7661 lines
297 KiB
C
7661 lines
297 KiB
C
/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002 Lionel Ulmer
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2006-2008 Henri Verbeet
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* Copyright 2007 Andrew Riedi
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->adapter->gl_info
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/* Define the default light parameters as specified by MSDN */
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const WINED3DLIGHT WINED3D_default_light = {
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WINED3DLIGHT_DIRECTIONAL, /* Type */
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{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
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{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
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{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
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0.0f, /* Range */
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0.0f, /* Falloff */
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0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
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0.0f, /* Theta */
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0.0f /* Phi */
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};
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/**********************************************************
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* Global variable / Constants follow
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**********************************************************/
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const float identity[] =
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}; /* When needed for comparisons */
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/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
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* actually have the same values in GL and D3D. */
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static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
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{
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switch(primitive_type)
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{
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case WINED3DPT_POINTLIST:
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return GL_POINTS;
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case WINED3DPT_LINELIST:
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return GL_LINES;
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case WINED3DPT_LINESTRIP:
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return GL_LINE_STRIP;
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case WINED3DPT_TRIANGLELIST:
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return GL_TRIANGLES;
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case WINED3DPT_TRIANGLESTRIP:
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return GL_TRIANGLE_STRIP;
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case WINED3DPT_TRIANGLEFAN:
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return GL_TRIANGLE_FAN;
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case WINED3DPT_LINELIST_ADJ:
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return GL_LINES_ADJACENCY_ARB;
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case WINED3DPT_LINESTRIP_ADJ:
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return GL_LINE_STRIP_ADJACENCY_ARB;
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case WINED3DPT_TRIANGLELIST_ADJ:
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return GL_TRIANGLES_ADJACENCY_ARB;
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case WINED3DPT_TRIANGLESTRIP_ADJ:
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return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
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default:
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FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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return GL_NONE;
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}
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}
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static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
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{
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switch(primitive_type)
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{
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case GL_POINTS:
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return WINED3DPT_POINTLIST;
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case GL_LINES:
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return WINED3DPT_LINELIST;
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case GL_LINE_STRIP:
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return WINED3DPT_LINESTRIP;
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case GL_TRIANGLES:
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return WINED3DPT_TRIANGLELIST;
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case GL_TRIANGLE_STRIP:
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return WINED3DPT_TRIANGLESTRIP;
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case GL_TRIANGLE_FAN:
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return WINED3DPT_TRIANGLEFAN;
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case GL_LINES_ADJACENCY_ARB:
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return WINED3DPT_LINELIST_ADJ;
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case GL_LINE_STRIP_ADJACENCY_ARB:
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return WINED3DPT_LINESTRIP_ADJ;
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case GL_TRIANGLES_ADJACENCY_ARB:
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return WINED3DPT_TRIANGLELIST_ADJ;
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case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
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return WINED3DPT_TRIANGLESTRIP_ADJ;
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default:
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FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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return WINED3DPT_UNDEFINED;
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}
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}
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static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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{
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if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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*regnum = WINED3D_FFP_POSITION;
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else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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*regnum = WINED3D_FFP_BLENDWEIGHT;
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else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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*regnum = WINED3D_FFP_BLENDINDICES;
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else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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*regnum = WINED3D_FFP_NORMAL;
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else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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*regnum = WINED3D_FFP_PSIZE;
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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*regnum = WINED3D_FFP_DIFFUSE;
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else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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*regnum = WINED3D_FFP_SPECULAR;
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else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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*regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
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else
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{
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FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
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*regnum = ~0U;
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return FALSE;
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}
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return TRUE;
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}
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/* Context activation is done by the caller. */
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void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
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BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
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{
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/* We need to deal with frequency data! */
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IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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UINT stream_count = This->stateBlock->streamIsUP ? 0 : declaration->num_streams;
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const DWORD *streams = declaration->streams;
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unsigned int i;
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stream_info->use_map = 0;
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stream_info->swizzle_map = 0;
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/* Check for transformed vertices, disable vertex shader if present. */
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stream_info->position_transformed = declaration->position_transformed;
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if (declaration->position_transformed) use_vshader = FALSE;
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/* Translate the declaration into strided data. */
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for (i = 0; i < declaration->element_count; ++i)
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{
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const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
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GLuint buffer_object = 0;
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const BYTE *data = NULL;
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BOOL stride_used;
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unsigned int idx;
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DWORD stride;
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TRACE("%p Element %p (%u of %u)\n", declaration->elements,
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element, i + 1, declaration->element_count);
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if (!This->stateBlock->streamSource[element->input_slot]) continue;
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stride = This->stateBlock->streamStride[element->input_slot];
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if (This->stateBlock->streamIsUP)
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{
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TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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buffer_object = 0;
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data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
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}
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else
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{
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TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], 0, &buffer_object);
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/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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* around to some big value. Hope that with the indices, the driver wraps it back internally. If
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* not, drawStridedSlow is needed, including a vertex buffer path. */
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if (This->stateBlock->loadBaseVertexIndex < 0)
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{
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WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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buffer_object = 0;
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data = buffer_get_sysmem((struct wined3d_buffer *)This->stateBlock->streamSource[element->input_slot]);
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if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride)
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{
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FIXME("System memory vertex data load offset is negative!\n");
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}
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}
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if (fixup)
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{
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if (buffer_object) *fixup = TRUE;
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else if (*fixup && !use_vshader
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&& (element->usage == WINED3DDECLUSAGE_COLOR
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|| element->usage == WINED3DDECLUSAGE_POSITIONT))
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{
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static BOOL warned = FALSE;
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if (!warned)
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{
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/* This may be bad with the fixed function pipeline. */
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FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
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warned = TRUE;
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}
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}
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}
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}
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data += element->offset;
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TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
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if (use_vshader)
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{
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if (element->output_slot == ~0U)
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{
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/* TODO: Assuming vertexdeclarations are usually used with the
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* same or a similar shader, it might be worth it to store the
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* last used output slot and try that one first. */
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stride_used = vshader_get_input(This->stateBlock->vertexShader,
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element->usage, element->usage_idx, &idx);
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}
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else
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{
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idx = element->output_slot;
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stride_used = TRUE;
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}
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}
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else
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{
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if (!element->ffp_valid)
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{
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WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
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debug_d3dformat(element->format_desc->format), debug_d3ddeclusage(element->usage));
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stride_used = FALSE;
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}
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else
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{
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stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
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}
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}
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if (stride_used)
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{
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TRACE("Load %s array %u [usage %s, usage_idx %u, "
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"input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
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use_vshader ? "shader": "fixed function", idx,
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debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
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element->offset, stride, debug_d3dformat(element->format_desc->format), buffer_object);
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stream_info->elements[idx].format_desc = element->format_desc;
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stream_info->elements[idx].stride = stride;
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stream_info->elements[idx].data = data;
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stream_info->elements[idx].stream_idx = element->input_slot;
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stream_info->elements[idx].buffer_object = buffer_object;
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if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && element->format_desc->format == WINED3DFMT_A8R8G8B8)
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{
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stream_info->swizzle_map |= 1 << idx;
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}
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stream_info->use_map |= 1 << idx;
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}
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}
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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* that the buffers stopps converting PreLoad will dirtify the VDECL again.
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* The vertex buffer can now use the strided structure in the device instead of finding its
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* own again.
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*
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* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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* once in there. */
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for (i = 0; i < stream_count; ++i)
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{
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IWineD3DBuffer *vb = This->stateBlock->streamSource[streams[i]];
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if (vb) IWineD3DBuffer_PreLoad(vb);
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}
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}
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static void stream_info_element_from_strided(IWineD3DDeviceImpl *This,
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const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
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{
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const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(strided->format, &This->adapter->gl_info);
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e->format_desc = format_desc;
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e->stride = strided->dwStride;
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e->data = strided->lpData;
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e->stream_idx = 0;
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e->buffer_object = 0;
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}
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void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
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const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
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{
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unsigned int i;
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memset(stream_info, 0, sizeof(*stream_info));
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if (strided->position.lpData)
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stream_info_element_from_strided(This, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
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if (strided->normal.lpData)
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stream_info_element_from_strided(This, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
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if (strided->diffuse.lpData)
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stream_info_element_from_strided(This, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
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if (strided->specular.lpData)
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stream_info_element_from_strided(This, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
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for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
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{
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if (strided->texCoords[i].lpData)
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stream_info_element_from_strided(This, &strided->texCoords[i],
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&stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
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}
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stream_info->position_transformed = strided->position_transformed;
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for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
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{
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if (!stream_info->elements[i].format_desc) continue;
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if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && stream_info->elements[i].format_desc->format == WINED3DFMT_A8R8G8B8)
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{
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stream_info->swizzle_map |= 1 << i;
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}
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stream_info->use_map |= 1 << i;
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}
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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ULONG refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
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}
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static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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ULONG refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
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|
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if (!refCount) {
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UINT i;
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for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
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HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
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This->multistate_funcs[i] = NULL;
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}
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/* TODO: Clean up all the surfaces and textures! */
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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if (!list_empty(&This->resources)) {
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FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
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dumpResources(&This->resources);
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}
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if(This->contexts) ERR("Context array not freed!\n");
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if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
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This->haveHardwareCursor = FALSE;
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IWineD3D_Release(This->wineD3D);
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This->wineD3D = NULL;
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HeapFree(GetProcessHeap(), 0, This);
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TRACE("Freed device %p\n", This);
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This = NULL;
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}
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return refCount;
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}
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|
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/**********************************************************
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* IWineD3DDevice implementation follows
|
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**********************************************************/
|
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static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
|
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pParent = This->parent;
|
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IUnknown_AddRef(This->parent);
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return WINED3D_OK;
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}
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|
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static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface, struct wined3d_buffer_desc *desc,
|
|
const void *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops, IWineD3DBuffer **buffer)
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|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
FIXME("Ignoring access flags (pool)\n");
|
|
|
|
hr = buffer_init(object, This, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
|
|
WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
object->desc = *desc;
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
|
|
*buffer = (IWineD3DBuffer *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size,
|
|
DWORD Usage, DWORD FVF, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer,
|
|
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct wined3d_buffer *object;
|
|
int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
|
|
HRESULT hr;
|
|
BOOL conv;
|
|
|
|
if (Pool == WINED3DPOOL_SCRATCH)
|
|
{
|
|
/* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
|
|
* anyway, SCRATCH vertex buffers aren't usable anywhere
|
|
*/
|
|
WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
|
|
*ppVertexBuffer = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppVertexBuffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, This, Size, Usage, WINED3DFMT_VERTEXDATA,
|
|
Pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
TRACE("FVF %#x, Pool %#x.\n", FVF, Pool);
|
|
*ppVertexBuffer = (IWineD3DBuffer *)object;
|
|
|
|
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
|
* drawStridedFast (half-life 2).
|
|
*
|
|
* Basically converting the vertices in the buffer is quite expensive, and observations
|
|
* show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
|
* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
|
*
|
|
* Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
|
|
* the range of vertices being locked, so each lock will require the whole buffer to be transformed.
|
|
* Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
|
|
* is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
|
|
* dx7 apps.
|
|
* There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
|
|
* more. In this call we can convert dx7 buffers too.
|
|
*/
|
|
conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
|
|
if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
|
|
TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
|
|
} else if(Pool == WINED3DPOOL_SYSTEMMEM) {
|
|
TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
|
|
} else if(Usage & WINED3DUSAGE_DYNAMIC) {
|
|
TRACE("Not creating a vbo because the buffer has dynamic usage\n");
|
|
} else if(dxVersion <= 7 && conv) {
|
|
TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
|
|
} else {
|
|
object->flags |= WINED3D_BUFFER_CREATEBO;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface,
|
|
UINT Length, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppIndexBuffer,
|
|
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) Creating index buffer\n", This);
|
|
|
|
/* Allocate the storage for the device */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppIndexBuffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, This, Length, Usage, WINED3DFMT_UNKNOWN,
|
|
Pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
|
|
if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
|
|
object->flags |= WINED3D_BUFFER_CREATEBO;
|
|
}
|
|
|
|
*ppIndexBuffer = (IWineD3DBuffer *) object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DStateBlockImpl *object;
|
|
unsigned int i, j;
|
|
HRESULT temp_result;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if(!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppStateBlock = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
|
|
object->wineD3DDevice = This;
|
|
object->parent = parent;
|
|
object->ref = 1;
|
|
object->blockType = Type;
|
|
|
|
*ppStateBlock = (IWineD3DStateBlock *)object;
|
|
|
|
for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
|
list_init(&object->lightMap[i]);
|
|
}
|
|
|
|
temp_result = allocate_shader_constants(object);
|
|
if (FAILED(temp_result))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return temp_result;
|
|
}
|
|
|
|
/* Special case - Used during initialization to produce a placeholder stateblock
|
|
so other functions called can update a state block */
|
|
if (Type == WINED3DSBT_INIT || Type == WINED3DSBT_RECORDED)
|
|
{
|
|
/* Don't bother increasing the reference count otherwise a device will never
|
|
be freed due to circular dependencies */
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Otherwise, might as well set the whole state block to the appropriate values */
|
|
if (This->stateBlock != NULL)
|
|
stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
|
|
else
|
|
memset(object->streamFreq, 1, sizeof(object->streamFreq));
|
|
|
|
/* Reset the ref and type after kludging it */
|
|
object->wineD3DDevice = This;
|
|
object->ref = 1;
|
|
object->blockType = Type;
|
|
|
|
TRACE("Updating changed flags appropriate for type %d\n", Type);
|
|
|
|
if (Type == WINED3DSBT_ALL) {
|
|
|
|
TRACE("ALL => Pretend everything has changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
|
|
|
|
/* Lights are not part of the changed / set structure */
|
|
for(j = 0; j < LIGHTMAP_SIZE; j++) {
|
|
struct list *e;
|
|
LIST_FOR_EACH(e, &object->lightMap[j]) {
|
|
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
light->changed = TRUE;
|
|
light->enabledChanged = TRUE;
|
|
}
|
|
}
|
|
for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
|
|
object->contained_render_states[j - 1] = j;
|
|
}
|
|
object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
|
|
/* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
|
|
for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
|
|
object->contained_transform_states[j - 1] = j;
|
|
}
|
|
object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
|
|
for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
|
|
object->contained_vs_consts_f[j] = j;
|
|
}
|
|
object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
|
|
for(j = 0; j < MAX_CONST_I; j++) {
|
|
object->contained_vs_consts_i[j] = j;
|
|
}
|
|
object->num_contained_vs_consts_i = MAX_CONST_I;
|
|
for(j = 0; j < MAX_CONST_B; j++) {
|
|
object->contained_vs_consts_b[j] = j;
|
|
}
|
|
object->num_contained_vs_consts_b = MAX_CONST_B;
|
|
for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
|
|
object->contained_ps_consts_f[j] = j;
|
|
}
|
|
object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
|
|
for(j = 0; j < MAX_CONST_I; j++) {
|
|
object->contained_ps_consts_i[j] = j;
|
|
}
|
|
object->num_contained_ps_consts_i = MAX_CONST_I;
|
|
for(j = 0; j < MAX_CONST_B; j++) {
|
|
object->contained_ps_consts_b[j] = j;
|
|
}
|
|
object->num_contained_ps_consts_b = MAX_CONST_B;
|
|
for(i = 0; i < MAX_TEXTURES; i++) {
|
|
for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
|
|
{
|
|
object->contained_tss_states[object->num_contained_tss_states].stage = i;
|
|
object->contained_tss_states[object->num_contained_tss_states].state = j;
|
|
object->num_contained_tss_states++;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
|
for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
|
|
object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].state = j;
|
|
object->num_contained_sampler_states++;
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
if(object->streamSource[i]) {
|
|
IWineD3DBuffer_AddRef(object->streamSource[i]);
|
|
}
|
|
}
|
|
if(object->pIndexData) {
|
|
IWineD3DBuffer_AddRef(object->pIndexData);
|
|
}
|
|
if(object->vertexShader) {
|
|
IWineD3DVertexShader_AddRef(object->vertexShader);
|
|
}
|
|
if(object->pixelShader) {
|
|
IWineD3DPixelShader_AddRef(object->pixelShader);
|
|
}
|
|
|
|
} else if (Type == WINED3DSBT_PIXELSTATE) {
|
|
|
|
TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
|
|
|
object->changed.pixelShader = TRUE;
|
|
|
|
/* Pixel Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
|
object->contained_ps_consts_f[i] = i;
|
|
object->changed.pixelShaderConstantsF[i] = TRUE;
|
|
}
|
|
object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
|
|
for (i = 0; i < MAX_CONST_B; ++i) {
|
|
object->contained_ps_consts_b[i] = i;
|
|
object->changed.pixelShaderConstantsB |= (1 << i);
|
|
}
|
|
object->num_contained_ps_consts_b = MAX_CONST_B;
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
object->contained_ps_consts_i[i] = i;
|
|
object->changed.pixelShaderConstantsI |= (1 << i);
|
|
}
|
|
object->num_contained_ps_consts_i = MAX_CONST_I;
|
|
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
DWORD rs = SavedPixelStates_R[i];
|
|
object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
|
|
object->contained_render_states[i] = rs;
|
|
}
|
|
object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
|
|
for (j = 0; j < MAX_TEXTURES; j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
|
DWORD state = SavedPixelStates_T[i];
|
|
object->changed.textureState[j] |= 1 << state;
|
|
object->contained_tss_states[object->num_contained_tss_states].stage = j;
|
|
object->contained_tss_states[object->num_contained_tss_states].state = state;
|
|
object->num_contained_tss_states++;
|
|
}
|
|
}
|
|
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
|
|
for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
|
|
DWORD state = SavedPixelStates_S[i];
|
|
object->changed.samplerState[j] |= 1 << state;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].state = state;
|
|
object->num_contained_sampler_states++;
|
|
}
|
|
}
|
|
if(object->pixelShader) {
|
|
IWineD3DPixelShader_AddRef(object->pixelShader);
|
|
}
|
|
|
|
/* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
|
|
* on them. This makes releasing the buffer easier
|
|
*/
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
object->streamSource[i] = NULL;
|
|
}
|
|
object->pIndexData = NULL;
|
|
object->vertexShader = NULL;
|
|
|
|
} else if (Type == WINED3DSBT_VERTEXSTATE) {
|
|
|
|
TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
|
|
|
object->changed.vertexShader = TRUE;
|
|
|
|
/* Vertex Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
|
object->changed.vertexShaderConstantsF[i] = TRUE;
|
|
object->contained_vs_consts_f[i] = i;
|
|
}
|
|
object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
|
|
for (i = 0; i < MAX_CONST_B; ++i) {
|
|
object->contained_vs_consts_b[i] = i;
|
|
object->changed.vertexShaderConstantsB |= (1 << i);
|
|
}
|
|
object->num_contained_vs_consts_b = MAX_CONST_B;
|
|
for (i = 0; i < MAX_CONST_I; ++i) {
|
|
object->contained_vs_consts_i[i] = i;
|
|
object->changed.vertexShaderConstantsI |= (1 << i);
|
|
}
|
|
object->num_contained_vs_consts_i = MAX_CONST_I;
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
DWORD rs = SavedVertexStates_R[i];
|
|
object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
|
|
object->contained_render_states[i] = rs;
|
|
}
|
|
object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
|
|
for (j = 0; j < MAX_TEXTURES; j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
|
DWORD state = SavedVertexStates_T[i];
|
|
object->changed.textureState[j] |= 1 << state;
|
|
object->contained_tss_states[object->num_contained_tss_states].stage = j;
|
|
object->contained_tss_states[object->num_contained_tss_states].state = state;
|
|
object->num_contained_tss_states++;
|
|
}
|
|
}
|
|
for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
|
for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
|
|
DWORD state = SavedVertexStates_S[i];
|
|
object->changed.samplerState[j] |= 1 << state;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].state = state;
|
|
object->num_contained_sampler_states++;
|
|
}
|
|
}
|
|
|
|
for(j = 0; j < LIGHTMAP_SIZE; j++) {
|
|
struct list *e;
|
|
LIST_FOR_EACH(e, &object->lightMap[j]) {
|
|
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
light->changed = TRUE;
|
|
light->enabledChanged = TRUE;
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < MAX_STREAMS; i++) {
|
|
if(object->streamSource[i]) {
|
|
IWineD3DBuffer_AddRef(object->streamSource[i]);
|
|
}
|
|
}
|
|
if(object->vertexShader) {
|
|
IWineD3DVertexShader_AddRef(object->vertexShader);
|
|
}
|
|
object->pIndexData = NULL;
|
|
object->pixelShader = NULL;
|
|
} else {
|
|
FIXME("Unrecognized state block type %d\n", Type);
|
|
}
|
|
|
|
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
|
|
WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,
|
|
DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
|
|
WINED3DSURFTYPE Impl, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) Create surface\n",This);
|
|
|
|
if (Impl == SURFACE_OPENGL && !This->adapter)
|
|
{
|
|
ERR("OpenGL surfaces are not available without OpenGL.\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate surface memory.\n");
|
|
*ppSurface = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
|
|
Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize surface, returning %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
*ppSurface = NULL;
|
|
return hr;
|
|
}
|
|
|
|
TRACE("(%p) : Created surface %p\n", This, object);
|
|
|
|
*ppSurface = (IWineD3DSurface *)object;
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
|
|
IWineD3DResource *resource, IUnknown *parent, IWineD3DRendertargetView **rendertarget_view)
|
|
{
|
|
struct wined3d_rendertarget_view *object;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
object->vtbl = &wined3d_rendertarget_view_vtbl;
|
|
object->refcount = 1;
|
|
IWineD3DResource_AddRef(resource);
|
|
object->resource = resource;
|
|
object->parent = parent;
|
|
|
|
*rendertarget_view = (IWineD3DRendertargetView *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
|
|
UINT Width, UINT Height, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DTexture **ppTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DTextureImpl *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
|
|
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
|
|
Format, debug_d3dformat(Format), Pool, ppTexture, parent);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppTexture = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize texture, returning %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
*ppTexture = NULL;
|
|
return hr;
|
|
}
|
|
|
|
*ppTexture = (IWineD3DTexture *)object;
|
|
|
|
TRACE("(%p) : Created texture %p\n", This, object);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
|
|
UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVolumeTextureImpl *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppVolumeTexture = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize volumetexture, returning %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
*ppVolumeTexture = NULL;
|
|
return hr;
|
|
}
|
|
|
|
TRACE("(%p) : Created volume texture %p.\n", This, object);
|
|
*ppVolumeTexture = (IWineD3DVolumeTexture *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface, UINT Width, UINT Height,
|
|
UINT Depth, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DVolume **ppVolume,
|
|
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVolumeImpl *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppVolume = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = volume_init(object, This, Width, Height, Depth, Usage, Format, Pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize volume, returning %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("(%p) : Created volume %p.\n", This, object);
|
|
*ppVolume = (IWineD3DVolume *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength, UINT Levels,
|
|
DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture,
|
|
IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
|
HRESULT hr;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppCubeTexture = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize cubetexture, returning %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
*ppCubeTexture = NULL;
|
|
return hr;
|
|
}
|
|
|
|
TRACE("(%p) : Created Cube Texture %p\n", This, object);
|
|
*ppCubeTexture = (IWineD3DCubeTexture *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static 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 */
|
|
HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
|
const IWineD3DQueryVtbl *vtable;
|
|
|
|
/* Just a check to see if we support this type of query */
|
|
switch(Type) {
|
|
case WINED3DQUERYTYPE_OCCLUSION:
|
|
TRACE("(%p) occlusion query\n", This);
|
|
if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
|
|
hr = WINED3D_OK;
|
|
else
|
|
WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
|
|
|
|
vtable = &IWineD3DOcclusionQuery_Vtbl;
|
|
break;
|
|
|
|
case WINED3DQUERYTYPE_EVENT:
|
|
if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
|
|
/* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
|
|
* Pretend to support it, faking this query does not do much harm except potentially lowering performance
|
|
*/
|
|
FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
|
|
}
|
|
vtable = &IWineD3DEventQuery_Vtbl;
|
|
hr = WINED3D_OK;
|
|
break;
|
|
|
|
case WINED3DQUERYTYPE_VCACHE:
|
|
case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
|
case WINED3DQUERYTYPE_VERTEXSTATS:
|
|
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:
|
|
default:
|
|
/* Use the base Query vtable until we have a special one for each query */
|
|
vtable = &IWineD3DQuery_Vtbl;
|
|
FIXME("(%p) Unhandled query type %d\n", This, Type);
|
|
}
|
|
if(NULL == ppQuery || hr != WINED3D_OK) {
|
|
return hr;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if(!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppQuery = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = vtable;
|
|
object->type = Type;
|
|
object->state = QUERY_CREATED;
|
|
object->wineD3DDevice = This;
|
|
object->parent = parent;
|
|
object->ref = 1;
|
|
|
|
*ppQuery = (IWineD3DQuery *)object;
|
|
|
|
/* allocated the 'extended' data based on the type of query requested */
|
|
switch(Type){
|
|
case WINED3DQUERYTYPE_OCCLUSION:
|
|
object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
|
|
((struct wined3d_occlusion_query *)object->extendedData)->context = NULL;
|
|
break;
|
|
|
|
case WINED3DQUERYTYPE_EVENT:
|
|
object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_event_query));
|
|
((struct wined3d_event_query *)object->extendedData)->context = NULL;
|
|
break;
|
|
|
|
case WINED3DQUERYTYPE_VCACHE:
|
|
case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
|
case WINED3DQUERYTYPE_VERTEXSTATS:
|
|
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:
|
|
default:
|
|
object->extendedData = 0;
|
|
FIXME("(%p) Unhandled query type %d\n",This , Type);
|
|
}
|
|
TRACE("(%p) : Created Query %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DDeviceImpl_SetupFullscreenWindow
|
|
*
|
|
* Helper function that modifies a HWND's Style and ExStyle for proper
|
|
* fullscreen use.
