineD3DDeviceImpl_CreateVertexDeclaration,
IWineD3DDeviceImpl_CreateVertexShader,
IWineD3DDeviceImpl_CreatePixelShader,
/*** Odd functions **/
IWineD3DDeviceImpl_EvictManagedResources,
IWineD3DDeviceImpl_GetAvailableTextureMem,
IWineD3DDeviceImpl_GetBackBuffer,
IWineD3DDeviceImpl_GetCreationParameters,
IWineD3DDeviceImpl_GetDeviceCaps,
IWineD3DDeviceImpl_GetDirect3D,
IWineD3DDeviceImpl_GetDisplayMode,
IWineD3DDeviceImpl_GetNumberOfSwapChains,
IWineD3DDeviceImpl_GetRasterStatus,
IWineD3DDeviceImpl_GetSwapChain,
IWineD3DDeviceImpl_Reset,
IWineD3DDeviceImpl_SetDialogBoxMode,
IWineD3DDeviceImpl_SetCursorProperties,
IWineD3DDeviceImpl_SetCursorPosition,
IWineD3DDeviceImpl_ShowCursor,
IWineD3DDeviceImpl_TestCooperativeLevel,
/*** Getters and setters **/
IWineD3DDeviceImpl_SetClipPlane,
IWineD3DDeviceImpl_GetClipPlane,
IWineD3DDeviceImpl_SetClipStatus,
IWineD3DDeviceImpl_GetClipStatus,
IWineD3DDeviceImpl_SetCurrentTexturePalette,
IWineD3DDeviceImpl_GetCurrentTexturePalette,
IWineD3DDeviceImpl_SetDepthStencilSurface,
IWineD3DDeviceImpl_GetDepthStencilSurface,
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF,
IWineD3DDeviceImpl_SetGammaRamp,
IWineD3DDeviceImpl_GetGammaRamp,
IWineD3DDeviceImpl_SetIndices,
IWineD3DDeviceImpl_GetIndices,
IWineD3DDeviceImpl_SetLight,
IWineD3DDeviceImpl_GetLight,
IWineD3DDeviceImpl_SetLightEnable,
IWineD3DDeviceImpl_GetLightEnable,
IWineD3DDeviceImpl_SetMaterial,
IWineD3DDeviceImpl_GetMaterial,
IWineD3DDeviceImpl_SetNPatchMode,
IWineD3DDeviceImpl_GetNPatchMode,
IWineD3DDeviceImpl_SetPaletteEntries,
IWineD3DDeviceImpl_GetPaletteEntries,
IWineD3DDeviceImpl_SetPixelShader,
IWineD3DDeviceImpl_GetPixelShader,
IWineD3DDeviceImpl_SetPixelShaderConstantB,
IWineD3DDeviceImpl_GetPixelShaderConstantB,
IWineD3DDeviceImpl_SetPixelShaderConstantI,
IWineD3DDeviceImpl_GetPixelShaderConstantI,
IWineD3DDeviceImpl_SetPixelShaderConstantF,
IWineD3DDeviceImpl_GetPixelShaderConstantF,
IWineD3DDeviceImpl_SetRenderState,
IWineD3DDeviceImpl_GetRenderState,
IWineD3DDeviceImpl_SetRenderTarget,
IWineD3DDeviceImpl_GetRenderTarget,
IWineD3DDeviceImpl_SetSamplerState,
IWineD3DDeviceImpl_GetSamplerState,
IWineD3DDeviceImpl_SetScissorRect,
IWineD3DDeviceImpl_GetScissorRect,
IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
IWineD3DDeviceImpl_SetStreamSource,
IWineD3DDeviceImpl_GetStreamSource,
IWineD3DDeviceImpl_SetStreamSourceFreq,
IWineD3DDeviceImpl_GetStreamSourceFreq,
IWineD3DDeviceImpl_SetTexture,
IWineD3DDeviceImpl_GetTexture,
IWineD3DDeviceImpl_SetTextureStageState,
IWineD3DDeviceImpl_GetTextureStageState,
IWineD3DDeviceImpl_SetTransform,
IWineD3DDeviceImpl_GetTransform,
IWineD3DDeviceImpl_SetVertexDeclaration,
IWineD3DDeviceImpl_GetVertexDeclaration,
IWineD3DDeviceImpl_SetVertexShader,
IWineD3DDeviceImpl_GetVertexShader,
IWineD3DDeviceImpl_SetVertexShaderConstantB,
IWineD3DDeviceImpl_GetVertexShaderConstantB,
IWineD3DDeviceImpl_SetVertexShaderConstantI,
IWineD3DDeviceImpl_GetVertexShaderConstantI,
IWineD3DDeviceImpl_SetVertexShaderConstantF,
IWineD3DDeviceImpl_GetVertexShaderConstantF,
IWineD3DDeviceImpl_SetViewport,
IWineD3DDeviceImpl_GetViewport,
IWineD3DDeviceImpl_MultiplyTransform,
IWineD3DDeviceImpl_ValidateDevice,
IWineD3DDeviceImpl_ProcessVertices,
/*** State block ***/
IWineD3DDeviceImpl_BeginStateBlock,
IWineD3DDeviceImpl_EndStateBlock,
/*** Scene management ***/
IWineD3DDeviceImpl_BeginScene,
IWineD3DDeviceImpl_EndScene,
IWineD3DDeviceImpl_Present,
IWineD3DDeviceImpl_Clear,
/*** Drawing ***/
IWineD3DDeviceImpl_DrawPrimitive,
IWineD3DDeviceImpl_DrawIndexedPrimitive,
IWineD3DDeviceImpl_DrawPrimitiveUP,
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
IWineD3DDeviceImpl_DrawRectPatch,
IWineD3DDeviceImpl_DrawTriPatch,
IWineD3DDeviceImpl_DeletePatch,
IWineD3DDeviceImpl_ColorFill,
IWineD3DDeviceImpl_UpdateTexture,
IWineD3DDeviceImpl_UpdateSurface,
IWineD3DDeviceImpl_StretchRect,
IWineD3DDeviceImpl_GetRenderTargetData,
IWineD3DDeviceImpl_GetFrontBufferData,
/*** Internal use IWineD3DDevice methods ***/
IWineD3DDeviceImpl_SetupTextureStates
};