|
|
*
|
|
* Params:
|
|
* iface: Pointer to the IWineD3DDevice interface
|
|
* window: Window to setup
|
|
*
|
|
*****************************************************************************/
|
|
static LONG fullscreen_style(LONG orig_style) {
|
|
LONG style = orig_style;
|
|
style &= ~WS_CAPTION;
|
|
style &= ~WS_THICKFRAME;
|
|
|
|
/* Make sure the window is managed, otherwise we won't get keyboard input */
|
|
style |= WS_POPUP | WS_SYSMENU;
|
|
|
|
return style;
|
|
}
|
|
|
|
static LONG fullscreen_exStyle(LONG orig_exStyle) {
|
|
LONG exStyle = orig_exStyle;
|
|
|
|
/* Filter out window decorations */
|
|
exStyle &= ~WS_EX_WINDOWEDGE;
|
|
exStyle &= ~WS_EX_CLIENTEDGE;
|
|
|
|
return exStyle;
|
|
}
|
|
|
|
static void IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
LONG style, exStyle;
|
|
/* Don't do anything if an original style is stored.
|
|
* That shouldn't happen
|
|
*/
|
|
TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
|
|
if (This->style || This->exStyle) {
|
|
ERR("(%p): Want to change the window parameters of HWND %p, but "
|
|
"another style is stored for restoration afterwards\n", This, window);
|
|
}
|
|
|
|
/* Get the parameters and save them */
|
|
style = GetWindowLongW(window, GWL_STYLE);
|
|
exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
|
This->style = style;
|
|
This->exStyle = exStyle;
|
|
|
|
style = fullscreen_style(style);
|
|
exStyle = fullscreen_exStyle(exStyle);
|
|
|
|
TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
|
|
This->style, This->exStyle, style, exStyle);
|
|
|
|
SetWindowLongW(window, GWL_STYLE, style);
|
|
SetWindowLongW(window, GWL_EXSTYLE, exStyle);
|
|
|
|
/* Inform the window about the update. */
|
|
SetWindowPos(window, HWND_TOP, 0, 0,
|
|
w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW);
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* IWineD3DDeviceImpl_RestoreWindow
|
|
*
|
|
* Helper function that restores a windows' properties when taking it out
|
|
* of fullscreen mode
|
|
*
|
|
* Params:
|
|
* iface: Pointer to the IWineD3DDevice interface
|
|
* window: Window to setup
|
|
*
|
|
*****************************************************************************/
|
|
static void IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
LONG style, exStyle;
|
|
|
|
/* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
|
|
* switch, do nothing
|
|
*/
|
|
if (!This->style && !This->exStyle) return;
|
|
|
|
TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
|
|
This, window, This->style, This->exStyle);
|
|
|
|
style = GetWindowLongW(window, GWL_STYLE);
|
|
exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
|
|
|
/* Only restore the style if the application didn't modify it during the fullscreen phase.
|
|
* Some applications change it before calling Reset() when switching between windowed and
|
|
* fullscreen modes(HL2), some depend on the original style(Eve Online)
|
|
*/
|
|
if(style == fullscreen_style(This->style) &&
|
|
exStyle == fullscreen_style(This->exStyle)) {
|
|
SetWindowLongW(window, GWL_STYLE, This->style);
|
|
SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
|
|
}
|
|
|
|
/* Delete the old values */
|
|
This->style = 0;
|
|
This->exStyle = 0;
|
|
|
|
/* Inform the window about the update */
|
|
SetWindowPos(window, 0 /* InsertAfter, ignored */,
|
|
0, 0, 0, 0, /* Pos, Size, ignored */
|
|
SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
|
|
}
|
|
|
|
/* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
|
|
WINED3DPRESENT_PARAMETERS *pPresentationParameters, IWineD3DSwapChain **ppSwapChain,
|
|
IUnknown *parent, WINED3DSURFTYPE surface_type)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
HDC hDc;
|
|
IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
|
HRESULT hr;
|
|
BOOL displaymode_set = FALSE;
|
|
WINED3DDISPLAYMODE Mode;
|
|
const struct GlPixelFormatDesc *format_desc;
|
|
|
|
TRACE("(%p) : Created Additional Swap Chain\n", This);
|
|
|
|
/** FIXME: Test under windows to find out what the life cycle of a swap chain is,
|
|
* does a device hold a reference to a swap chain giving them a lifetime of the device
|
|
* or does the swap chain notify the device of its destruction.
|
|
*******************************/
|
|
|
|
/* Check the params */
|
|
if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
|
|
ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
|
|
return WINED3DERR_INVALIDCALL;
|
|
} else if (pPresentationParameters->BackBufferCount > 1) {
|
|
FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if(!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppSwapChain = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
switch(surface_type) {
|
|
case SURFACE_GDI:
|
|
object->lpVtbl = &IWineGDISwapChain_Vtbl;
|
|
break;
|
|
case SURFACE_OPENGL:
|
|
object->lpVtbl = &IWineD3DSwapChain_Vtbl;
|
|
break;
|
|
case SURFACE_UNKNOWN:
|
|
FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain\n");
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
object->wineD3DDevice = This;
|
|
object->parent = parent;
|
|
object->ref = 1;
|
|
|
|
*ppSwapChain = (IWineD3DSwapChain *)object;
|
|
|
|
/*********************
|
|
* Lookup the window Handle and the relating X window handle
|
|
********************/
|
|
|
|
/* Setup hwnd we are using, plus which display this equates to */
|
|
object->win_handle = pPresentationParameters->hDeviceWindow;
|
|
if (!object->win_handle) {
|
|
object->win_handle = This->createParms.hFocusWindow;
|
|
}
|
|
if(!pPresentationParameters->Windowed && object->win_handle) {
|
|
IWineD3DDeviceImpl_SetupFullscreenWindow(iface, object->win_handle,
|
|
pPresentationParameters->BackBufferWidth,
|
|
pPresentationParameters->BackBufferHeight);
|
|
}
|
|
|
|
hDc = GetDC(object->win_handle);
|
|
TRACE("Using hDc %p\n", hDc);
|
|
|
|
if (NULL == hDc) {
|
|
WARN("Failed to get a HDc for Window %p\n", object->win_handle);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
/* Get info on the current display setup */
|
|
IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
|
|
object->orig_width = Mode.Width;
|
|
object->orig_height = Mode.Height;
|
|
object->orig_fmt = Mode.Format;
|
|
format_desc = getFormatDescEntry(Mode.Format, &GLINFO_LOCATION);
|
|
|
|
if (pPresentationParameters->Windowed &&
|
|
((pPresentationParameters->BackBufferWidth == 0) ||
|
|
(pPresentationParameters->BackBufferHeight == 0) ||
|
|
(pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
|
|
|
|
RECT Rect;
|
|
GetClientRect(object->win_handle, &Rect);
|
|
|
|
if (pPresentationParameters->BackBufferWidth == 0) {
|
|
pPresentationParameters->BackBufferWidth = Rect.right;
|
|
TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
|
|
}
|
|
if (pPresentationParameters->BackBufferHeight == 0) {
|
|
pPresentationParameters->BackBufferHeight = Rect.bottom;
|
|
TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
|
|
}
|
|
if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
|
|
pPresentationParameters->BackBufferFormat = object->orig_fmt;
|
|
TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
|
|
}
|
|
}
|
|
|
|
/* Put the correct figures in the presentation parameters */
|
|
TRACE("Copying across presentation parameters\n");
|
|
object->presentParms = *pPresentationParameters;
|
|
|
|
TRACE("calling rendertarget CB\n");
|
|
hr = IWineD3DDeviceParent_CreateRenderTarget(This->device_parent, parent,
|
|
object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
|
object->presentParms.BackBufferFormat, object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->frontBuffer);
|
|
if (SUCCEEDED(hr)) {
|
|
IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
|
|
((IWineD3DSurfaceImpl *)object->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
|
if(surface_type == SURFACE_OPENGL) {
|
|
IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
} else {
|
|
ERR("Failed to create the front buffer\n");
|
|
goto error;
|
|
}
|
|
|
|
/*********************
|
|
* Windowed / Fullscreen
|
|
*******************/
|
|
|
|
/**
|
|
* TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
|
|
* so we should really check to see if there is a fullscreen swapchain already
|
|
* I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
|
|
**************************************/
|
|
|
|
if (!pPresentationParameters->Windowed) {
|
|
WINED3DDISPLAYMODE mode;
|
|
|
|
|
|
/* Change the display settings */
|
|
mode.Width = pPresentationParameters->BackBufferWidth;
|
|
mode.Height = pPresentationParameters->BackBufferHeight;
|
|
mode.Format = pPresentationParameters->BackBufferFormat;
|
|
mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
|
|
|
|
IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
|
displaymode_set = TRUE;
|
|
}
|
|
|
|
/**
|
|
* Create an opengl context for the display visual
|
|
* NOTE: the visual is chosen as the window is created and the glcontext cannot
|
|
* use different properties after that point in time. FIXME: How to handle when requested format
|
|
* doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
|
|
* it chooses is identical to the one already being used!
|
|
**********************************/
|
|
/** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
|
|
|
|
object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
|
|
if(!object->context) {
|
|
ERR("Failed to create the context array\n");
|
|
hr = E_OUTOFMEMORY;
|
|
goto error;
|
|
}
|
|
object->num_contexts = 1;
|
|
|
|
if(surface_type == SURFACE_OPENGL) {
|
|
object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
|
|
if (!object->context[0]) {
|
|
ERR("Failed to create a new context\n");
|
|
hr = WINED3DERR_NOTAVAILABLE;
|
|
goto error;
|
|
} else {
|
|
TRACE("Context created (HWND=%p, glContext=%p)\n",
|
|
object->win_handle, object->context[0]->glCtx);
|
|
}
|
|
}
|
|
|
|
/*********************
|
|
* Create the back, front and stencil buffers
|
|
*******************/
|
|
if(object->presentParms.BackBufferCount > 0) {
|
|
UINT i;
|
|
|
|
object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
|
|
if(!object->backBuffer) {
|
|
ERR("Out of memory\n");
|
|
hr = E_OUTOFMEMORY;
|
|
goto error;
|
|
}
|
|
|
|
for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
|
TRACE("calling rendertarget CB\n");
|
|
hr = IWineD3DDeviceParent_CreateRenderTarget(This->device_parent, parent,
|
|
object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
|
object->presentParms.BackBufferFormat, object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->backBuffer[i]);
|
|
if(SUCCEEDED(hr)) {
|
|
IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
|
|
((IWineD3DSurfaceImpl *)object->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
|
|
} else {
|
|
ERR("Cannot create new back buffer\n");
|
|
goto error;
|
|
}
|
|
if(surface_type == SURFACE_OPENGL) {
|
|
ENTER_GL();
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
} else {
|
|
object->backBuffer = NULL;
|
|
|
|
/* Single buffering - draw to front buffer */
|
|
if(surface_type == SURFACE_OPENGL) {
|
|
ENTER_GL();
|
|
glDrawBuffer(GL_FRONT);
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
/* Under directX swapchains share the depth stencil, so only create one depth-stencil */
|
|
if (pPresentationParameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL) {
|
|
TRACE("Creating depth stencil buffer\n");
|
|
if (This->auto_depth_stencil_buffer == NULL ) {
|
|
hr = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent, parent,
|
|
object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
|
object->presentParms.AutoDepthStencilFormat, object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
|
|
&This->auto_depth_stencil_buffer);
|
|
if (SUCCEEDED(hr)) {
|
|
IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
|
|
} else {
|
|
ERR("Failed to create the auto depth stencil\n");
|
|
goto error;
|
|
}
|
|
}
|
|
}
|
|
|
|
IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *) object, &object->orig_gamma);
|
|
|
|
TRACE("Created swapchain %p\n", object);
|
|
TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, pPresentationParameters->EnableAutoDepthStencil);
|
|
return WINED3D_OK;
|
|
|
|
error:
|
|
if (displaymode_set) {
|
|
DEVMODEW devmode;
|
|
RECT clip_rc;
|
|
|
|
SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
|
|
ClipCursor(NULL);
|
|
|
|
/* Change the display settings */
|
|
memset(&devmode, 0, sizeof(devmode));
|
|
devmode.dmSize = sizeof(devmode);
|
|
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
|
devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
|
devmode.dmPelsWidth = object->orig_width;
|
|
devmode.dmPelsHeight = object->orig_height;
|
|
ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
|
}
|
|
|
|
if (object->backBuffer) {
|
|
UINT i;
|
|
for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
|
if (object->backBuffer[i]) IWineD3DSurface_Release(object->backBuffer[i]);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, object->backBuffer);
|
|
object->backBuffer = NULL;
|
|
}
|
|
if(object->context && object->context[0])
|
|
DestroyContext(This, object->context[0]);
|
|
if (object->frontBuffer) IWineD3DSurface_Release(object->frontBuffer);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
/** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
|
|
static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
return This->NumberOfSwapChains;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : swapchain %d\n", This, iSwapChain);
|
|
|
|
if(iSwapChain < This->NumberOfSwapChains) {
|
|
*pSwapChain = This->swapchains[iSwapChain];
|
|
IWineD3DSwapChain_AddRef(*pSwapChain);
|
|
TRACE("(%p) returning %p\n", This, *pSwapChain);
|
|
return WINED3D_OK;
|
|
} else {
|
|
TRACE("Swapchain out of range\n");
|
|
*pSwapChain = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
|
|
IWineD3DVertexDeclaration **declaration, IUnknown *parent, const struct wined3d_parent_ops *parent_ops,
|
|
const WINED3DVERTEXELEMENT *elements, UINT element_count)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexDeclarationImpl *object = NULL;
|
|
HRESULT hr;
|
|
|
|
TRACE("iface %p, declaration %p, parent %p, elements %p, element_count %u.\n",
|
|
iface, declaration, parent, elements, element_count);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if(!object)
|
|
{
|
|
ERR("Failed to allocate vertex declaration memory.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
hr = vertexdeclaration_init(object, This, elements, element_count, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created verrtex declaration %p.\n", object);
|
|
*declaration = (IWineD3DVertexDeclaration *)object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
|
|
DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
|
|
|
|
unsigned int idx, idx2;
|
|
unsigned int offset;
|
|
BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
|
|
BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
|
|
BOOL has_blend_idx = has_blend &&
|
|
(((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
|
|
(fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
|
|
(fvf & WINED3DFVF_LASTBETA_UBYTE4));
|
|
BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
|
|
BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
|
|
BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
|
|
BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
|
|
|
|
DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
|
|
WINED3DVERTEXELEMENT *elements = NULL;
|
|
|
|
unsigned int size;
|
|
DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
|
|
if (has_blend_idx) num_blends--;
|
|
|
|
/* Compute declaration size */
|
|
size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
|
|
has_psize + has_diffuse + has_specular + num_textures;
|
|
|
|
/* convert the declaration */
|
|
elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
|
|
if (!elements) return ~0U;
|
|
|
|
idx = 0;
|
|
if (has_pos) {
|
|
if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
|
|
elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_POSITIONT;
|
|
}
|
|
else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW) {
|
|
elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
|
}
|
|
else {
|
|
elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
|
}
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_blend && (num_blends > 0)) {
|
|
if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
|
|
elements[idx].format = WINED3DFMT_A8R8G8B8;
|
|
else {
|
|
switch(num_blends) {
|
|
case 1: elements[idx].format = WINED3DFMT_R32_FLOAT; break;
|
|
case 2: elements[idx].format = WINED3DFMT_R32G32_FLOAT; break;
|
|
case 3: elements[idx].format = WINED3DFMT_R32G32B32_FLOAT; break;
|
|
case 4: elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
|
|
default:
|
|
ERR("Unexpected amount of blend values: %u\n", num_blends);
|
|
}
|
|
}
|
|
elements[idx].usage = WINED3DDECLUSAGE_BLENDWEIGHT;
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_blend_idx) {
|
|
if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
|
|
(((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
|
|
elements[idx].format = WINED3DFMT_R8G8B8A8_UINT;
|
|
else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
|
|
elements[idx].format = WINED3DFMT_A8R8G8B8;
|
|
else
|
|
elements[idx].format = WINED3DFMT_R32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_BLENDINDICES;
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_normal) {
|
|
elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_NORMAL;
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_psize) {
|
|
elements[idx].format = WINED3DFMT_R32_FLOAT;
|
|
elements[idx].usage = WINED3DDECLUSAGE_PSIZE;
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_diffuse) {
|
|
elements[idx].format = WINED3DFMT_A8R8G8B8;
|
|
elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
|
elements[idx].usage_idx = 0;
|
|
idx++;
|
|
}
|
|
if (has_specular) {
|
|
elements[idx].format = WINED3DFMT_A8R8G8B8;
|
|
elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
|
elements[idx].usage_idx = 1;
|
|
idx++;
|
|
}
|
|
for (idx2 = 0; idx2 < num_textures; idx2++) {
|
|
unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
|
|
switch (numcoords) {
|
|
case WINED3DFVF_TEXTUREFORMAT1:
|
|
elements[idx].format = WINED3DFMT_R32_FLOAT;
|
|
break;
|
|
case WINED3DFVF_TEXTUREFORMAT2:
|
|
elements[idx].format = WINED3DFMT_R32G32_FLOAT;
|
|
break;
|
|
case WINED3DFVF_TEXTUREFORMAT3:
|
|
elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
|
break;
|
|
case WINED3DFVF_TEXTUREFORMAT4:
|
|
elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
|
break;
|
|
}
|
|
elements[idx].usage = WINED3DDECLUSAGE_TEXCOORD;
|
|
elements[idx].usage_idx = idx2;
|
|
idx++;
|
|
}
|
|
|
|
/* Now compute offsets, and initialize the rest of the fields */
|
|
for (idx = 0, offset = 0; idx < size; ++idx)
|
|
{
|
|
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(elements[idx].format, &This->adapter->gl_info);
|
|
elements[idx].input_slot = 0;
|
|
elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
|
|
elements[idx].offset = offset;
|
|
offset += format_desc->component_count * format_desc->component_size;
|
|
}
|
|
|
|
*ppVertexElements = elements;
|
|
return size;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
|
|
IWineD3DVertexDeclaration **declaration, IUnknown *parent,
|
|
const struct wined3d_parent_ops *parent_ops, DWORD fvf)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
WINED3DVERTEXELEMENT *elements;
|
|
unsigned int size;
|
|
DWORD hr;
|
|
|
|
TRACE("iface %p, declaration %p, parent %p, fvf %#x.\n", iface, declaration, parent, fvf);
|
|
|
|
size = ConvertFvfToDeclaration(This, fvf, &elements);
|
|
if (size == ~0U) return E_OUTOFMEMORY;
|
|
|
|
hr = IWineD3DDevice_CreateVertexDeclaration(iface, declaration, parent, parent_ops, elements, size);
|
|
HeapFree(GetProcessHeap(), 0, elements);
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
|
|
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
|
IWineD3DVertexShader **ppVertexShader, IUnknown *parent)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
|
|
HRESULT hr = WINED3D_OK;
|
|
|
|
if (!pFunction) return WINED3DERR_INVALIDCALL;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppVertexShader = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DVertexShader_Vtbl;
|
|
object->parent = parent;
|
|
shader_init(&object->baseShader, iface);
|
|
list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
|
|
*ppVertexShader = (IWineD3DVertexShader *)object;
|
|
|
|
TRACE("(%p) : Created vertex shader %p\n", This, *ppVertexShader);
|
|
|
|
hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction, output_signature);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
|
|
IWineD3DVertexShader_Release(*ppVertexShader);
|
|
*ppVertexShader = NULL;
|
|
return hr;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
|
|
const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
|
IWineD3DPixelShader **ppPixelShader, IUnknown *parent)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
|
|
HRESULT hr = WINED3D_OK;
|
|
|
|
if (!pFunction) return WINED3DERR_INVALIDCALL;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*ppPixelShader = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DPixelShader_Vtbl;
|
|
object->parent = parent;
|
|
shader_init(&object->baseShader, iface);
|
|
list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
|
|
*ppPixelShader = (IWineD3DPixelShader *)object;
|
|
|
|
TRACE("(%p) : Created pixel shader %p\n", This, *ppPixelShader);
|
|
|
|
hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction, output_signature);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
|
|
IWineD3DPixelShader_Release(*ppPixelShader);
|
|
*ppPixelShader = NULL;
|
|
return hr;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
|
|
const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DPaletteImpl *object;
|
|
HRESULT hr;
|
|
TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
|
|
|
|
/* Create the new object */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
|
|
if(!object) {
|
|
ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DPalette_Vtbl;
|
|
object->ref = 1;
|
|
object->Flags = Flags;
|
|
object->parent = Parent;
|
|
object->wineD3DDevice = This;
|
|
object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
|
|
object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
|
|
|
|
if(!object->hpal) {
|
|
HeapFree( GetProcessHeap(), 0, object);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
|
|
if(FAILED(hr)) {
|
|
IWineD3DPalette_Release((IWineD3DPalette *) object);
|
|
return hr;
|
|
}
|
|
|
|
*Palette = (IWineD3DPalette *) object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
|
|
HBITMAP hbm;
|
|
BITMAP bm;
|
|
HRESULT hr;
|
|
HDC dcb = NULL, dcs = NULL;
|
|
WINEDDCOLORKEY colorkey;
|
|
|
|
hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
|
|
if(hbm)
|
|
{
|
|
GetObjectA(hbm, sizeof(BITMAP), &bm);
|
|
dcb = CreateCompatibleDC(NULL);
|
|
if(!dcb) goto out;
|
|
SelectObject(dcb, hbm);
|
|
}
|
|
else
|
|
{
|
|
/* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
|
|
* couldn't be loaded
|
|
*/
|
|
memset(&bm, 0, sizeof(bm));
|
|
bm.bmWidth = 32;
|
|
bm.bmHeight = 32;
|
|
}
|
|
|
|
hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5, TRUE,
|
|
FALSE, 0, &This->logo_surface, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL,
|
|
NULL, &wined3d_null_parent_ops);
|
|
if(FAILED(hr)) {
|
|
ERR("Wine logo requested, but failed to create surface\n");
|
|
goto out;
|
|
}
|
|
|
|
if(dcb) {
|
|
hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
|
|
if(FAILED(hr)) goto out;
|
|
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
|
|
IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
|
|
|
|
colorkey.dwColorSpaceLowValue = 0;
|
|
colorkey.dwColorSpaceHighValue = 0;
|
|
IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
|
|
} else {
|
|
/* Fill the surface with a white color to show that wined3d is there */
|
|
IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
|
|
}
|
|
|
|
out:
|
|
if(dcb) {
|
|
DeleteDC(dcb);
|
|
}
|
|
if(hbm) {
|
|
DeleteObject(hbm);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void create_dummy_textures(IWineD3DDeviceImpl *This) {
|
|
unsigned int i;
|
|
/* Under DirectX you can have texture stage operations even if no texture is
|
|
bound, whereas opengl will only do texture operations when a valid texture is
|
|
bound. We emulate this by creating dummy textures and binding them to each
|
|
texture stage, but disable all stages by default. Hence if a stage is enabled
|
|
then the default texture will kick in until replaced by a SetTexture call */
|
|
ENTER_GL();
|
|
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
/* The dummy texture does not have client storage backing */
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
|
}
|
|
for (i = 0; i < GL_LIMITS(textures); i++) {
|
|
GLubyte white = 255;
|
|
|
|
/* Make appropriate texture active */
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
|
|
/* Generate an opengl texture name */
|
|
glGenTextures(1, &This->dummyTextureName[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
|
|
|
|
/* Generate a dummy 2d texture (not using 1d because they cause many
|
|
* DRI drivers fall back to sw) */
|
|
glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
|
checkGLcall("glTexImage2D");
|
|
}
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
/* Reenable because if supported it is enabled by default */
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
|
|
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
HRESULT hr;
|
|
DWORD state;
|
|
unsigned int i;
|
|
|
|
TRACE("(%p)->(%p)\n", This, pPresentationParameters);
|
|
|
|
if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
|
if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
|
|
|
|
/* TODO: Test if OpenGL is compiled in and loaded */
|
|
|
|
TRACE("(%p) : Creating stateblock\n", This);
|
|
/* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
|
|
hr = IWineD3DDevice_CreateStateBlock(iface,
|
|
WINED3DSBT_INIT,
|
|
(IWineD3DStateBlock **)&This->stateBlock,
|
|
NULL);
|
|
if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
|
|
WARN("Failed to create stateblock\n");
|
|
goto err_out;
|
|
}
|
|
TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
|
|
This->updateStateBlock = This->stateBlock;
|
|
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
|
|
|
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
|
|
This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
|
|
|
|
This->NumberOfPalettes = 1;
|
|
This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
|
|
if(!This->palettes || !This->render_targets || !This->draw_buffers) {
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
|
if(!This->palettes[0]) {
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
for (i = 0; i < 256; ++i) {
|
|
This->palettes[0][i].peRed = 0xFF;
|
|
This->palettes[0][i].peGreen = 0xFF;
|
|
This->palettes[0][i].peBlue = 0xFF;
|
|
This->palettes[0][i].peFlags = 0xFF;
|
|
}
|
|
This->currentPalette = 0;
|
|
|
|
/* Initialize the texture unit mapping to a 1:1 mapping */
|
|
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
|
|
if (state < GL_LIMITS(fragment_samplers)) {
|
|
This->texUnitMap[state] = state;
|
|
This->rev_tex_unit_map[state] = state;
|
|
} else {
|
|
This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
|
|
This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
|
|
}
|
|
}
|
|
|
|
/* Setup the implicit swapchain. This also initializes a context. */
|
|
TRACE("Creating implicit swapchain\n");
|
|
hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
|
pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create implicit swapchain\n");
|
|
goto err_out;
|
|
}
|
|
|
|
This->NumberOfSwapChains = 1;
|
|
This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
|
if(!This->swapchains) {
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
|
|
|
if(swapchain->backBuffer && swapchain->backBuffer[0]) {
|
|
TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
|
|
This->render_targets[0] = swapchain->backBuffer[0];
|
|
}
|
|
else {
|
|
TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
|
|
This->render_targets[0] = swapchain->frontBuffer;
|
|
}
|
|
IWineD3DSurface_AddRef(This->render_targets[0]);
|
|
|
|
/* Depth Stencil support */
|
|
This->stencilBufferTarget = This->auto_depth_stencil_buffer;
|
|
if (NULL != This->stencilBufferTarget) {
|
|
IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
|
}
|
|
|
|
hr = This->shader_backend->shader_alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
TRACE("Shader private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
hr = This->frag_pipe->alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
TRACE("Fragment pipeline private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
hr = This->blitter->alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
TRACE("Blitter private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
|
|
/* Set up some starting GL setup */
|
|
|
|
/* Setup all the devices defaults */
|
|
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
|
|
create_dummy_textures(This);
|
|
|
|
ENTER_GL();
|
|
|
|
/* Initialize the current view state */
|
|
This->view_ident = 1;
|
|
This->contexts[0]->last_was_rhw = 0;
|
|
glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
|
|
checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
|
|
|
|
switch(wined3d_settings.offscreen_rendering_mode) {
|
|
case ORM_FBO:
|
|
case ORM_PBUFFER:
|
|
This->offscreenBuffer = GL_BACK;
|
|
break;
|
|
|
|
case ORM_BACKBUFFER:
|
|
{
|
|
if (context_get_current()->aux_buffers > 0)
|
|
{
|
|
TRACE("Using auxilliary buffer for offscreen rendering\n");
|
|
This->offscreenBuffer = GL_AUX0;
|
|
} else {
|
|
TRACE("Using back buffer for offscreen rendering\n");
|
|
This->offscreenBuffer = GL_BACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
|
|
LEAVE_GL();
|
|
|
|
/* Clear the screen */
|
|
IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
|
|
WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
|
|
0x00, 1.0f, 0);
|
|
|
|
This->d3d_initialized = TRUE;
|
|
|
|
if(wined3d_settings.logo) {
|
|
IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
|
|
}
|
|
This->highest_dirty_ps_const = 0;
|
|
This->highest_dirty_vs_const = 0;
|
|
return WINED3D_OK;
|
|
|
|
err_out:
|
|
HeapFree(GetProcessHeap(), 0, This->render_targets);
|
|
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
|
HeapFree(GetProcessHeap(), 0, This->swapchains);
|
|
This->NumberOfSwapChains = 0;
|
|
if(This->palettes) {
|
|
HeapFree(GetProcessHeap(), 0, This->palettes[0]);
|
|
HeapFree(GetProcessHeap(), 0, This->palettes);
|
|
}
|
|
This->NumberOfPalettes = 0;
|
|
if(swapchain) {
|
|
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
|
|
}
|
|
if(This->stateBlock) {
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
|
|
This->stateBlock = NULL;
|
|
}
|
|
if (This->blit_priv) {
|
|
This->blitter->free_private(iface);
|
|
}
|
|
if (This->fragment_priv) {
|
|
This->frag_pipe->free_private(iface);
|
|
}
|
|
if (This->shader_priv) {
|
|
This->shader_backend->shader_free_private(iface);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
|
|
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
HRESULT hr;
|
|
|
|
/* Setup the implicit swapchain */
|
|
TRACE("Creating implicit swapchain\n");
|
|
hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
|
pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create implicit swapchain\n");
|
|
goto err_out;
|
|
}
|
|
|
|
This->NumberOfSwapChains = 1;
|
|
This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
|
if(!This->swapchains) {
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
|
return WINED3D_OK;
|
|
|
|
err_out:
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx)
|
|
{
|
|
IWineD3DResource_UnLoad(resource);
|
|
IWineD3DResource_Release(resource);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
|
|
D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
const struct wined3d_context *context;
|
|
const struct wined3d_gl_info *gl_info;
|
|
int sampler;
|
|
UINT i;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
|
|
|
/* I don't think that the interface guarantees that the device is destroyed from the same thread
|
|
* it was created. Thus make sure a context is active for the glDelete* calls
|
|
*/
|
|
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
gl_info = context->gl_info;
|
|
|
|
if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
|
|
|
|
/* Unload resources */
|
|
IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
|
|
|
|
TRACE("Deleting high order patches\n");
|
|
for(i = 0; i < PATCHMAP_SIZE; i++) {
|
|
struct list *e1, *e2;
|
|
struct WineD3DRectPatch *patch;
|
|
LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
|
|
patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
|
|
IWineD3DDevice_DeletePatch(iface, patch->Handle);
|
|
}
|
|
}
|
|
|
|
/* Delete the palette conversion shader if it is around */
|
|
if(This->paletteConversionShader) {
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
|
|
LEAVE_GL();
|
|
This->paletteConversionShader = 0;
|
|
}
|
|
|
|
/* Delete the pbuffer context if there is any */
|
|
if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
|
|
|
|
/* Delete the mouse cursor texture */
|
|
if(This->cursorTexture) {
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &This->cursorTexture);
|
|
LEAVE_GL();
|
|
This->cursorTexture = 0;
|
|
}
|
|
|
|
for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
|
|
IWineD3DDevice_SetTexture(iface, sampler, NULL);
|
|
}
|
|
for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
|
|
IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
|
|
}
|
|
|
|
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
|
|
* private data, it might contain opengl pointers
|
|
*/
|
|
if(This->depth_blt_texture) {
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &This->depth_blt_texture);
|
|
LEAVE_GL();
|
|
This->depth_blt_texture = 0;
|
|
}
|
|
if (This->depth_blt_rb) {
|
|
ENTER_GL();
|
|
gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
|
|
LEAVE_GL();
|
|
This->depth_blt_rb = 0;
|
|
This->depth_blt_rb_w = 0;
|
|
This->depth_blt_rb_h = 0;
|
|
}
|
|
|
|
/* Release the update stateblock */
|
|
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
|
|
if(This->updateStateBlock != This->stateBlock)
|
|
FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
|
}
|
|
This->updateStateBlock = NULL;
|
|
|
|
{ /* because were not doing proper internal refcounts releasing the primary state block
|
|
causes recursion with the extra checks in ResourceReleased, to avoid this we have
|
|
to set this->stateBlock = NULL; first */
|
|
IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
|
|
This->stateBlock = NULL;
|
|
|
|
/* Release the stateblock */
|
|
if(IWineD3DStateBlock_Release(stateBlock) > 0){
|
|
FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
|
}
|
|
}
|
|
|
|
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
|
|
This->blitter->free_private(iface);
|
|
This->frag_pipe->free_private(iface);
|
|
This->shader_backend->shader_free_private(iface);
|
|
|
|
/* Release the buffers (with sanity checks)*/
|
|
TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
|
|
if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
|
|
if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
|
|
FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
|
|
}
|
|
This->stencilBufferTarget = NULL;
|
|
|
|
TRACE("Releasing the render target at %p\n", This->render_targets[0]);
|
|
if(IWineD3DSurface_Release(This->render_targets[0]) >0){
|
|
/* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
|
|
}
|
|
TRACE("Setting rendertarget to NULL\n");
|
|
This->render_targets[0] = NULL;
|
|
|
|
if (This->auto_depth_stencil_buffer) {
|
|
if (IWineD3DSurface_Release(This->auto_depth_stencil_buffer) > 0)
|
|
{
|
|
FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
|
|
}
|
|
This->auto_depth_stencil_buffer = NULL;
|
|
}
|
|
|
|
for(i=0; i < This->NumberOfSwapChains; i++) {
|
|
TRACE("Releasing the implicit swapchain %d\n", i);
|
|
if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
|
FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
|
}
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->swapchains);
|
|
This->swapchains = NULL;
|
|
This->NumberOfSwapChains = 0;
|
|
|
|
for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
|
|
HeapFree(GetProcessHeap(), 0, This->palettes);
|
|
This->palettes = NULL;
|
|
This->NumberOfPalettes = 0;
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->render_targets);
|
|
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
|
This->render_targets = NULL;
|
|
This->draw_buffers = NULL;
|
|
|
|
This->d3d_initialized = FALSE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
unsigned int i;
|
|
|
|
for(i=0; i < This->NumberOfSwapChains; i++) {
|
|
TRACE("Releasing the implicit swapchain %d\n", i);
|
|
if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
|
FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
|
}
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->swapchains);
|
|
This->swapchains = NULL;
|
|
This->NumberOfSwapChains = 0;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
|
|
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
|
|
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
|
|
*
|
|
* There is no way to deactivate thread safety once it is enabled.
|
|
*/
|
|
static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
|
|
/*For now just store the flag(needed in case of ddraw) */
|
|
This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
|
|
|
|
return;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
|
|
const WINED3DDISPLAYMODE* pMode) {
|
|
DEVMODEW devmode;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
LONG ret;
|
|
const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(pMode->Format, &GLINFO_LOCATION);
|
|
RECT clip_rc;
|
|
|
|
TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
|
|
|
/* Resize the screen even without a window:
|
|
* The app could have unset it with SetCooperativeLevel, but not called
|
|
* RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
|
|
* but we don't have any hwnd
|
|
*/
|
|
|
|
memset(&devmode, 0, sizeof(devmode));
|
|
devmode.dmSize = sizeof(devmode);
|
|
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
|
devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
|
devmode.dmPelsWidth = pMode->Width;
|
|
devmode.dmPelsHeight = pMode->Height;
|
|
|
|
devmode.dmDisplayFrequency = pMode->RefreshRate;
|
|
if (pMode->RefreshRate != 0) {
|
|
devmode.dmFields |= DM_DISPLAYFREQUENCY;
|
|
}
|
|
|
|
/* Only change the mode if necessary */
|
|
if( (This->ddraw_width == pMode->Width) &&
|
|
(This->ddraw_height == pMode->Height) &&
|
|
(This->ddraw_format == pMode->Format) &&
|
|
(pMode->RefreshRate == 0) ) {
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
|
if (ret != DISP_CHANGE_SUCCESSFUL) {
|
|
if(devmode.dmDisplayFrequency != 0) {
|
|
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
|
|
devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
|
|
devmode.dmDisplayFrequency = 0;
|
|
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
|
|
}
|
|
if(ret != DISP_CHANGE_SUCCESSFUL) {
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/* Store the new values */
|
|
This->ddraw_width = pMode->Width;
|
|
This->ddraw_height = pMode->Height;
|
|
This->ddraw_format = pMode->Format;
|
|
|
|
/* And finally clip mouse to our screen */
|
|
SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
|
|
ClipCursor(&clip_rc);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static 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 WINED3D_OK;
|
|
}
|
|
|
|
static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
|
|
(This->adapter->TextureRam/(1024*1024)),
|
|
((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
|
|
/* return simulated texture memory left */
|
|
return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Stream Source
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
|
|
IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBuffer *oldSrc;
|
|
|
|
if (StreamNumber >= MAX_STREAMS) {
|
|
WARN("Stream out of range %d\n", StreamNumber);
|
|
return WINED3DERR_INVALIDCALL;
|
|
} else if(OffsetInBytes & 0x3) {
|
|
WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
oldSrc = This->updateStateBlock->streamSource[StreamNumber];
|
|
TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
|
|
|
|
This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
|
|
|
|
if(oldSrc == pStreamData &&
|
|
This->updateStateBlock->streamStride[StreamNumber] == Stride &&
|
|
This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
|
|
TRACE("Application is setting the old values over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
|
|
if (pStreamData) {
|
|
This->updateStateBlock->streamStride[StreamNumber] = Stride;
|
|
This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
|
|
}
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
|
|
if (oldSrc) IWineD3DBuffer_Release(oldSrc);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (pStreamData != NULL) {
|
|
InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
|
|
IWineD3DBuffer_AddRef(pStreamData);
|
|
}
|
|
if (oldSrc != NULL) {
|
|
InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
|
|
IWineD3DBuffer_Release(oldSrc);
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
|
|
UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
|
|
This->stateBlock->streamSource[StreamNumber],
|
|
This->stateBlock->streamOffset[StreamNumber],
|
|
This->stateBlock->streamStride[StreamNumber]);
|
|
|
|
if (StreamNumber >= MAX_STREAMS) {
|
|
WARN("Stream out of range %d\n", StreamNumber);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*pStream = This->stateBlock->streamSource[StreamNumber];
|
|
*pStride = This->stateBlock->streamStride[StreamNumber];
|
|
if (pOffset) {
|
|
*pOffset = This->stateBlock->streamOffset[StreamNumber];
|
|
}
|
|
|
|
if (*pStream != NULL) {
|
|
IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
|
|
UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
|
|
|
|
/* Verify input at least in d3d9 this is invalid*/
|
|
if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
|
|
WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
|
|
WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if( Divider == 0 ){
|
|
WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
|
|
This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
|
|
|
|
This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
|
|
This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
|
|
|
|
if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
|
|
This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
|
|
*Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
|
|
|
|
TRACE("(%p) : returning %d\n", This, *Divider);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set & Multiply Transform
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Most of this routine, comments included copied from ddraw tree initially: */
|
|
TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
|
|
This->updateStateBlock->transforms[d3dts] = *lpmatrix;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*
|
|
* If the new matrix is the same as the current one,
|
|
* we cut off any further processing. this seems to be a reasonable
|
|
* optimization because as was noticed, some apps (warcraft3 for example)
|
|
* tend towards setting the same matrix repeatedly for some reason.
|
|
*
|
|
* From here on we assume that the new matrix is different, wherever it matters.
|
|
*/
|
|
if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
|
|
TRACE("The app is setting the same matrix over again\n");
|
|
return WINED3D_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 == WINED3DTS_VIEW) { /* handle the VIEW matrix */
|
|
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
|
|
/* Handled by the state manager */
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
|
|
*pMatrix = This->stateBlock->transforms[State];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
|
|
const WINED3DMATRIX *mat = NULL;
|
|
WINED3DMATRIX 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 %s\n", This, debug_d3dtstype(State));
|
|
|
|
if (State <= HIGHEST_TRANSFORMSTATE)
|
|
{
|
|
mat = &This->updateStateBlock->transforms[State];
|
|
} else {
|
|
FIXME("Unhandled transform state!!\n");
|
|
}
|
|
|
|
multiply_matrix(&temp, mat, pMatrix);
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way */
|
|
return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Light
|
|
*****/
|
|
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
|
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 hashmap of them.
|
|
However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
|
|
but when recording, just build a chain pretty much of commands to be replayed. */
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
|
|
float rho;
|
|
PLIGHTINFOEL *object = NULL;
|
|
UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
|
struct list *e;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
|
|
|
|
/* Check the parameter range. Need for speed most wanted sets junk lights which confuse
|
|
* the gl driver.
|
|
*/
|
|
if(!pLight) {
|
|
WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
switch(pLight->Type) {
|
|
case WINED3DLIGHT_POINT:
|
|
case WINED3DLIGHT_SPOT:
|
|
case WINED3DLIGHT_PARALLELPOINT:
|
|
case WINED3DLIGHT_GLSPOT:
|
|
/* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
|
|
* most wanted
|
|
*/
|
|
if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
|
|
{
|
|
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
break;
|
|
|
|
case WINED3DLIGHT_DIRECTIONAL:
|
|
/* Ignores attenuation */
|
|
break;
|
|
|
|
default:
|
|
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
|
object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
if(object->OriginalIndex == Index) break;
|
|
object = NULL;
|
|
}
|
|
|
|
if(!object) {
|
|
TRACE("Adding new light\n");
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if(!object) {
|
|
ERR("Out of memory error when allocating a light\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
|
|
object->glIndex = -1;
|
|
object->OriginalIndex = Index;
|
|
object->changed = TRUE;
|
|
}
|
|
|
|
/* Initialize the object */
|
|
TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
|
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
|
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
|
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
|
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
|
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
|
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
|
|
|
/* Save away the information */
|
|
object->OriginalParms = *pLight;
|
|
|
|
switch (pLight->Type) {
|
|
case WINED3DLIGHT_POINT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0f;
|
|
object->cutoff = 180.0f;
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case WINED3DLIGHT_DIRECTIONAL:
|
|
/* Direction */
|
|
object->lightPosn[0] = -pLight->Direction.x;
|
|
object->lightPosn[1] = -pLight->Direction.y;
|
|
object->lightPosn[2] = -pLight->Direction.z;
|
|
object->lightPosn[3] = 0.0f;
|
|
object->exponent = 0.0f;
|
|
object->cutoff = 180.0f;
|
|
break;
|
|
|
|
case WINED3DLIGHT_SPOT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0f;
|
|
|
|
/* Direction */
|
|
object->lightDirn[0] = pLight->Direction.x;
|
|
object->lightDirn[1] = pLight->Direction.y;
|
|
object->lightDirn[2] = pLight->Direction.z;
|
|
object->lightDirn[3] = 1.0f;
|
|
|
|
/*
|
|
* opengl-ish and d3d-ish spot lights use too different models for the
|
|
* light "intensity" as a function of the angle towards the main light direction,
|
|
* so we only can approximate very roughly.
|
|
* however spot lights are rather rarely used in games (if ever used at all).
|
|
* furthermore if still used, probably nobody pays attention to such details.
|
|
*/
|
|
if (pLight->Falloff == 0) {
|
|
/* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
|
|
* falloff resp. exponent parameter as an exponent, so the spot light lighting
|
|
* will always be 1.0 for both of them, and we don't have to care for the
|
|
* rest of the rather complex calculation
|
|
*/
|
|
object->exponent = 0.0f;
|
|
} else {
|
|
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
|
if (rho < 0.0001f) rho = 0.0001f;
|
|
object->exponent = -0.3f/logf(cosf(rho/2));
|
|
}
|
|
if (object->exponent > 128.0f)
|
|
{
|
|
object->exponent = 128.0f;
|
|
}
|
|
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 && !This->isRecordingState) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD Hi = LIGHTMAP_HASHFUNC(Index);
|
|
struct list *e;
|
|
TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
|
|
|
|
LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
|
|
lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
if(lightInfo->OriginalIndex == Index) break;
|
|
lightInfo = NULL;
|
|
}
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light information requested but light not defined\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*pLight = lightInfo->OriginalParms;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Light Enable
|
|
* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
|
struct list *e;
|
|
TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
|
|
|
|
LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
|
lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
if(lightInfo->OriginalIndex == Index) break;
|
|
lightInfo = NULL;
|
|
}
|
|
TRACE("Found light: %p\n", lightInfo);
|
|
|
|
/* Special case - enabling an undefined light creates one with a strict set of parms! */
|
|
if (lightInfo == NULL) {
|
|
|
|
TRACE("Light enabled requested but light not defined, so defining one!\n");
|
|
IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
|
|
|
|
/* Search for it again! Should be fairly quick as near head of list */
|
|
LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
|
lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
if(lightInfo->OriginalIndex == Index) break;
|
|
lightInfo = NULL;
|
|
}
|
|
if (lightInfo == NULL) {
|
|
FIXME("Adding default lights has failed dismally\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
lightInfo->enabledChanged = TRUE;
|
|
if(!Enable) {
|
|
if(lightInfo->glIndex != -1) {
|
|
if(!This->isRecordingState) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
|
|
}
|
|
|
|
This->updateStateBlock->activeLights[lightInfo->glIndex] = NULL;
|
|
lightInfo->glIndex = -1;
|
|
} else {
|
|
TRACE("Light already disabled, nothing to do\n");
|
|
}
|
|
lightInfo->enabled = FALSE;
|
|
} else {
|
|
lightInfo->enabled = TRUE;
|
|
if (lightInfo->glIndex != -1) {
|
|
/* nop */
|
|
TRACE("Nothing to do as light was enabled\n");
|
|
} else {
|
|
int i;
|
|
/* Find a free gl light */
|
|
for(i = 0; i < This->maxConcurrentLights; i++) {
|
|
if(This->updateStateBlock->activeLights[i] == NULL) {
|
|
This->updateStateBlock->activeLights[i] = lightInfo;
|
|
lightInfo->glIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
if(lightInfo->glIndex == -1) {
|
|
/* Our tests show that Windows returns D3D_OK in this situation, even with
|
|
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
|
|
* is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
|
|
* as well for those lights.
|
|
*
|
|
* TODO: Test how this affects rendering
|
|
*/
|
|
WARN("Too many concurrently active lights\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* i == lightInfo->glIndex */
|
|
if(!This->isRecordingState) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
|
}
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct list *e;
|
|
UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
|
TRACE("(%p) : for idx(%d)\n", This, Index);
|
|
|
|
LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
|
|
lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
|
if(lightInfo->OriginalIndex == Index) break;
|
|
lightInfo = NULL;
|
|
}
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light enabled state requested but light not defined\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* true is 128 according to SetLightEnable */
|
|
*pEnable = lightInfo->enabled ? 128 : 0;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Clip Planes
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->updateStateBlock->changed.clipplane |= 1 << Index;
|
|
|
|
if(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]) {
|
|
TRACE("Application is setting old values over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
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 WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for idx %d\n", This, Index);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return WINED3DERR_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 WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Clip Plane Status
|
|
* WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
|
This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
|
|
pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Material
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
This->updateStateBlock->changed.material = TRUE;
|
|
This->updateStateBlock->material = *pMaterial;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
*pMaterial = This->updateStateBlock->material;
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
|
|
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
|
|
pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
|
|
pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
|
|
pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Indices
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DBuffer* pIndexData, WINED3DFORMAT fmt) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBuffer *oldIdxs;
|
|
|
|
TRACE("(%p) : Setting to %p\n", This, pIndexData);
|
|
oldIdxs = This->updateStateBlock->pIndexData;
|
|
|
|
This->updateStateBlock->changed.indices = TRUE;
|
|
This->updateStateBlock->pIndexData = pIndexData;
|
|
This->updateStateBlock->IndexFmt = fmt;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
|
|
if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(oldIdxs != pIndexData) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
if(pIndexData) {
|
|
InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
|
|
IWineD3DBuffer_AddRef(pIndexData);
|
|
}
|
|
if(oldIdxs) {
|
|
InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
|
|
IWineD3DBuffer_Release(oldIdxs);
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DBuffer** ppIndexData) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
*ppIndexData = This->stateBlock->pIndexData;
|
|
|
|
/* up ref count on ppindexdata */
|
|
if (*ppIndexData) {
|
|
IWineD3DBuffer_AddRef(*ppIndexData);
|
|
TRACE("(%p) index data set to %p\n", This, ppIndexData);
|
|
}else{
|
|
TRACE("(%p) No index data set\n", This);
|
|
}
|
|
TRACE("Returning %p\n", *ppIndexData);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)->(%d)\n", This, BaseIndex);
|
|
|
|
if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->baseVertexIndex = BaseIndex;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
/* The base vertex index affects the stream sources */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : base_index %p\n", This, base_index);
|
|
|
|
*base_index = This->stateBlock->baseVertexIndex;
|
|
|
|
TRACE("Returning %u\n", *base_index);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Viewports
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
This->updateStateBlock->changed.viewport = TRUE;
|
|
This->updateStateBlock->viewport = *pViewport;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
|
|
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
*pViewport = This->stateBlock->viewport;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Render States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue = This->stateBlock->renderState[State];
|
|
|
|
TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
|
|
|
|
This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
|
|
This->updateStateBlock->renderState[State] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Compared here and not before the assignment to allow proper stateblock recording */
|
|
if(Value == oldValue) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
} else {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
|
|
*pValue = This->stateBlock->renderState[State];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Sampler States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue;
|
|
|
|
TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
|
|
This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
|
|
|
|
if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
|
Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
}
|
|
|
|
if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
|
ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
|
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
/**
|
|
* SetSampler is designed to allow for more than the standard up to 8 textures
|
|
* and Geforce has stopped supporting more than 6 standard textures in openGL.
|
|
* So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
|
|
*
|
|
* http://developer.nvidia.com/object/General_FAQ.html#t6
|
|
*
|
|
* There are two new settings for GForce
|
|
* the sampler one:
|
|
* GL_MAX_TEXTURE_IMAGE_UNITS_ARB
|
|
* and the texture one:
|
|
* GL_MAX_TEXTURE_COORDS_ARB.
|
|
* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
|
|
******************/
|
|
|
|
oldValue = This->stateBlock->samplerState[Sampler][Type];
|
|
This->updateStateBlock->samplerState[Sampler][Type] = Value;
|
|
This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(oldValue == Value) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
|
|
This, Sampler, debug_d3dsamplerstate(Type), Type);
|
|
|
|
if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
|
Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
}
|
|
|
|
if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
|
ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
|
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
*Value = This->stateBlock->samplerState[Sampler][Type];
|
|
TRACE("(%p) : Returning %#x\n", This, *Value);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
This->updateStateBlock->changed.scissorRect = TRUE;
|
|
if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
|
|
TRACE("App is setting the old scissor rectangle over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
CopyRect(&This->updateStateBlock->scissorRect, pRect);
|
|
|
|
if(This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
*pRect = This->updateStateBlock->scissorRect;
|
|
TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
|
|
|
|
TRACE("(%p) : pDecl=%p\n", This, pDecl);
|
|
|
|
This->updateStateBlock->vertexDecl = pDecl;
|
|
This->updateStateBlock->changed.vertexDecl = TRUE;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
} else if(pDecl == oldDecl) {
|
|
/* Checked after the assignment to allow proper stateblock recording */
|
|
TRACE("Application is setting the old declaration over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
|
|
|
|
*ppDecl = This->stateBlock->vertexDecl;
|
|
if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
|
|
|
|
This->updateStateBlock->vertexShader = pShader;
|
|
This->updateStateBlock->changed.vertexShader = TRUE;
|
|
|
|
if (This->isRecordingState) {
|
|
if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
|
if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
} else if(oldShader == pShader) {
|
|
/* Checked here to allow proper stateblock recording */
|
|
TRACE("App is setting the old shader over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
|
if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
|
if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (NULL == ppShader) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*ppShader = This->stateBlock->vertexShader;
|
|
if( NULL != *ppShader)
|
|
IWineD3DVertexShader_AddRef(*ppShader);
|
|
|
|
TRACE("(%p) : returning %p\n", This, *ppShader);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST BOOL *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
|
|
}
|
|
|
|
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
BOOL *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST int *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
|
|
}
|
|
|
|
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
int *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST float *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT i;
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
|
if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
|
if(TRACE_ON(d3d)) {
|
|
for (i = 0; i < count; i++)
|
|
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
}
|
|
|
|
if (!This->isRecordingState)
|
|
{
|
|
This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
}
|
|
|
|
memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
|
|
sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
float *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, This->d3d_vshader_constantF - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
|
|
DWORD i;
|
|
for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
|
|
}
|
|
}
|
|
|
|
static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
|
|
{
|
|
DWORD i = This->rev_tex_unit_map[unit];
|
|
DWORD j = This->texUnitMap[stage];
|
|
|
|
This->texUnitMap[stage] = unit;
|
|
if (i != WINED3D_UNMAPPED_STAGE && i != stage)
|
|
{
|
|
This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
|
|
}
|
|
|
|
This->rev_tex_unit_map[unit] = stage;
|
|
if (j != WINED3D_UNMAPPED_STAGE && j != unit)
|
|
{
|
|
This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
|
|
}
|
|
}
|
|
|
|
static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
|
|
int i;
|
|
|
|
This->fixed_function_usage_map = 0;
|
|
for (i = 0; i < MAX_TEXTURES; ++i) {
|
|
WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
|
|
WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
|
|
DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
|
|
DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
|
|
DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
|
|
DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
|
|
DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
|
|
DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
|
|
|
|
if (color_op == WINED3DTOP_DISABLE) {
|
|
/* Not used, and disable higher stages */
|
|
break;
|
|
}
|
|
|
|
if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
|
|
|| ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
|
|
|| ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
|
|
|| ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
|
|
|| ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
|
|
|| ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
|
|
This->fixed_function_usage_map |= (1 << i);
|
|
}
|
|
|
|
if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
|
|
This->fixed_function_usage_map |= (1 << (i + 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
|
|
unsigned int i, tex;
|
|
WORD ffu_map;
|
|
|
|
device_update_fixed_function_usage_map(This);
|
|
ffu_map = This->fixed_function_usage_map;
|
|
|
|
if (This->max_ffp_textures == This->max_ffp_texture_stages ||
|
|
This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
|
|
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
|
{
|
|
if (!(ffu_map & 1)) continue;
|
|
|
|
if (This->texUnitMap[i] != i) {
|
|
device_map_stage(This, i, i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
|
markTextureStagesDirty(This, i);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Now work out the mapping */
|
|
tex = 0;
|
|
for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
|
{
|
|
if (!(ffu_map & 1)) continue;
|
|
|
|
if (This->texUnitMap[i] != tex) {
|
|
device_map_stage(This, i, tex);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
|
markTextureStagesDirty(This, i);
|
|
}
|
|
|
|
++tex;
|
|
}
|
|
}
|
|
|
|
static void device_map_psamplers(IWineD3DDeviceImpl *This) {
|
|
const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
|
|
((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
|
|
if (sampler_type[i] && This->texUnitMap[i] != i)
|
|
{
|
|
device_map_stage(This, i, i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
|
if (i < MAX_TEXTURES) {
|
|
markTextureStagesDirty(This, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
|
|
const DWORD *vshader_sampler_tokens, DWORD unit)
|
|
{
|
|
DWORD current_mapping = This->rev_tex_unit_map[unit];
|
|
|
|
/* Not currently used */
|
|
if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
|
|
|
|
if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
|
|
/* Used by a fragment sampler */
|
|
|
|
if (!pshader_sampler_tokens) {
|
|
/* No pixel shader, check fixed function */
|
|
return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
|
|
}
|
|
|
|
/* Pixel shader, check the shader's sampler map */
|
|
return !pshader_sampler_tokens[current_mapping];
|
|
}
|
|
|
|
/* Used by a vertex sampler */
|
|
return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
|
|
}
|
|
|
|
static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
|
|
const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
|
|
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
|
|
const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
|
|
int start = min(MAX_COMBINED_SAMPLERS, GL_LIMITS(combined_samplers)) - 1;
|
|
int i;
|
|
|
|
if (ps) {
|
|
IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
|
|
|
|
/* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
|
|
* Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
|
|
pshader_sampler_type = pshader->baseShader.reg_maps.sampler_type;
|
|
}
|
|
|
|
for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
|
|
DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
|
|
if (vshader_sampler_type[i])
|
|
{
|
|
if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
|
|
{
|
|
/* Already mapped somewhere */
|
|
continue;
|
|
}
|
|
|
|
while (start >= 0) {
|
|
if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
|
|
{
|
|
device_map_stage(This, vsampler_idx, start);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
|
|
|
|
--start;
|
|
break;
|
|
}
|
|
|
|
--start;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
|
|
BOOL vs = use_vs(This->stateBlock);
|
|
BOOL ps = use_ps(This->stateBlock);
|
|
/*
|
|
* Rules are:
|
|
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
|
|
* that would be really messy and require shader recompilation
|
|
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
|
|
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
|
|
*/
|
|
if (ps) {
|
|
device_map_psamplers(This);
|
|
} else {
|
|
device_map_fixed_function_samplers(This);
|
|
}
|
|
|
|
if (vs) {
|
|
device_map_vsamplers(This, ps);
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
|
|
This->updateStateBlock->pixelShader = pShader;
|
|
This->updateStateBlock->changed.pixelShader = TRUE;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
}
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
|
if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(pShader == oldShader) {
|
|
TRACE("App is setting the old pixel shader over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
|
if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
|
|
|
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (NULL == ppShader) {
|
|
WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*ppShader = This->stateBlock->pixelShader;
|
|
if (NULL != *ppShader) {
|
|
IWineD3DPixelShader_AddRef(*ppShader);
|
|
}
|
|
TRACE("(%p) : returning %p\n", This, *ppShader);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST BOOL *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
|
|
}
|
|
|
|
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
BOOL *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST int *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
|
|
}
|
|
|
|
if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
int *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST float *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT i;
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
|
if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
|
if(TRACE_ON(d3d)) {
|
|
for (i = 0; i < count; i++)
|
|
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
}
|
|
|
|
if (!This->isRecordingState)
|
|
{
|
|
This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
}
|
|
|
|
memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
|
|
sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
float *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, This->d3d_pshader_constantF - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
|
|
static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
|
|
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
|
|
DWORD DestFVF)
|
|
{
|
|
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
|
|
unsigned int i;
|
|
WINED3DVIEWPORT vp;
|
|
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
|
|
BOOL doClip;
|
|
DWORD numTextures;
|
|
|
|
if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
|
|
{
|
|
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
|
|
}
|
|
|
|
if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
|
|
{
|
|
ERR("Source has no position mask\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* We might access VBOs from this code, so hold the lock */
|
|
ENTER_GL();
|
|
|
|
if (dest->resource.allocatedMemory == NULL) {
|
|
buffer_get_sysmem(dest);
|
|
}
|
|
|
|
/* Get a pointer into the destination vbo(create one if none exists) and
|
|
* write correct opengl data into it. It's cheap and allows us to run drawStridedFast
|
|
*/
|
|
if (!dest->buffer_object && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT))
|
|
{
|
|
dest->flags |= WINED3D_BUFFER_CREATEBO;
|
|
IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
|
|
}
|
|
|
|
if (dest->buffer_object)
|
|
{
|
|
unsigned char extrabytes = 0;
|
|
/* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
|
|
* gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
|
|
* this may write 4 extra bytes beyond the area that should be written
|
|
*/
|
|
if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
|
|
dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
|
|
if(!dest_conv_addr) {
|
|
ERR("Out of memory\n");
|
|
/* Continue without storing converted vertices */
|
|
}
|
|
dest_conv = dest_conv_addr;
|
|
}
|
|
|
|
/* Should I clip?
|
|
* a) WINED3DRS_CLIPPING is enabled
|
|
* b) WINED3DVOP_CLIP is passed
|
|
*/
|
|
if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
|
|
static BOOL warned = FALSE;
|
|
/*
|
|
* The clipping code is not quite correct. Some things need
|
|
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
|
|
* so disable clipping for now.
|
|
* (The graphics in Half-Life are broken, and my processvertices
|
|
* test crashes with IDirect3DDevice3)
|
|
doClip = TRUE;
|
|
*/
|
|
doClip = FALSE;
|
|
if(!warned) {
|
|
warned = TRUE;
|
|
FIXME("Clipping is broken and disabled for now\n");
|
|
}
|
|
} else doClip = FALSE;
|
|
dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
|
|
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_VIEW,
|
|
&view_mat);
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_PROJECTION,
|
|
&proj_mat);
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_WORLDMATRIX(0),
|
|
&world_mat);
|
|
|
|
TRACE("View mat:\n");
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
|
|
|
|
TRACE("Proj mat:\n");
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
|
|
|
|
TRACE("World mat:\n");
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
|
|
|
|
/* Get the viewport */
|
|
IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
|
|
TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
|
|
vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
|
|
|
|
multiply_matrix(&mat,&view_mat,&world_mat);
|
|
multiply_matrix(&mat,&proj_mat,&mat);
|
|
|
|
numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
|
|
for (i = 0; i < dwCount; i+= 1) {
|
|
unsigned int tex_index;
|
|
|
|
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
|
|
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
|
|
/* The position first */
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
|
|
const float *p = (const float *)(element->data + i * element->stride);
|
|
float x, y, z, rhw;
|
|
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
|
|
|
|
/* Multiplication with world, view and projection matrix */
|
|
x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
|
|
y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
|
|
z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
|
|
rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
|
|
|
|
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
|
|
|
|
/* WARNING: The following things are taken from d3d7 and were not yet checked
|
|
* against d3d8 or d3d9!
|
|
*/
|
|
|
|
/* Clipping conditions: From msdn
|
|
*
|
|
* A vertex is clipped if it does not match the following requirements
|
|
* -rhw < x <= rhw
|
|
* -rhw < y <= rhw
|
|
* 0 < z <= rhw
|
|
* 0 < rhw ( Not in d3d7, but tested in d3d7)
|
|
*
|
|
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
|
|
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
|
|
*
|
|
*/
|
|
|
|
if( !doClip ||
|
|
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
|
|
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
|
|
( rhw > eps ) ) ) {
|
|
|
|
/* "Normal" viewport transformation (not clipped)
|
|
* 1) The values are divided by rhw
|
|
* 2) The y axis is negative, so multiply it with -1
|
|
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
|
|
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
|
|
* 4) Multiply x with Width/2 and add Width/2
|
|
* 5) The same for the height
|
|
* 6) Add the viewpoint X and Y to the 2D coordinates and
|
|
* The minimum Z value to z
|
|
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
|
|
*
|
|
* Well, basically it's simply a linear transformation into viewport
|
|
* coordinates
|
|
*/
|
|
|
|
x /= rhw;
|
|
y /= rhw;
|
|
z /= rhw;
|
|
|
|
y *= -1;
|
|
|
|
x *= vp.Width / 2;
|
|
y *= vp.Height / 2;
|
|
z *= vp.MaxZ - vp.MinZ;
|
|
|
|
x += vp.Width / 2 + vp.X;
|
|
y += vp.Height / 2 + vp.Y;
|
|
z += vp.MinZ;
|
|
|
|
rhw = 1 / rhw;
|
|
} else {
|
|
/* That vertex got clipped
|
|
* Contrary to OpenGL it is not dropped completely, it just
|
|
* undergoes a different calculation.
|
|
*/
|
|
TRACE("Vertex got clipped\n");
|
|
x += rhw;
|
|
y += rhw;
|
|
|
|
x /= 2;
|
|
y /= 2;
|
|
|
|
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
|
|
* outside of the main vertex buffer memory. That needs some more
|
|
* investigation...
|
|
*/
|
|
}
|
|
|
|
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
|
|
|
|
|
|
( (float *) dest_ptr)[0] = x;
|
|
( (float *) dest_ptr)[1] = y;
|
|
( (float *) dest_ptr)[2] = z;
|
|
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
|
|
|
|
dest_ptr += 3 * sizeof(float);
|
|
|
|
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
|
dest_ptr += sizeof(float);
|
|
}
|
|
|
|
if(dest_conv) {
|
|
float w = 1 / rhw;
|
|
( (float *) dest_conv)[0] = x * w;
|
|
( (float *) dest_conv)[1] = y * w;
|
|
( (float *) dest_conv)[2] = z * w;
|
|
( (float *) dest_conv)[3] = w;
|
|
|
|
dest_conv += 3 * sizeof(float);
|
|
|
|
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
|
dest_conv += sizeof(float);
|
|
}
|
|
}
|
|
}
|
|
if (DestFVF & WINED3DFVF_PSIZE) {
|
|
dest_ptr += sizeof(DWORD);
|
|
if(dest_conv) dest_conv += sizeof(DWORD);
|
|
}
|
|
if (DestFVF & WINED3DFVF_NORMAL) {
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
|
|
const float *normal = (const float *)(element->data + i * element->stride);
|
|
/* AFAIK this should go into the lighting information */
|
|
FIXME("Didn't expect the destination to have a normal\n");
|
|
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
|
|
if(dest_conv) {
|
|
copy_and_next(dest_conv, normal, 3 * sizeof(float));
|
|
}
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_DIFFUSE) {
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
|
|
const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
|
|
if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
|
|
{
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No diffuse color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*( (DWORD *) dest_ptr) = 0xffffffff;
|
|
dest_ptr += sizeof(DWORD);
|
|
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = 0xffffffff;
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, color_d, sizeof(DWORD));
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
|
|
*( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
|
|
*( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_SPECULAR)
|
|
{
|
|
/* What's the color value in the feedback buffer? */
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
|
|
const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
|
|
if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
|
|
{
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No specular color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*( (DWORD *) dest_ptr) = 0xFF000000;
|
|
dest_ptr += sizeof(DWORD);
|
|
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = 0xFF000000;
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, color_s, sizeof(DWORD));
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
|
|
*( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
|
|
*( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (tex_index = 0; tex_index < numTextures; tex_index++) {
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
|
|
const float *tex_coord = (const float *)(element->data + i * element->stride);
|
|
if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
|
|
{
|
|
ERR("No source texture, but destination requests one\n");
|
|
dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
|
if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
|
if(dest_conv) {
|
|
copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(dest_conv) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
|
|
checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
|
|
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
|
|
dwCount * get_flexible_vertex_size(DestFVF),
|
|
dest_conv_addr));
|
|
checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
|
|
HeapFree(GetProcessHeap(), 0, dest_conv_addr);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
#undef copy_and_next
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
|
|
UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
|
|
DWORD DestFVF)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct wined3d_stream_info stream_info;
|
|
BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
|
|
TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
|
|
|
|
if(pVertexDecl) {
|
|
ERR("Output vertex declaration not implemented yet\n");
|
|
}
|
|
|
|
/* Need any context to write to the vbo. */
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
|
|
* control the streamIsUP flag, thus restore it afterwards.
|
|
*/
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
|
|
This->stateBlock->streamIsUP = streamWasUP;
|
|
|
|
if(vbo || SrcStartIndex) {
|
|
unsigned int i;
|
|
/* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
|
|
* unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
|
|
*
|
|
* Also get the start index in, but only loop over all elements if there's something to add at all.
|
|
*/
|
|
for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
|
|
{
|
|
struct wined3d_stream_info_element *e;
|
|
|
|
if (!(stream_info.use_map & (1 << i))) continue;
|
|
|
|
e = &stream_info.elements[i];
|
|
if (e->buffer_object)
|
|
{
|
|
struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
|
e->buffer_object = 0;
|
|
e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
|
|
vb->buffer_object = 0;
|
|
LEAVE_GL();
|
|
}
|
|
if (e->data) e->data += e->stride * SrcStartIndex;
|
|
}
|
|
}
|
|
|
|
return process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
|
|
(struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Texture Stage States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
|
|
|
|
TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
|
|
|
if (Stage >= MAX_TEXTURES) {
|
|
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
|
|
This->updateStateBlock->textureState[Stage][Type] = Value;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Checked after the assignments to allow proper stateblock recording */
|
|
if(oldValue == Value) {
|
|
TRACE("App is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(Stage > This->stateBlock->lowest_disabled_stage &&
|
|
This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
|
|
/* Colorop change above lowest disabled stage? That won't change anything in the gl setup
|
|
* Changes in other states are important on disabled stages too
|
|
*/
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(Type == WINED3DTSS_COLOROP) {
|
|
unsigned int i;
|
|
|
|
if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
|
|
/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
|
|
* they have to be disabled
|
|
*
|
|
* The current stage is dirtified below.
|
|
*/
|
|
for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
|
|
TRACE("Additionally dirtifying stage %u\n", i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
|
}
|
|
This->stateBlock->lowest_disabled_stage = Stage;
|
|
TRACE("New lowest disabled: %u\n", Stage);
|
|
} else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
|
|
/* Previously disabled stage enabled. Stages above it may need enabling
|
|
* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
|
|
* and stages below the lowest disabled stage can't be enabled(because they are enabled already).
|
|
*
|
|
* Again stage Stage doesn't need to be dirtified here, it is handled below.
|
|
*/
|
|
|
|
for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
|
|
if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
|
break;
|
|
}
|
|
TRACE("Additionally dirtifying stage %u due to enable\n", i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
|
}
|
|
This->stateBlock->lowest_disabled_stage = i;
|
|
TRACE("New lowest disabled: %u\n", i);
|
|
}
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
|
|
*pValue = This->updateStateBlock->textureState[Stage][Type];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Texture
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBaseTexture *oldTexture;
|
|
|
|
TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
|
|
|
|
if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
|
|
Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
}
|
|
|
|
if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
|
|
ERR("Current stage overflows textures array (stage %d)\n", Stage);
|
|
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
|
|
oldTexture = This->updateStateBlock->textures[Stage];
|
|
|
|
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
|
|
if (pTexture && ((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH)
|
|
{
|
|
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
|
|
TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
|
|
|
|
This->updateStateBlock->changed.textures |= 1 << Stage;
|
|
TRACE("(%p) : setting new texture to %p\n", This, pTexture);
|
|
This->updateStateBlock->textures[Stage] = pTexture;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(oldTexture == pTexture) {
|
|
TRACE("App is setting the same texture again, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/** NOTE: MSDN says that setTexture increases the reference count,
|
|
* and that the application must set the texture back to null (or have a leaky application),
|
|
* This means we should pass the refcount up to the parent
|
|
*******************************/
|
|
if (NULL != This->updateStateBlock->textures[Stage]) {
|
|
IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
|
|
ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
|
|
UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
|
|
|
|
IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
|
|
|
|
if (!oldTexture || dimensions != IWineD3DBaseTexture_GetTextureDimensions(oldTexture))
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
|
}
|
|
|
|
if(oldTexture == NULL && Stage < MAX_TEXTURES) {
|
|
/* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
|
|
* so the COLOROP and ALPHAOP have to be dirtified.
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
|
}
|
|
if(bindCount == 1) {
|
|
new->baseTexture.sampler = Stage;
|
|
}
|
|
/* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
|
|
|
|
}
|
|
|
|
if (NULL != oldTexture) {
|
|
IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
|
|
LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
|
|
|
|
IWineD3DBaseTexture_Release(oldTexture);
|
|
if(pTexture == NULL && Stage < MAX_TEXTURES) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
|
}
|
|
|
|
if(bindCount && old->baseTexture.sampler == Stage) {
|
|
int i;
|
|
/* Have to do a search for the other sampler(s) where the texture is bound to
|
|
* Shouldn't happen as long as apps bind a texture only to one stage
|
|
*/
|
|
TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
|
|
for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
|
if(This->updateStateBlock->textures[i] == oldTexture) {
|
|
old->baseTexture.sampler = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
|
|
|
|
if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
|
|
Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
}
|
|
|
|
if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
|
|
ERR("Current stage overflows textures array (stage %d)\n", Stage);
|
|
return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
|
|
*ppTexture=This->stateBlock->textures[Stage];
|
|
if (*ppTexture)
|
|
IWineD3DBaseTexture_AddRef(*ppTexture);
|
|
|
|
TRACE("(%p) : Returning %p\n", This, *ppTexture);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get Back Buffer
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
|
|
IWineD3DSurface **ppBackBuffer) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
|
|
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
|
if (hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
} else {
|
|
*ppBackBuffer = NULL;
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WARN("(%p) : stub, calling idirect3d for now\n", This);
|
|
return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
if(iSwapChain > 0) {
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
|
if (hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
} else {
|
|
FIXME("(%p) Error getting display mode\n", This);
|
|
}
|
|
} else {
|
|
/* Don't read the real display mode,
|
|
but return the stored mode instead. X11 can't change the color
|
|
depth, and some apps are pretty angry if they SetDisplayMode from
|
|
24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
|
|
|
|
Also don't relay to the swapchain because with ddraw it's possible
|
|
that there isn't a swapchain at all */
|
|
pMode->Width = This->ddraw_width;
|
|
pMode->Height = This->ddraw_height;
|
|
pMode->Format = This->ddraw_format;
|
|
pMode->RefreshRate = 0;
|
|
hr = WINED3D_OK;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
/*****
|
|
* Stateblock related functions
|
|
*****/
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DStateBlock *stateblock;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
|
|
|
|
hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock, NULL);
|
|
if (FAILED(hr)) return hr;
|
|
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
|
|
This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
|
|
This->isRecordingState = TRUE;
|
|
|
|
TRACE("(%p) recording stateblock %p\n", This, stateblock);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
unsigned int i, j;
|
|
IWineD3DStateBlockImpl *object = This->updateStateBlock;
|
|
|
|
if (!This->isRecordingState) {
|
|
WARN("(%p) not recording! returning error\n", This);
|
|
*ppStateBlock = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
|
|
{
|
|
DWORD map = object->changed.renderState[i];
|
|
for (j = 0; map; map >>= 1, ++j)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
object->contained_render_states[object->num_contained_render_states++] = (i << 5) | j;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
|
|
{
|
|
DWORD map = object->changed.transform[i];
|
|
for (j = 0; map; map >>= 1, ++j)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
object->contained_transform_states[object->num_contained_transform_states++] = (i << 5) | j;
|
|
}
|
|
}
|
|
for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
|
if(object->changed.vertexShaderConstantsF[i]) {
|
|
object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
|
|
object->num_contained_vs_consts_f++;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_CONST_I; i++) {
|
|
if (object->changed.vertexShaderConstantsI & (1 << i))
|
|
{
|
|
object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
|
|
object->num_contained_vs_consts_i++;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_CONST_B; i++) {
|
|
if (object->changed.vertexShaderConstantsB & (1 << i))
|
|
{
|
|
object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
|
|
object->num_contained_vs_consts_b++;
|
|
}
|
|
}
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
|
|
{
|
|
if (object->changed.pixelShaderConstantsF[i])
|
|
{
|
|
object->contained_ps_consts_f[object->num_contained_ps_consts_f] = i;
|
|
++object->num_contained_ps_consts_f;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_CONST_I; i++) {
|
|
if (object->changed.pixelShaderConstantsI & (1 << i))
|
|
{
|
|
object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
|
|
object->num_contained_ps_consts_i++;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_CONST_B; i++) {
|
|
if (object->changed.pixelShaderConstantsB & (1 << i))
|
|
{
|
|
object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
|
|
object->num_contained_ps_consts_b++;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_TEXTURES; i++) {
|
|
DWORD map = object->changed.textureState[i];
|
|
|
|
for(j = 0; map; map >>= 1, ++j)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
object->contained_tss_states[object->num_contained_tss_states].stage = i;
|
|
object->contained_tss_states[object->num_contained_tss_states].state = j;
|
|
++object->num_contained_tss_states;
|
|
}
|
|
}
|
|
for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
|
|
DWORD map = object->changed.samplerState[i];
|
|
|
|
for (j = 0; map; map >>= 1, ++j)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
|
|
object->contained_sampler_states[object->num_contained_sampler_states].state = j;
|
|
++object->num_contained_sampler_states;
|
|
}
|
|
}
|
|
|
|
*ppStateBlock = (IWineD3DStateBlock*) object;
|
|
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 WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Scene related functions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
|
/* At the moment we have no need for any functionality at the beginning
|
|
of a scene */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(This->inScene) {
|
|
TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
This->inScene = TRUE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(!This->inScene) {
|
|
TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
|
|
wglFlush();
|
|
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
|
|
* fails
|
|
*/
|
|
|
|
This->inScene = FALSE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
|
CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
|
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain = NULL;
|
|
int i;
|
|
int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
|
|
|
|
TRACE("(%p) Presenting the frame\n", This);
|
|
|
|
for(i = 0 ; i < swapchains ; i ++) {
|
|
|
|
IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
|
|
TRACE("presentinng chain %d, %p\n", i, swapChain);
|
|
IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Not called from the VTable (internal subroutine) */
|
|
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
|
|
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
|
|
float Z, DWORD Stencil) {
|
|
GLbitfield glMask = 0;
|
|
unsigned int i;
|
|
WINED3DRECT curRect;
|
|
RECT vp_rect;
|
|
const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
|
|
UINT drawable_width, drawable_height;
|
|
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
|
|
IWineD3DSwapChainImpl *swapchain = NULL;
|
|
struct wined3d_context *context;
|
|
|
|
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
|
|
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
|
|
* for the cleared parts, and the untouched parts.
|
|
*
|
|
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
|
|
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
|
|
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
|
|
* checking all this if the dest surface is in the drawable anyway.
|
|
*/
|
|
if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
|
|
while(1) {
|
|
if(vp->X != 0 || vp->Y != 0 ||
|
|
vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
|
break;
|
|
}
|
|
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
|
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
|
This->stateBlock->scissorRect.right < target->currentDesc.Width ||
|
|
This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
|
break;
|
|
}
|
|
if(Count > 0 && pRects && (
|
|
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
|
pRects[0].x2 < target->currentDesc.Width ||
|
|
pRects[0].y2 < target->currentDesc.Height)) {
|
|
IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
context = ActivateContext(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
|
|
|
|
target->get_drawable_size(context, &drawable_width, &drawable_height);
|
|
|
|
ENTER_GL();
|
|
|
|
/* Only set the values up once, as they are not changing */
|
|
if (Flags & WINED3DCLEAR_STENCIL) {
|
|
glClearStencil(Stencil);
|
|
checkGLcall("glClearStencil");
|
|
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
|
glStencilMask(0xFFFFFFFF);
|
|
}
|
|
|
|
if (Flags & WINED3DCLEAR_ZBUFFER) {
|
|
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
|
glDepthMask(GL_TRUE);
|
|
glClearDepth(Z);
|
|
checkGLcall("glClearDepth");
|
|
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
|
|
|
if (vp->X != 0 || vp->Y != 0 ||
|
|
vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
|
|
surface_load_ds_location(This->stencilBufferTarget, context, location);
|
|
}
|
|
else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
|
This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
|
This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
|
|
This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
|
|
surface_load_ds_location(This->stencilBufferTarget, context, location);
|
|
}
|
|
else if (Count > 0 && pRects && (
|
|
pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
|
pRects[0].x2 < depth_stencil->currentDesc.Width ||
|
|
pRects[0].y2 < depth_stencil->currentDesc.Height)) {
|
|
surface_load_ds_location(This->stencilBufferTarget, context, location);
|
|
}
|
|
}
|
|
|
|
if (Flags & WINED3DCLEAR_TARGET) {
|
|
TRACE("Clearing screen with glClear to color %x\n", Color);
|
|
glClearColor(D3DCOLOR_R(Color),
|
|
D3DCOLOR_G(Color),
|
|
D3DCOLOR_B(Color),
|
|
D3DCOLOR_A(Color));
|
|
checkGLcall("glClearColor");
|
|
|
|
/* Clear ALL colors! */
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
vp_rect.left = vp->X;
|
|
vp_rect.top = vp->Y;
|
|
vp_rect.right = vp->X + vp->Width;
|
|
vp_rect.bottom = vp->Y + vp->Height;
|
|
if (!(Count > 0 && pRects)) {
|
|
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
|
IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
|
|
}
|
|
if (context->render_offscreen)
|
|
{
|
|
glScissor(vp_rect.left, vp_rect.top,
|
|
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
|
} else {
|
|
glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
|
|
vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
|
}
|
|
checkGLcall("glScissor");
|
|
glClear(glMask);
|
|
checkGLcall("glClear");
|
|
} else {
|
|
/* Now process each rect in turn */
|
|
for (i = 0; i < Count; i++) {
|
|
/* Note gl uses lower left, width/height */
|
|
IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
|
|
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
|
IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
|
|
}
|
|
TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
|
|
pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
|
|
curRect.x1, (target->currentDesc.Height - curRect.y2),
|
|
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
|
|
|
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
|
|
* The rectangle is not cleared, no error is returned, but further rectanlges are
|
|
* still cleared if they are valid
|
|
*/
|
|
if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
|
|
TRACE("Rectangle with negative dimensions, ignoring\n");
|
|
continue;
|
|
}
|
|
|
|
if (context->render_offscreen)
|
|
{
|
|
glScissor(curRect.x1, curRect.y1,
|
|
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
|
} else {
|
|
glScissor(curRect.x1, drawable_height - curRect.y2,
|
|
curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
|
}
|
|
checkGLcall("glScissor");
|
|
|
|
glClear(glMask);
|
|
checkGLcall("glClear");
|
|
}
|
|
}
|
|
|
|
/* Restore the old values (why..?) */
|
|
if (Flags & WINED3DCLEAR_STENCIL) {
|
|
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
|
}
|
|
if (Flags & WINED3DCLEAR_TARGET) {
|
|
DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
|
|
glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
|
|
/* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
|
|
* it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
|
|
*/
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
if (Flags & WINED3DCLEAR_ZBUFFER) {
|
|
/* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
|
|
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
|
surface_modify_ds_location(This->stencilBufferTarget, location);
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
|
if (target == (IWineD3DSurfaceImpl*) swapchain->frontBuffer) {
|
|
wglFlush();
|
|
}
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
|
|
DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
|
|
|
|
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
|
|
Count, pRects, Flags, Color, Z, Stencil);
|
|
|
|
if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
|
|
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
|
|
/* TODO: What about depth stencil buffers without stencil bits? */
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
|
|
}
|
|
|
|
/*****
|
|
* Drawing functions
|
|
*****/
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
|
|
WINED3DPRIMITIVETYPE primitive_type)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
|
|
|
|
This->updateStateBlock->changed.primitive_type = TRUE;
|
|
This->updateStateBlock->gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
|
|
WINED3DPRIMITIVETYPE *primitive_type)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
|
|
|
|
*primitive_type = d3d_primitive_type_from_gl(This->stateBlock->gl_primitive_type);
|
|
|
|
TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
|
|
|
|
if(!This->stateBlock->vertexDecl) {
|
|
WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
|
|
if(This->stateBlock->streamIsUP) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
}
|
|
|
|
if(This->stateBlock->loadBaseVertexIndex != 0) {
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
/* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
|
|
drawPrimitive(iface, vertex_count, StartVertex /* start_idx */, 0 /* indxSize */, NULL /* indxData */);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface, UINT startIndex, UINT index_count)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT idxStride = 2;
|
|
IWineD3DBuffer *pIB;
|
|
GLuint vbo;
|
|
|
|
pIB = This->stateBlock->pIndexData;
|
|
if (!pIB) {
|
|
/* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
|
|
* without an index buffer set. (The first time at least...)
|
|
* D3D8 simply dies, but I doubt it can do much harm to return
|
|
* D3DERR_INVALIDCALL there as well. */
|
|
WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(!This->stateBlock->vertexDecl) {
|
|
WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(This->stateBlock->streamIsUP) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
}
|
|
vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
|
|
|
|
TRACE("(%p) : startIndex %u, index count %u.\n", This, startIndex, index_count);
|
|
|
|
if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
|
|
This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
|
|
drawPrimitive(iface, index_count, startIndex, idxStride,
|
|
vbo ? NULL : ((struct wined3d_buffer *)pIB)->resource.allocatedMemory);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
|
|
const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBuffer *vb;
|
|
|
|
TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
|
|
This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if(!This->stateBlock->vertexDecl) {
|
|
WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
|
vb = This->stateBlock->streamSource[0];
|
|
This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
|
if (vb) IWineD3DBuffer_Release(vb);
|
|
This->stateBlock->streamOffset[0] = 0;
|
|
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
|
|
/* TODO: Only mark dirty if drawing from a different UP address */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
|
|
drawPrimitive(iface, vertex_count, 0 /* start_idx */, 0 /* indxSize*/, NULL /* indxData */);
|
|
|
|
/* MSDN specifies stream zero settings must be set to NULL */
|
|
This->stateBlock->streamStride[0] = 0;
|
|
This->stateBlock->streamSource[0] = NULL;
|
|
|
|
/* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
|
|
* the new stream sources or use UP drawing again
|
|
*/
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
|
|
UINT index_count, const void *pIndexData, WINED3DFORMAT IndexDataFormat,
|
|
const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
|
{
|
|
int idxStride;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBuffer *vb;
|
|
IWineD3DBuffer *ib;
|
|
|
|
TRACE("(%p) : index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u.\n",
|
|
This, index_count, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if(!This->stateBlock->vertexDecl) {
|
|
WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (IndexDataFormat == WINED3DFMT_R16_UINT) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
|
vb = This->stateBlock->streamSource[0];
|
|
This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
|
if (vb) IWineD3DBuffer_Release(vb);
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
This->stateBlock->streamOffset[0] = 0;
|
|
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
|
|
|
/* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
|
|
This->stateBlock->baseVertexIndex = 0;
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
/* Mark the state dirty until we have nicer tracking of the stream source pointers */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
|
|
drawPrimitive(iface, index_count, 0 /* start_idx */, idxStride, pIndexData);
|
|
|
|
/* MSDN specifies stream zero settings and index buffer must be set to NULL */
|
|
This->stateBlock->streamSource[0] = NULL;
|
|
This->stateBlock->streamStride[0] = 0;
|
|
ib = This->stateBlock->pIndexData;
|
|
if(ib) {
|
|
IWineD3DBuffer_Release(ib);
|
|
This->stateBlock->pIndexData = NULL;
|
|
}
|
|
/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
|
|
* SetStreamSource to specify a vertex buffer
|
|
*/
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
|
|
UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
|
|
/* Mark the state dirty until we have nicer tracking
|
|
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
|
* that value.
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
This->stateBlock->baseVertexIndex = 0;
|
|
This->up_strided = DrawPrimStrideData;
|
|
drawPrimitive(iface, vertex_count, 0, 0, NULL);
|
|
This->up_strided = NULL;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
|
|
UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
|
|
UINT NumVertices, const void *pIndexData, WINED3DFORMAT IndexDataFormat)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
|
|
|
|
/* Mark the state dirty until we have nicer tracking
|
|
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
|
* that value.
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
This->stateBlock->baseVertexIndex = 0;
|
|
This->up_strided = DrawPrimStrideData;
|
|
drawPrimitive(iface, 0 /* numindices */, 0 /* start_idx */, idxSize, pIndexData);
|
|
This->up_strided = NULL;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
|
|
/* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
|
|
* not callable by the app directly no parameter validation checks are needed here.
|
|
*/
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
WINED3DLOCKED_BOX src;
|
|
WINED3DLOCKED_BOX dst;
|
|
HRESULT hr;
|
|
TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
|
|
|
|
/* TODO: Implement direct loading into the gl volume instead of using memcpy and
|
|
* dirtification to improve loading performance.
|
|
*/
|
|
hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
|
|
if(FAILED(hr)) return hr;
|
|
hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
|
|
if(FAILED(hr)) {
|
|
IWineD3DVolume_UnlockBox(pSourceVolume);
|
|
return hr;
|
|
}
|
|
|
|
memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
|
|
|
|
hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
|
|
if(FAILED(hr)) {
|
|
IWineD3DVolume_UnlockBox(pSourceVolume);
|
|
} else {
|
|
hr = IWineD3DVolume_UnlockBox(pSourceVolume);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
/* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
HRESULT hr = WINED3D_OK;
|
|
WINED3DRESOURCETYPE sourceType;
|
|
WINED3DRESOURCETYPE destinationType;
|
|
int i ,levels;
|
|
|
|
/* TODO: think about moving the code into IWineD3DBaseTexture */
|
|
|
|
TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
|
|
|
|
/* verify that the source and destination textures aren't NULL */
|
|
if (NULL == pSourceTexture || NULL == pDestinationTexture) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
|
|
This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (pSourceTexture == pDestinationTexture) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
|
|
This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* Verify that the source and destination textures are the same type */
|
|
sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
|
|
destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
|
|
|
|
if (sourceType != destinationType) {
|
|
WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
|
|
This);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* check that both textures have the identical numbers of levels */
|
|
if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must have identical numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (WINED3D_OK == hr) {
|
|
IWineD3DBaseTextureImpl *pDestImpl = (IWineD3DBaseTextureImpl *) pDestinationTexture;
|
|
|
|
/* Make sure that the destination texture is loaded */
|
|
pDestImpl->baseTexture.internal_preload(pDestinationTexture, SRGB_RGB);
|
|
|
|
/* Update every surface level of the texture */
|
|
levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
|
|
|
|
switch (sourceType) {
|
|
case WINED3DRTYPE_TEXTURE:
|
|
{
|
|
IWineD3DSurface *srcSurface;
|
|
IWineD3DSurface *destSurface;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
|
|
hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
|
IWineD3DSurface_Release(srcSurface);
|
|
IWineD3DSurface_Release(destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update surface failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DRTYPE_CUBETEXTURE:
|
|
{
|
|
IWineD3DSurface *srcSurface;
|
|
IWineD3DSurface *destSurface;
|
|
WINED3DCUBEMAP_FACES faceType;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
/* Update each cube face */
|
|
for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
|
|
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
|
|
if (WINED3D_OK != hr) {
|
|
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
|
} else {
|
|
TRACE("Got srcSurface %p\n", srcSurface);
|
|
}
|
|
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
|
} else {
|
|
TRACE("Got desrSurface %p\n", destSurface);
|
|
}
|
|
hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
|
IWineD3DSurface_Release(srcSurface);
|
|
IWineD3DSurface_Release(destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update surface failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DRTYPE_VOLUMETEXTURE:
|
|
{
|
|
IWineD3DVolume *srcVolume = NULL;
|
|
IWineD3DVolume *destVolume = NULL;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
|
|
IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
|
|
hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
|
|
IWineD3DVolume_Release(srcVolume);
|
|
IWineD3DVolume_Release(destVolume);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update volume failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("(%p) : Unsupported source and destination type\n", This);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
|
if(hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBaseTextureImpl *texture;
|
|
DWORD i;
|
|
|
|
TRACE("(%p) : %p\n", This, pNumPasses);
|
|
|
|
for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
|
if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
|
|
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
|
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
|
}
|
|
if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
|
|
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
|
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
|
}
|
|
|
|
texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
|
|
if (!texture || texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) continue;
|
|
|
|
if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
|
|
WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
|
|
WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
|
|
This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
|
|
WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
}
|
|
|
|
/* return a sensible default */
|
|
*pNumPasses = 1;
|
|
|
|
TRACE("returning D3D_OK\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
|
IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
|
|
if (texture && (texture->resource.format_desc->format == WINED3DFMT_P8
|
|
|| texture->resource.format_desc->format == WINED3DFMT_A8P8))
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int j;
|
|
UINT NewSize;
|
|
PALETTEENTRY **palettes;
|
|
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
|
|
if (PaletteNumber >= MAX_PALETTES) {
|
|
ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (PaletteNumber >= This->NumberOfPalettes) {
|
|
NewSize = This->NumberOfPalettes;
|
|
do {
|
|
NewSize *= 2;
|
|
} while(PaletteNumber >= NewSize);
|
|
palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
|
|
if (!palettes) {
|
|
ERR("Out of memory!\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
This->palettes = palettes;
|
|
This->NumberOfPalettes = NewSize;
|
|
}
|
|
|
|
if (!This->palettes[PaletteNumber]) {
|
|
This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
|
if (!This->palettes[PaletteNumber]) {
|
|
ERR("Out of memory!\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < 256; ++j) {
|
|
This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
|
|
This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
|
|
This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
|
|
This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
|
|
}
|
|
if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int j;
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
|
/* What happens in such situation isn't documented; Native seems to silently abort
|
|
on such conditions. Return Invalid Call. */
|
|
ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
for (j = 0; j < 256; ++j) {
|
|
pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
|
|
pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
|
|
pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
|
|
pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
|
|
}
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
/* Native appears to silently abort on attempt to make an uninitialized palette current and render.
|
|
(tested with reference rasterizer). Return Invalid Call. */
|
|
if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
|
ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/*TODO: stateblocks */
|
|
if (This->currentPalette != PaletteNumber) {
|
|
This->currentPalette = PaletteNumber;
|
|
dirtify_p8_texture_samplers(This);
|
|
}
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
if (PaletteNumber == NULL) {
|
|
WARN("(%p) : returning Invalid Call\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/*TODO: stateblocks */
|
|
*PaletteNumber = This->currentPalette;
|
|
TRACE("(%p) : returning %u\n", This, *PaletteNumber);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL warned;
|
|
if (!warned)
|
|
{
|
|
FIXME("(%p) : stub\n", This);
|
|
warned = TRUE;
|
|
}
|
|
|
|
This->softwareVertexProcessing = bSoftware;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL warned;
|
|
if (!warned)
|
|
{
|
|
FIXME("(%p) : stub\n", This);
|
|
warned = TRUE;
|
|
}
|
|
return This->softwareVertexProcessing;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
|
|
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
|
if(hr == WINED3D_OK){
|
|
hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}else{
|
|
FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL warned;
|
|
if(nSegments != 0.0f) {
|
|
if (!warned)
|
|
{
|
|
FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL warned;
|
|
if (!warned)
|
|
{
|
|
FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
|
|
warned = TRUE;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
/** TODO: remove casts to IWineD3DSurfaceImpl
|
|
* NOTE: move code to surface to accomplish this
|
|
****************************************/
|
|
IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
|
|
IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
|
|
int srcWidth, srcHeight;
|
|
unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
|
|
WINED3DFORMAT destFormat, srcFormat;
|
|
UINT destSize;
|
|
int srcLeft, destLeft, destTop;
|
|
WINED3DPOOL srcPool, destPool;
|
|
int offset = 0;
|
|
int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
|
|
const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
|
|
GLenum dummy;
|
|
DWORD sampler;
|
|
int bpp;
|
|
CONVERT_TYPES convert = NO_CONVERSION;
|
|
|
|
WINED3DSURFACE_DESC winedesc;
|
|
|
|
TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
|
|
|
|
IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
|
|
srcSurfaceWidth = winedesc.width;
|
|
srcSurfaceHeight = winedesc.height;
|
|
srcPool = winedesc.pool;
|
|
srcFormat = winedesc.format;
|
|
|
|
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
|
destSurfaceWidth = winedesc.width;
|
|
destSurfaceHeight = winedesc.height;
|
|
destPool = winedesc.pool;
|
|
destFormat = winedesc.format;
|
|
destSize = winedesc.size;
|
|
|
|
if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
|
|
WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* This call loads the opengl surface directly, instead of copying the surface to the
|
|
* destination's sysmem copy. If surface conversion is needed, use BltFast instead to
|
|
* copy in sysmem and use regular surface loading.
|
|
*/
|
|
d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
|
|
if(convert != NO_CONVERSION) {
|
|
return IWineD3DSurface_BltFast(pDestinationSurface,
|
|
pDestPoint ? pDestPoint->x : 0,
|
|
pDestPoint ? pDestPoint->y : 0,
|
|
pSourceSurface, pSourceRect, 0);
|
|
}
|
|
|
|
if (destFormat == WINED3DFMT_UNKNOWN) {
|
|
TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
|
|
IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
|
|
|
|
/* Get the update surface description */
|
|
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
|
}
|
|
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
LEAVE_GL();
|
|
|
|
/* Make sure the surface is loaded and up to date */
|
|
surface_internal_preload(pDestinationSurface, SRGB_RGB);
|
|
IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
|
|
|
|
src_format_desc = ((IWineD3DSurfaceImpl *)pSrcSurface)->resource.format_desc;
|
|
dst_format_desc = dst_impl->resource.format_desc;
|
|
|
|
/* this needs to be done in lines if the sourceRect != the sourceWidth */
|
|
srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
|
|
srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
|
|
srcLeft = pSourceRect ? pSourceRect->left : 0;
|
|
destLeft = pDestPoint ? pDestPoint->x : 0;
|
|
destTop = pDestPoint ? pDestPoint->y : 0;
|
|
|
|
|
|
/* This function doesn't support compressed textures
|
|
the pitch is just bytesPerPixel * width */
|
|
if(srcWidth != srcSurfaceWidth || srcLeft ){
|
|
rowoffset = srcSurfaceWidth * src_format_desc->byte_count;
|
|
offset += srcLeft * src_format_desc->byte_count;
|
|
/* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
|
|
}
|
|
/* TODO DXT formats */
|
|
|
|
if(pSourceRect != NULL && pSourceRect->top != 0){
|
|
offset += pSourceRect->top * srcSurfaceWidth * src_format_desc->byte_count;
|
|
}
|
|
TRACE("(%p) glTexSubImage2D, level %d, left %d, top %d, width %d, height %d, fmt %#x, type %#x, memory %p+%#x\n",
|
|
This, dst_impl->texture_level, destLeft, destTop, srcWidth, srcHeight, dst_format_desc->glFormat,
|
|
dst_format_desc->glType, IWineD3DSurface_GetData(pSourceSurface), offset);
|
|
|
|
/* Sanity check */
|
|
if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
|
|
|
|
/* need to lock the surface to get the data */
|
|
FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
|
|
}
|
|
|
|
ENTER_GL();
|
|
|
|
/* TODO: Cube and volume support */
|
|
if(rowoffset != 0){
|
|
/* not a whole row so we have to do it a line at a time */
|
|
int j;
|
|
|
|
/* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
|
|
const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
|
|
|
for (j = destTop; j < (srcHeight + destTop); ++j)
|
|
{
|
|
glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
|
|
srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
|
|
data += rowoffset;
|
|
}
|
|
|
|
} else { /* Full width, so just write out the whole texture */
|
|
const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
|
|
|
if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
|
{
|
|
if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth)
|
|
{
|
|
/* FIXME: The easy way to do this is to lock the destination, and copy the bits across. */
|
|
FIXME("Updating part of a compressed texture is not supported.\n");
|
|
}
|
|
if (destFormat != srcFormat)
|
|
{
|
|
FIXME("Updating mixed format compressed textures is not supported.\n");
|
|
}
|
|
else
|
|
{
|
|
GL_EXTCALL(glCompressedTexImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
|
|
dst_format_desc->glInternal, srcWidth, srcHeight, 0, destSize, data));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
|
|
srcWidth, srcHeight, dst_format_desc->glFormat, dst_format_desc->glType, data);
|
|
}
|
|
}
|
|
checkGLcall("glTexSubImage2D");
|
|
|
|
LEAVE_GL();
|
|
|
|
IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
|
|
sampler = This->rev_tex_unit_map[0];
|
|
if (sampler != WINED3D_UNMAPPED_STAGE)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
struct WineD3DRectPatch *patch;
|
|
GLenum old_primitive_type;
|
|
unsigned int i;
|
|
struct list *e;
|
|
BOOL found;
|
|
TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
|
|
|
|
if(!(Handle || pRectPatchInfo)) {
|
|
/* TODO: Write a test for the return value, thus the FIXME */
|
|
FIXME("Both Handle and pRectPatchInfo are NULL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(Handle) {
|
|
i = PATCHMAP_HASHFUNC(Handle);
|
|
found = FALSE;
|
|
LIST_FOR_EACH(e, &This->patches[i]) {
|
|
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
|
if(patch->Handle == Handle) {
|
|
found = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!found) {
|
|
TRACE("Patch does not exist. Creating a new one\n");
|
|
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
|
patch->Handle = Handle;
|
|
list_add_head(&This->patches[i], &patch->entry);
|
|
} else {
|
|
TRACE("Found existing patch %p\n", patch);
|
|
}
|
|
} else {
|
|
/* Since opengl does not load tesselated vertex attributes into numbered vertex
|
|
* attributes we have to tesselate, read back, and draw. This needs a patch
|
|
* management structure instance. Create one.
|
|
*
|
|
* A possible improvement is to check if a vertex shader is used, and if not directly
|
|
* draw the patch.
|
|
*/
|
|
FIXME("Drawing an uncached patch. This is slow\n");
|
|
patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
|
}
|
|
|
|
if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
|
|
pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
|
|
(pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
|
|
HRESULT hr;
|
|
TRACE("Tesselation density or patch info changed, retesselating\n");
|
|
|
|
if(pRectPatchInfo) {
|
|
patch->RectPatchInfo = *pRectPatchInfo;
|
|
}
|
|
patch->numSegs[0] = pNumSegs[0];
|
|
patch->numSegs[1] = pNumSegs[1];
|
|
patch->numSegs[2] = pNumSegs[2];
|
|
patch->numSegs[3] = pNumSegs[3];
|
|
|
|
hr = tesselate_rectpatch(This, patch);
|
|
if(FAILED(hr)) {
|
|
WARN("Patch tesselation failed\n");
|
|
|
|
/* Do not release the handle to store the params of the patch */
|
|
if(!Handle) {
|
|
HeapFree(GetProcessHeap(), 0, patch);
|
|
}
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
This->currentPatch = patch;
|
|
old_primitive_type = This->stateBlock->gl_primitive_type;
|
|
This->stateBlock->gl_primitive_type = GL_TRIANGLES;
|
|
IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
|
|
This->stateBlock->gl_primitive_type = old_primitive_type;
|
|
This->currentPatch = NULL;
|
|
|
|
/* Destroy uncached patches */
|
|
if(!Handle) {
|
|
HeapFree(GetProcessHeap(), 0, patch->mem);
|
|
HeapFree(GetProcessHeap(), 0, patch);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_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 WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i;
|
|
struct WineD3DRectPatch *patch;
|
|
struct list *e;
|
|
TRACE("(%p) Handle(%d)\n", This, Handle);
|
|
|
|
i = PATCHMAP_HASHFUNC(Handle);
|
|
LIST_FOR_EACH(e, &This->patches[i]) {
|
|
patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
|
if(patch->Handle == Handle) {
|
|
TRACE("Deleting patch %p\n", patch);
|
|
list_remove(&patch->entry);
|
|
HeapFree(GetProcessHeap(), 0, patch->mem);
|
|
HeapFree(GetProcessHeap(), 0, patch);
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
|
|
/* TODO: Write a test for the return value */
|
|
FIXME("Attempt to destroy nonexistent patch\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
|
|
HRESULT hr;
|
|
IWineD3DSwapChain *swapchain;
|
|
|
|
hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
|
if (SUCCEEDED(hr)) {
|
|
IWineD3DSwapChain_Release((IUnknown *)swapchain);
|
|
return swapchain;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
|
|
const WINED3DRECT *rect, const float color[4])
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
struct wined3d_context *context;
|
|
IWineD3DSwapChain *swapchain;
|
|
|
|
swapchain = get_swapchain(surface);
|
|
if (swapchain) {
|
|
GLenum buffer;
|
|
|
|
TRACE("Surface %p is onscreen\n", surface);
|
|
|
|
context = ActivateContext(This, surface, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
|
buffer = surface_get_gl_buffer(surface, swapchain);
|
|
glDrawBuffer(buffer);
|
|
checkGLcall("glDrawBuffer()");
|
|
} else {
|
|
TRACE("Surface %p is offscreen\n", surface);
|
|
|
|
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
|
|
context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
|
|
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
|
|
}
|
|
|
|
if (rect) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
if(!swapchain) {
|
|
glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
|
|
} else {
|
|
glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
|
|
rect->x2 - rect->x1, rect->y2 - rect->y1);
|
|
}
|
|
checkGLcall("glScissor");
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
|
} else {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
|
|
|
glDisable(GL_BLEND);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
|
|
|
|
glClearColor(color[0], color[1], color[2], color[3]);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
checkGLcall("glClear");
|
|
|
|
if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
|
|
&& ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer()");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
|
|
unsigned int r, g, b, a;
|
|
DWORD ret;
|
|
|
|
if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
|
|
destfmt == WINED3DFMT_R8G8B8)
|
|
return color;
|
|
|
|
TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
|
|
|
|
a = (color & 0xff000000) >> 24;
|
|
r = (color & 0x00ff0000) >> 16;
|
|
g = (color & 0x0000ff00) >> 8;
|
|
b = (color & 0x000000ff) >> 0;
|
|
|
|
switch(destfmt)
|
|
{
|
|
case WINED3DFMT_R5G6B5:
|
|
if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
|
|
r = (r * 32) / 256;
|
|
g = (g * 64) / 256;
|
|
b = (b * 32) / 256;
|
|
ret = r << 11;
|
|
ret |= g << 5;
|
|
ret |= b;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_X1R5G5B5:
|
|
case WINED3DFMT_A1R5G5B5:
|
|
a = (a * 2) / 256;
|
|
r = (r * 32) / 256;
|
|
g = (g * 32) / 256;
|
|
b = (b * 32) / 256;
|
|
ret = a << 15;
|
|
ret |= r << 10;
|
|
ret |= g << 5;
|
|
ret |= b << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_A8_UNORM:
|
|
TRACE("Returning %08x\n", a);
|
|
return a;
|
|
|
|
case WINED3DFMT_X4R4G4B4:
|
|
case WINED3DFMT_A4R4G4B4:
|
|
a = (a * 16) / 256;
|
|
r = (r * 16) / 256;
|
|
g = (g * 16) / 256;
|
|
b = (b * 16) / 256;
|
|
ret = a << 12;
|
|
ret |= r << 8;
|
|
ret |= g << 4;
|
|
ret |= b << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_R3G3B2:
|
|
r = (r * 8) / 256;
|
|
g = (g * 8) / 256;
|
|
b = (b * 4) / 256;
|
|
ret = r << 5;
|
|
ret |= g << 2;
|
|
ret |= b << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_X8B8G8R8:
|
|
case WINED3DFMT_R8G8B8A8_UNORM:
|
|
ret = a << 24;
|
|
ret |= b << 16;
|
|
ret |= g << 8;
|
|
ret |= r << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_A2R10G10B10:
|
|
a = (a * 4) / 256;
|
|
r = (r * 1024) / 256;
|
|
g = (g * 1024) / 256;
|
|
b = (b * 1024) / 256;
|
|
ret = a << 30;
|
|
ret |= r << 20;
|
|
ret |= g << 10;
|
|
ret |= b << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
case WINED3DFMT_R10G10B10A2_UNORM:
|
|
a = (a * 4) / 256;
|
|
r = (r * 1024) / 256;
|
|
g = (g * 1024) / 256;
|
|
b = (b * 1024) / 256;
|
|
ret = a << 30;
|
|
ret |= b << 20;
|
|
ret |= g << 10;
|
|
ret |= r << 0;
|
|
TRACE("Returning %08x\n", ret);
|
|
return ret;
|
|
|
|
default:
|
|
FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
|
|
WINEDDBLTFX BltFx;
|
|
TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
|
|
|
|
if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
|
|
FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
|
|
color_fill_fbo(iface, pSurface, pRect, c);
|
|
return WINED3D_OK;
|
|
} else {
|
|
/* Just forward this to the DirectDraw blitting engine */
|
|
memset(&BltFx, 0, sizeof(BltFx));
|
|
BltFx.dwSize = sizeof(BltFx);
|
|
BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format_desc->format);
|
|
return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
|
|
WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
|
}
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
|
|
IWineD3DRendertargetView *rendertarget_view, const float color[4])
|
|
{
|
|
IWineD3DResource *resource;
|
|
IWineD3DSurface *surface;
|
|
HRESULT hr;
|
|
|
|
hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to get resource, hr %#x\n", hr);
|
|
return;
|
|
}
|
|
|
|
if (IWineD3DResource_GetType(resource) != WINED3DRTYPE_SURFACE)
|
|
{
|
|
FIXME("Only supported on surface resources\n");
|
|
IWineD3DResource_Release(resource);
|
|
return;
|
|
}
|
|
|
|
surface = (IWineD3DSurface *)resource;
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
|
{
|
|
color_fill_fbo(iface, surface, NULL, color);
|
|
}
|
|
else
|
|
{
|
|
WINEDDBLTFX BltFx;
|
|
WINED3DCOLOR c;
|
|
|
|
WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
|
|
|
|
c = ((DWORD)(color[2] * 255.0f));
|
|
c |= ((DWORD)(color[1] * 255.0f)) << 8;
|
|
c |= ((DWORD)(color[0] * 255.0f)) << 16;
|
|
c |= ((DWORD)(color[3] * 255.0f)) << 24;
|
|
|
|
/* Just forward this to the DirectDraw blitting engine */
|
|
memset(&BltFx, 0, sizeof(BltFx));
|
|
BltFx.dwSize = sizeof(BltFx);
|
|
BltFx.u5.dwFillColor = argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
|
|
hr = IWineD3DSurface_Blt(surface, NULL, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Blt failed, hr %#x\n", hr);
|
|
}
|
|
}
|
|
|
|
IWineD3DResource_Release(resource);
|
|
}
|
|
|
|
/* rendertarget and depth stencil functions */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
|
ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*ppRenderTarget = This->render_targets[RenderTargetIndex];
|
|
TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
|
|
/* Note inc ref on returned surface */
|
|
if(*ppRenderTarget != NULL)
|
|
IWineD3DSurface_AddRef(*ppRenderTarget);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
|
|
IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
|
|
IWineD3DSwapChainImpl *Swapchain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
|
|
|
|
hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
|
|
if(hr != WINED3D_OK) {
|
|
ERR("Can't get the swapchain\n");
|
|
return hr;
|
|
}
|
|
|
|
/* Make sure to release the swapchain */
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
|
|
|
|
if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
|
|
ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
|
ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(Swapchain->frontBuffer != Front) {
|
|
TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
|
|
|
|
if(Swapchain->frontBuffer)
|
|
{
|
|
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
|
|
((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
|
|
}
|
|
Swapchain->frontBuffer = Front;
|
|
|
|
if(Swapchain->frontBuffer) {
|
|
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
|
|
((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
|
}
|
|
}
|
|
|
|
if(Back && !Swapchain->backBuffer) {
|
|
/* We need memory for the back buffer array - only one back buffer this way */
|
|
Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
|
|
if(!Swapchain->backBuffer) {
|
|
ERR("Out of memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
}
|
|
|
|
if(Swapchain->backBuffer[0] != Back) {
|
|
TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
|
|
|
|
/* What to do about the context here in the case of multithreading? Not sure.
|
|
* This function is called by IDirect3D7::CreateDevice so in theory its initialization code
|
|
*/
|
|
WARN("No active context?\n");
|
|
|
|
ENTER_GL();
|
|
if(!Swapchain->backBuffer[0]) {
|
|
/* GL was told to draw to the front buffer at creation,
|
|
* undo that
|
|
*/
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
/* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
|
|
Swapchain->presentParms.BackBufferCount = 1;
|
|
} else if (!Back) {
|
|
/* That makes problems - disable for now */
|
|
/* glDrawBuffer(GL_FRONT); */
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
/* We have lost our back buffer, set this to 0 to avoid confusing other code */
|
|
Swapchain->presentParms.BackBufferCount = 0;
|
|
}
|
|
LEAVE_GL();
|
|
|
|
if(Swapchain->backBuffer[0])
|
|
{
|
|
IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
|
|
((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
|
|
}
|
|
Swapchain->backBuffer[0] = Back;
|
|
|
|
if(Swapchain->backBuffer[0]) {
|
|
IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
|
|
((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags |= SFLAG_SWAPCHAIN;
|
|
} else {
|
|
HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
|
|
Swapchain->backBuffer = NULL;
|
|
}
|
|
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
*ppZStencilSurface = This->stencilBufferTarget;
|
|
TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
|
|
|
|
if(*ppZStencilSurface != NULL) {
|
|
/* Note inc ref on returned surface */
|
|
IWineD3DSurface_AddRef(*ppZStencilSurface);
|
|
return WINED3D_OK;
|
|
} else {
|
|
return WINED3DERR_NOTFOUND;
|
|
}
|
|
}
|
|
|
|
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
|
|
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
|
|
IWineD3DSwapChain *src_swapchain, *dst_swapchain;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
GLenum gl_filter;
|
|
POINT offset = {0, 0};
|
|
|
|
TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
|
|
This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
|
|
TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
|
|
TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
|
|
|
|
switch (filter) {
|
|
case WINED3DTEXF_LINEAR:
|
|
gl_filter = GL_LINEAR;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
|
|
case WINED3DTEXF_NONE:
|
|
case WINED3DTEXF_POINT:
|
|
gl_filter = GL_NEAREST;
|
|
break;
|
|
}
|
|
|
|
/* Attach src surface to src fbo */
|
|
src_swapchain = get_swapchain(src_surface);
|
|
dst_swapchain = get_swapchain(dst_surface);
|
|
|
|
if (src_swapchain) context = ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
|
|
else if (dst_swapchain) context = ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
|
|
else context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
gl_info = context->gl_info;
|
|
|
|
if (src_swapchain) {
|
|
GLenum buffer = surface_get_gl_buffer(src_surface, src_swapchain);
|
|
|
|
TRACE("Source surface %p is onscreen\n", src_surface);
|
|
/* Make sure the drawable is up to date. In the offscreen case
|
|
* attach_surface_fbo() implicitly takes care of this. */
|
|
IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
|
|
|
|
if(buffer == GL_FRONT) {
|
|
RECT windowsize;
|
|
UINT h;
|
|
ClientToScreen(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &offset);
|
|
GetClientRect(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &windowsize);
|
|
h = windowsize.bottom - windowsize.top;
|
|
src_rect->x1 -= offset.x; src_rect->x2 -=offset.x;
|
|
src_rect->y1 = offset.y + h - src_rect->y1;
|
|
src_rect->y2 = offset.y + h - src_rect->y2;
|
|
} else {
|
|
src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
|
|
src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
|
|
}
|
|
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
|
|
glReadBuffer(buffer);
|
|
checkGLcall("glReadBuffer()");
|
|
} else {
|
|
TRACE("Source surface %p is offscreen\n", src_surface);
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
|
|
context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
checkGLcall("glReadBuffer()");
|
|
context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
|
|
}
|
|
LEAVE_GL();
|
|
|
|
/* Attach dst surface to dst fbo */
|
|
if (dst_swapchain) {
|
|
GLenum buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
|
|
|
|
TRACE("Destination surface %p is onscreen\n", dst_surface);
|
|
/* Make sure the drawable is up to date. In the offscreen case
|
|
* attach_surface_fbo() implicitly takes care of this. */
|
|
IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
|
|
|
|
if(buffer == GL_FRONT) {
|
|
RECT windowsize;
|
|
UINT h;
|
|
ClientToScreen(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &offset);
|
|
GetClientRect(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &windowsize);
|
|
h = windowsize.bottom - windowsize.top;
|
|
dst_rect->x1 -= offset.x; dst_rect->x2 -=offset.x;
|
|
dst_rect->y1 = offset.y + h - dst_rect->y1;
|
|
dst_rect->y2 = offset.y + h - dst_rect->y2;
|
|
} else {
|
|
/* Screen coords = window coords, surface height = window height */
|
|
dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
|
|
dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
|
|
}
|
|
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
|
|
glDrawBuffer(buffer);
|
|
checkGLcall("glDrawBuffer()");
|
|
} else {
|
|
TRACE("Destination surface %p is offscreen\n", dst_surface);
|
|
|
|
ENTER_GL();
|
|
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
|
|
context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
checkGLcall("glDrawBuffer()");
|
|
context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
|
|
}
|
|
glDisable(GL_SCISSOR_TEST);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
|
|
|
if (flip) {
|
|
gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
|
dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter);
|
|
checkGLcall("glBlitFramebuffer()");
|
|
} else {
|
|
gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
|
dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter);
|
|
checkGLcall("glBlitFramebuffer()");
|
|
}
|
|
|
|
IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
|
|
|
|
/* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
|
|
if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
|
|
&& ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer()");
|
|
}
|
|
LEAVE_GL();
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WINED3DVIEWPORT viewport;
|
|
|
|
TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
|
|
|
|
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
|
WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
|
|
This, RenderTargetIndex, GL_LIMITS(buffers));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* MSDN says that null disables the render target
|
|
but a device must always be associated with a render target
|
|
nope MSDN says that we return invalid call to a null rendertarget with an index of 0
|
|
*/
|
|
if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
|
|
FIXME("Trying to set render target 0 to NULL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
|
FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* If we are trying to set what we already have, don't bother */
|
|
if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
return WINED3D_OK;
|
|
}
|
|
if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
|
|
if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
|
|
This->render_targets[RenderTargetIndex] = pRenderTarget;
|
|
|
|
/* Render target 0 is special */
|
|
if(RenderTargetIndex == 0) {
|
|
/* Finally, reset the viewport as the MSDN states. */
|
|
viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
|
|
viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
|
|
viewport.X = 0;
|
|
viewport.Y = 0;
|
|
viewport.MaxZ = 1.0f;
|
|
viewport.MinZ = 0.0f;
|
|
IWineD3DDeviceImpl_SetViewport(iface, &viewport);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
HRESULT hr = WINED3D_OK;
|
|
IWineD3DSurface *tmp;
|
|
|
|
TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
|
|
|
|
if (pNewZStencil == This->stencilBufferTarget) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
} else {
|
|
/** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
|
|
* depending on the renter target implementation being used.
|
|
* A shared context implementation will share all buffers between all rendertargets (including swapchains),
|
|
* implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
|
|
* stencil buffer and incur an extra memory overhead
|
|
******************************************************/
|
|
|
|
if (This->stencilBufferTarget) {
|
|
if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|
|
|| ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
|
|
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
|
|
} else {
|
|
struct wined3d_context *context = ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
|
|
surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
|
|
surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
|
|
}
|
|
}
|
|
|
|
tmp = This->stencilBufferTarget;
|
|
This->stencilBufferTarget = pNewZStencil;
|
|
/* should we be calling the parent or the wined3d surface? */
|
|
if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
|
if (NULL != tmp) IWineD3DSurface_Release(tmp);
|
|
hr = WINED3D_OK;
|
|
|
|
if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
|
|
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
|
|
UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
/* TODO: the use of Impl is deprecated. */
|
|
IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
|
|
WINED3DLOCKED_RECT lockedRect;
|
|
|
|
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
|
|
|
|
/* some basic validation checks */
|
|
if(This->cursorTexture) {
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &This->cursorTexture);
|
|
LEAVE_GL();
|
|
This->cursorTexture = 0;
|
|
}
|
|
|
|
if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
|
|
This->haveHardwareCursor = TRUE;
|
|
else
|
|
This->haveHardwareCursor = FALSE;
|
|
|
|
if(pCursorBitmap) {
|
|
WINED3DLOCKED_RECT rect;
|
|
|
|
/* MSDN: Cursor must be A8R8G8B8 */
|
|
if (WINED3DFMT_A8R8G8B8 != pSur->resource.format_desc->format)
|
|
{
|
|
ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* MSDN: Cursor must be smaller than the display mode */
|
|
if(pSur->currentDesc.Width > This->ddraw_width ||
|
|
pSur->currentDesc.Height > This->ddraw_height) {
|
|
ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!This->haveHardwareCursor) {
|
|
/* TODO: MSDN: Cursor sizes must be a power of 2 */
|
|
|
|
/* Do not store the surface's pointer because the application may
|
|
* release it after setting the cursor image. Windows doesn't
|
|
* addref the set surface, so we can't do this either without
|
|
* creating circular refcount dependencies. Copy out the gl texture
|
|
* instead.
|
|
*/
|
|
This->cursorWidth = pSur->currentDesc.Width;
|
|
This->cursorHeight = pSur->currentDesc.Height;
|
|
if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
|
|
{
|
|
const struct GlPixelFormatDesc *glDesc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION);
|
|
char *mem, *bits = rect.pBits;
|
|
GLint intfmt = glDesc->glInternal;
|
|
GLint format = glDesc->glFormat;
|
|
GLint type = glDesc->glType;
|
|
INT height = This->cursorHeight;
|
|
INT width = This->cursorWidth;
|
|
INT bpp = glDesc->byte_count;
|
|
DWORD sampler;
|
|
INT i;
|
|
|
|
/* Reformat the texture memory (pitch and width can be
|
|
* different) */
|
|
mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
|
|
for(i = 0; i < height; i++)
|
|
memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
|
|
IWineD3DSurface_UnlockRect(pCursorBitmap);
|
|
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
ENTER_GL();
|
|
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
|
}
|
|
|
|
/* Make sure that a proper texture unit is selected */
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
|
checkGLcall("glActiveTextureARB");
|
|
sampler = This->rev_tex_unit_map[0];
|
|
if (sampler != WINED3D_UNMAPPED_STAGE)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
|
}
|
|
/* Create a new cursor texture */
|
|
glGenTextures(1, &This->cursorTexture);
|
|
checkGLcall("glGenTextures");
|
|
glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
|
|
checkGLcall("glBindTexture");
|
|
/* Copy the bitmap memory into the cursor texture */
|
|
glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
|
|
HeapFree(GetProcessHeap(), 0, mem);
|
|
checkGLcall("glTexImage2D");
|
|
|
|
if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
|
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
}
|
|
else
|
|
{
|
|
FIXME("A cursor texture was not returned.\n");
|
|
This->cursorTexture = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Draw a hardware cursor */
|
|
ICONINFO cursorInfo;
|
|
HCURSOR cursor;
|
|
/* Create and clear maskBits because it is not needed for
|
|
* 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
|
|
* chunks. */
|
|
DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
(pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
|
|
IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
|
|
WINED3DLOCK_NO_DIRTY_UPDATE |
|
|
WINED3DLOCK_READONLY
|
|
);
|
|
TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
|
|
pSur->currentDesc.Height);
|
|
|
|
cursorInfo.fIcon = FALSE;
|
|
cursorInfo.xHotspot = XHotSpot;
|
|
cursorInfo.yHotspot = YHotSpot;
|
|
cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
|
|
pSur->currentDesc.Height, 1,
|
|
1, &maskBits);
|
|
cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
|
|
pSur->currentDesc.Height, 1,
|
|
32, lockedRect.pBits);
|
|
IWineD3DSurface_UnlockRect(pCursorBitmap);
|
|
/* Create our cursor and clean up. */
|
|
cursor = CreateIconIndirect(&cursorInfo);
|
|
SetCursor(cursor);
|
|
if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
|
|
if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
|
|
if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
|
|
This->hardwareCursor = cursor;
|
|
HeapFree(GetProcessHeap(), 0, maskBits);
|
|
}
|
|
}
|
|
|
|
This->xHotSpot = XHotSpot;
|
|
This->yHotSpot = YHotSpot;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
|
|
|
|
This->xScreenSpace = XScreenSpace;
|
|
This->yScreenSpace = YScreenSpace;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
BOOL oldVisible = This->bCursorVisible;
|
|
POINT pt;
|
|
|
|
TRACE("(%p) : visible(%d)\n", This, bShow);
|
|
|
|
/*
|
|
* When ShowCursor is first called it should make the cursor appear at the OS's last
|
|
* known cursor position. Because of this, some applications just repetitively call
|
|
* ShowCursor in order to update the cursor's position. This behavior is undocumented.
|
|
*/
|
|
GetCursorPos(&pt);
|
|
This->xScreenSpace = pt.x;
|
|
This->yScreenSpace = pt.y;
|
|
|
|
if (This->haveHardwareCursor) {
|
|
This->bCursorVisible = bShow;
|
|
if (bShow)
|
|
SetCursor(This->hardwareCursor);
|
|
else
|
|
SetCursor(NULL);
|
|
}
|
|
else
|
|
{
|
|
if (This->cursorTexture)
|
|
This->bCursorVisible = bShow;
|
|
}
|
|
|
|
return oldVisible;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DResourceImpl *resource;
|
|
TRACE("(%p) : state (%u)\n", This, This->state);
|
|
|
|
/* TODO: Implement wrapping of the WndProc so that mimimize and maximize can be monitored and the states adjusted. */
|
|
switch (This->state) {
|
|
case WINED3D_OK:
|
|
return WINED3D_OK;
|
|
case WINED3DERR_DEVICELOST:
|
|
{
|
|
LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
|
|
if (resource->resource.pool == WINED3DPOOL_DEFAULT)
|
|
return WINED3DERR_DEVICENOTRESET;
|
|
}
|
|
return WINED3DERR_DEVICELOST;
|
|
}
|
|
case WINED3DERR_DRIVERINTERNALERROR:
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
}
|
|
|
|
/* Unknown state */
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
}
|
|
|
|
static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *data) {
|
|
TRACE("checking resource %p for eviction\n", resource);
|
|
if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
|
|
TRACE("Evicting %p\n", resource);
|
|
IWineD3DResource_UnLoad(resource);
|
|
}
|
|
IWineD3DResource_Release(resource);
|
|
return S_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
|
|
{
|
|
IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
|
|
|
|
/* Reallocate proper memory for the front and back buffer and adjust their sizes */
|
|
if(surface->Flags & SFLAG_DIBSECTION) {
|
|
/* Release the DC */
|
|
SelectObject(surface->hDC, surface->dib.holdbitmap);
|
|
DeleteDC(surface->hDC);
|
|
/* Release the DIB section */
|
|
DeleteObject(surface->dib.DIBsection);
|
|
surface->dib.bitmap_data = NULL;
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->Flags &= ~SFLAG_DIBSECTION;
|
|
}
|
|
surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
|
|
surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
|
|
if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(ARB_TEXTURE_RECTANGLE) ||
|
|
GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
|
|
surface->pow2Width = pPresentationParameters->BackBufferWidth;
|
|
surface->pow2Height = pPresentationParameters->BackBufferHeight;
|
|
} else {
|
|
surface->pow2Width = surface->pow2Height = 1;
|
|
while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
|
|
while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
|
|
}
|
|
surface->glRect.left = 0;
|
|
surface->glRect.top = 0;
|
|
surface->glRect.right = surface->pow2Width;
|
|
surface->glRect.bottom = surface->pow2Height;
|
|
|
|
if (surface->texture_name)
|
|
{
|
|
ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &surface->texture_name);
|
|
LEAVE_GL();
|
|
surface->texture_name = 0;
|
|
surface->Flags &= ~SFLAG_CLIENT;
|
|
}
|
|
if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
|
|
surface->pow2Height != pPresentationParameters->BackBufferHeight) {
|
|
surface->Flags |= SFLAG_NONPOW2;
|
|
} else {
|
|
surface->Flags &= ~SFLAG_NONPOW2;
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->resource.heapMemory = NULL;
|
|
surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
|
|
/* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */
|
|
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE);
|
|
} else {
|
|
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE);
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
|
|
TRACE("Unloading resource %p\n", resource);
|
|
IWineD3DResource_UnLoad(resource);
|
|
IWineD3DResource_Release(resource);
|
|
return S_OK;
|
|
}
|
|
|
|
static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
|
|
{
|
|
UINT i, count;
|
|
WINED3DDISPLAYMODE m;
|
|
HRESULT hr;
|
|
|
|
/* All Windowed modes are supported, as is leaving the current mode */
|
|
if(pp->Windowed) return TRUE;
|
|
if(!pp->BackBufferWidth) return TRUE;
|
|
if(!pp->BackBufferHeight) return TRUE;
|
|
|
|
count = IWineD3D_GetAdapterModeCount(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN);
|
|
for(i = 0; i < count; i++) {
|
|
memset(&m, 0, sizeof(m));
|
|
hr = IWineD3D_EnumAdapterModes(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN, i, &m);
|
|
if(FAILED(hr)) {
|
|
ERR("EnumAdapterModes failed\n");
|
|
}
|
|
if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
|
|
/* Mode found, it is supported */
|
|
return TRUE;
|
|
}
|
|
}
|
|
/* Mode not found -> not supported */
|
|
return FALSE;
|
|
}
|
|
|
|
void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
|
const struct wined3d_context *context;
|
|
const struct wined3d_gl_info *gl_info;
|
|
UINT i;
|
|
IWineD3DBaseShaderImpl *shader;
|
|
|
|
context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
|
gl_info = context->gl_info;
|
|
|
|
IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
|
|
LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
|
|
This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
|
|
}
|
|
|
|
ENTER_GL();
|
|
if(This->depth_blt_texture) {
|
|
glDeleteTextures(1, &This->depth_blt_texture);
|
|
This->depth_blt_texture = 0;
|
|
}
|
|
if (This->depth_blt_rb) {
|
|
gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
|
|
This->depth_blt_rb = 0;
|
|
This->depth_blt_rb_w = 0;
|
|
This->depth_blt_rb_h = 0;
|
|
}
|
|
LEAVE_GL();
|
|
|
|
This->blitter->free_private(iface);
|
|
This->frag_pipe->free_private(iface);
|
|
This->shader_backend->shader_free_private(iface);
|
|
|
|
ENTER_GL();
|
|
for (i = 0; i < GL_LIMITS(textures); i++) {
|
|
/* Textures are recreated below */
|
|
glDeleteTextures(1, &This->dummyTextureName[i]);
|
|
checkGLcall("glDeleteTextures(1, &This->dummyTextureName[i])");
|
|
This->dummyTextureName[i] = 0;
|
|
}
|
|
LEAVE_GL();
|
|
|
|
while(This->numContexts) {
|
|
DestroyContext(This, This->contexts[0]);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, swapchain->context);
|
|
swapchain->context = NULL;
|
|
swapchain->num_contexts = 0;
|
|
}
|
|
|
|
HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
|
HRESULT hr;
|
|
IWineD3DSurfaceImpl *target;
|
|
|
|
/* Recreate the primary swapchain's context */
|
|
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
|
|
if(swapchain->backBuffer) {
|
|
target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
|
|
} else {
|
|
target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
|
|
}
|
|
swapchain->context[0] = CreateContext(This, target, swapchain->win_handle, FALSE,
|
|
&swapchain->presentParms);
|
|
swapchain->num_contexts = 1;
|
|
|
|
create_dummy_textures(This);
|
|
|
|
hr = This->shader_backend->shader_alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
ERR("Failed to recreate shader private data\n");
|
|
goto err_out;
|
|
}
|
|
hr = This->frag_pipe->alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
TRACE("Fragment pipeline private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
hr = This->blitter->alloc_private(iface);
|
|
if(FAILED(hr)) {
|
|
TRACE("Blitter private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
|
|
err_out:
|
|
This->blitter->free_private(iface);
|
|
This->frag_pipe->free_private(iface);
|
|
This->shader_backend->shader_free_private(iface);
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain;
|
|
HRESULT hr;
|
|
BOOL DisplayModeChanged = FALSE;
|
|
WINED3DDISPLAYMODE mode;
|
|
TRACE("(%p)\n", This);
|
|
|
|
hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
|
|
if(FAILED(hr)) {
|
|
ERR("Failed to get the first implicit swapchain\n");
|
|
return hr;
|
|
}
|
|
|
|
if(!is_display_mode_supported(This, pPresentationParameters)) {
|
|
WARN("Rejecting Reset() call because the requested display mode is not supported\n");
|
|
WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
|
|
pPresentationParameters->BackBufferHeight);
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Is it necessary to recreate the gl context? Actually every setting can be changed
|
|
* on an existing gl context, so there's no real need for recreation.
|
|
*
|
|
* TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
|
|
*
|
|
* TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
|
|
*/
|
|
TRACE("New params:\n");
|
|
TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
|
|
TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
|
|
TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
|
|
TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
|
|
TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
|
|
TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
|
|
TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
|
|
TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
|
|
TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
|
|
TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
|
|
TRACE("Flags = %08x\n", pPresentationParameters->Flags);
|
|
TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
|
|
TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
|
|
|
|
/* No special treatment of these parameters. Just store them */
|
|
swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
|
|
swapchain->presentParms.Flags = pPresentationParameters->Flags;
|
|
swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
|
|
swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
|
|
|
|
/* What to do about these? */
|
|
if(pPresentationParameters->BackBufferCount != 0 &&
|
|
pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
|
|
ERR("Cannot change the back buffer count yet\n");
|
|
}
|
|
if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
|
|
pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
|
|
ERR("Cannot change the back buffer format yet\n");
|
|
}
|
|
if(pPresentationParameters->hDeviceWindow != NULL &&
|
|
pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
|
|
ERR("Cannot change the device window yet\n");
|
|
}
|
|
if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil_buffer) {
|
|
HRESULT hrc;
|
|
|
|
TRACE("Creating the depth stencil buffer\n");
|
|
|
|
hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
|
|
This->parent,
|
|
pPresentationParameters->BackBufferWidth,
|
|
pPresentationParameters->BackBufferHeight,
|
|
pPresentationParameters->AutoDepthStencilFormat,
|
|
pPresentationParameters->MultiSampleType,
|
|
pPresentationParameters->MultiSampleQuality,
|
|
FALSE,
|
|
&This->auto_depth_stencil_buffer);
|
|
|
|
if (FAILED(hrc)) {
|
|
ERR("Failed to create the depth stencil buffer\n");
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
/* Reset the depth stencil */
|
|
if (pPresentationParameters->EnableAutoDepthStencil)
|
|
IWineD3DDevice_SetDepthStencilSurface(iface, This->auto_depth_stencil_buffer);
|
|
else
|
|
IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
|
|
|
|
delete_opengl_contexts(iface, (IWineD3DSwapChain *) swapchain);
|
|
|
|
if(pPresentationParameters->Windowed) {
|
|
mode.Width = swapchain->orig_width;
|
|
mode.Height = swapchain->orig_height;
|
|
mode.RefreshRate = 0;
|
|
mode.Format = swapchain->presentParms.BackBufferFormat;
|
|
} else {
|
|
mode.Width = pPresentationParameters->BackBufferWidth;
|
|
mode.Height = pPresentationParameters->BackBufferHeight;
|
|
mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
|
|
mode.Format = swapchain->presentParms.BackBufferFormat;
|
|
}
|
|
|
|
/* Should Width == 800 && Height == 0 set 800x600? */
|
|
if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
|
|
(pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
|
|
pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
|
|
{
|
|
UINT i;
|
|
|
|
if(!pPresentationParameters->Windowed) {
|
|
DisplayModeChanged = TRUE;
|
|
}
|
|
swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
|
|
swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
|
|
|
|
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
|
|
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
|
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
|
|
}
|
|
if(This->auto_depth_stencil_buffer) {
|
|
updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
|
|
}
|
|
}
|
|
|
|
if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
|
|
(swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
|
|
DisplayModeChanged) {
|
|
|
|
IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
|
|
|
if(swapchain->win_handle && !pPresentationParameters->Windowed) {
|
|
if(swapchain->presentParms.Windowed) {
|
|
/* switch from windowed to fs */
|
|
IWineD3DDeviceImpl_SetupFullscreenWindow(iface, swapchain->win_handle,
|
|
pPresentationParameters->BackBufferWidth,
|
|
pPresentationParameters->BackBufferHeight);
|
|
} else {
|
|
/* Fullscreen -> fullscreen mode change */
|
|
MoveWindow(swapchain->win_handle, 0, 0,
|
|
pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
|
|
TRUE);
|
|
}
|
|
} else if(swapchain->win_handle && !swapchain->presentParms.Windowed) {
|
|
/* Fullscreen -> windowed switch */
|
|
IWineD3DDeviceImpl_RestoreWindow(iface, swapchain->win_handle);
|
|
}
|
|
swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
|
|
} else if(!pPresentationParameters->Windowed) {
|
|
DWORD style = This->style, exStyle = This->exStyle;
|
|
/* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
|
|
* the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
|
|
* Reset to clear up their mess. Guild Wars also loses the device during that.
|
|
*/
|
|
This->style = 0;
|
|
This->exStyle = 0;
|
|
IWineD3DDeviceImpl_SetupFullscreenWindow(iface, swapchain->win_handle,
|
|
pPresentationParameters->BackBufferWidth,
|
|
pPresentationParameters->BackBufferHeight);
|
|
This->style = style;
|
|
This->exStyle = exStyle;
|
|
}
|
|
|
|
TRACE("Resetting stateblock\n");
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
|
|
|
|
/* Note: No parent needed for initial internal stateblock */
|
|
hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, (IWineD3DStateBlock **)&This->stateBlock, NULL);
|
|
if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
|
else TRACE("Created stateblock %p\n", This->stateBlock);
|
|
This->updateStateBlock = This->stateBlock;
|
|
IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
|
|
|
|
hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
|
|
if(FAILED(hr)) {
|
|
ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
|
}
|
|
|
|
hr = create_primary_opengl_context(iface, (IWineD3DSwapChain *) swapchain);
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
|
|
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
|
|
* first use
|
|
*/
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
/** FIXME: always true at the moment **/
|
|
if(!bEnableDialogs) {
|
|
FIXME("(%p) Dialogs cannot be disabled yet\n", This);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) : pParameters %p\n", This, pParameters);
|
|
|
|
*pParameters = This->createParms;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
|
|
IWineD3DSwapChain *swapchain;
|
|
|
|
TRACE("Relaying to swapchain\n");
|
|
|
|
if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
|
IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
}
|
|
return;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
|
|
IWineD3DSwapChain *swapchain;
|
|
|
|
TRACE("Relaying to swapchain\n");
|
|
|
|
if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
|
IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
/** ********************************************************
|
|
* Notification functions
|
|
** ********************************************************/
|
|
/** This function must be called in the release of a resource when ref == 0,
|
|
* the contents of resource must still be correct,
|
|
* any handles to other resource held by the caller must be closed
|
|
* (e.g. a texture should release all held surfaces because telling the device that it's been released.)
|
|
*****************************************************/
|
|
void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
|
{
|
|
TRACE("(%p) : Adding resource %p\n", This, resource);
|
|
|
|
list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
|
}
|
|
|
|
static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
|
{
|
|
TRACE("(%p) : Removing resource %p\n", This, resource);
|
|
|
|
list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
|
}
|
|
|
|
void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
|
{
|
|
WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
|
|
int counter;
|
|
|
|
TRACE("(%p) : resource %p\n", This, resource);
|
|
|
|
context_resource_released((IWineD3DDevice *)This, resource, type);
|
|
|
|
switch (type) {
|
|
/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
|
|
case WINED3DRTYPE_SURFACE: {
|
|
unsigned int i;
|
|
|
|
if (This->d3d_initialized)
|
|
{
|
|
for (i = 0; i < GL_LIMITS(buffers); ++i) {
|
|
if (This->render_targets[i] == (IWineD3DSurface *)resource) {
|
|
This->render_targets[i] = NULL;
|
|
}
|
|
}
|
|
if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
|
|
This->stencilBufferTarget = NULL;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
case WINED3DRTYPE_TEXTURE:
|
|
case WINED3DRTYPE_CUBETEXTURE:
|
|
case WINED3DRTYPE_VOLUMETEXTURE:
|
|
for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
|
|
if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
|
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
|
This->stateBlock->textures[counter] = NULL;
|
|
}
|
|
if (This->updateStateBlock != This->stateBlock ){
|
|
if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
|
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
|
This->updateStateBlock->textures[counter] = NULL;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DRTYPE_VOLUME:
|
|
/* TODO: nothing really? */
|
|
break;
|
|
case WINED3DRTYPE_BUFFER:
|
|
{
|
|
int streamNumber;
|
|
TRACE("Cleaning up stream pointers\n");
|
|
|
|
for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
|
|
/* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
|
|
FINDOUT: should changes.streamSource[StreamNumber] be set ?
|
|
*/
|
|
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
|
|
FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
|
This->updateStateBlock->streamSource[streamNumber] = 0;
|
|
/* Set changed flag? */
|
|
}
|
|
}
|
|
if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
|
|
if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
|
|
TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
|
This->stateBlock->streamSource[streamNumber] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
|
This->updateStateBlock->pIndexData = NULL;
|
|
}
|
|
}
|
|
if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
|
This->stateBlock->pIndexData = NULL;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
|
|
break;
|
|
}
|
|
|
|
|
|
/* Remove the resource from the resourceStore */
|
|
device_resource_remove(This, resource);
|
|
|
|
TRACE("Resource released\n");
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DResourceImpl *resource, *cursor;
|
|
HRESULT ret;
|
|
TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
|
|
TRACE("enumerating resource %p\n", resource);
|
|
IWineD3DResource_AddRef((IWineD3DResource *) resource);
|
|
ret = pCallback((IWineD3DResource *) resource, pData);
|
|
if(ret == S_FALSE) {
|
|
TRACE("Canceling enumeration\n");
|
|
break;
|
|
}
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3DDevice VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
|
{
|
|
/*** IUnknown methods ***/
|
|
IWineD3DDeviceImpl_QueryInterface,
|
|
IWineD3DDeviceImpl_AddRef,
|
|
IWineD3DDeviceImpl_Release,
|
|
/*** IWineD3DDevice methods ***/
|
|
IWineD3DDeviceImpl_GetParent,
|
|
/*** Creation methods**/
|
|
IWineD3DDeviceImpl_CreateBuffer,
|
|
IWineD3DDeviceImpl_CreateVertexBuffer,
|
|
IWineD3DDeviceImpl_CreateIndexBuffer,
|
|
IWineD3DDeviceImpl_CreateStateBlock,
|
|
IWineD3DDeviceImpl_CreateSurface,
|
|
IWineD3DDeviceImpl_CreateRendertargetView,
|
|
IWineD3DDeviceImpl_CreateTexture,
|
|
IWineD3DDeviceImpl_CreateVolumeTexture,
|
|
IWineD3DDeviceImpl_CreateVolume,
|
|
IWineD3DDeviceImpl_CreateCubeTexture,
|
|
IWineD3DDeviceImpl_CreateQuery,
|
|
IWineD3DDeviceImpl_CreateSwapChain,
|
|
IWineD3DDeviceImpl_CreateVertexDeclaration,
|
|
IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
|
|
IWineD3DDeviceImpl_CreateVertexShader,
|
|
IWineD3DDeviceImpl_CreatePixelShader,
|
|
IWineD3DDeviceImpl_CreatePalette,
|
|
/*** Odd functions **/
|
|
IWineD3DDeviceImpl_Init3D,
|
|
IWineD3DDeviceImpl_InitGDI,
|
|
IWineD3DDeviceImpl_Uninit3D,
|
|
IWineD3DDeviceImpl_UninitGDI,
|
|
IWineD3DDeviceImpl_SetMultithreaded,
|
|
IWineD3DDeviceImpl_EvictManagedResources,
|
|
IWineD3DDeviceImpl_GetAvailableTextureMem,
|
|
IWineD3DDeviceImpl_GetBackBuffer,
|
|
IWineD3DDeviceImpl_GetCreationParameters,
|
|
IWineD3DDeviceImpl_GetDeviceCaps,
|
|
IWineD3DDeviceImpl_GetDirect3D,
|
|
IWineD3DDeviceImpl_GetDisplayMode,
|
|
IWineD3DDeviceImpl_SetDisplayMode,
|
|
IWineD3DDeviceImpl_GetNumberOfSwapChains,
|
|
IWineD3DDeviceImpl_GetRasterStatus,
|
|
IWineD3DDeviceImpl_GetSwapChain,
|
|
IWineD3DDeviceImpl_Reset,
|
|
IWineD3DDeviceImpl_SetDialogBoxMode,
|
|
IWineD3DDeviceImpl_SetCursorProperties,
|
|
IWineD3DDeviceImpl_SetCursorPosition,
|
|
IWineD3DDeviceImpl_ShowCursor,
|
|
IWineD3DDeviceImpl_TestCooperativeLevel,
|
|
/*** Getters and setters **/
|
|
IWineD3DDeviceImpl_SetClipPlane,
|
|
IWineD3DDeviceImpl_GetClipPlane,
|
|
IWineD3DDeviceImpl_SetClipStatus,
|
|
IWineD3DDeviceImpl_GetClipStatus,
|
|
IWineD3DDeviceImpl_SetCurrentTexturePalette,
|
|
IWineD3DDeviceImpl_GetCurrentTexturePalette,
|
|
IWineD3DDeviceImpl_SetDepthStencilSurface,
|
|
IWineD3DDeviceImpl_GetDepthStencilSurface,
|
|
IWineD3DDeviceImpl_SetGammaRamp,
|
|
IWineD3DDeviceImpl_GetGammaRamp,
|
|
IWineD3DDeviceImpl_SetIndices,
|
|
IWineD3DDeviceImpl_GetIndices,
|
|
IWineD3DDeviceImpl_SetBaseVertexIndex,
|
|
IWineD3DDeviceImpl_GetBaseVertexIndex,
|
|
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_SetFrontBackBuffers,
|
|
IWineD3DDeviceImpl_SetSamplerState,
|
|
IWineD3DDeviceImpl_GetSamplerState,
|
|
IWineD3DDeviceImpl_SetScissorRect,
|
|
IWineD3DDeviceImpl_GetScissorRect,
|
|
IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
|
|
IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
|
|
IWineD3DDeviceImpl_SetStreamSource,
|
|
IWineD3DDeviceImpl_GetStreamSource,
|
|
IWineD3DDeviceImpl_SetStreamSourceFreq,
|
|
IWineD3DDeviceImpl_GetStreamSourceFreq,
|
|
IWineD3DDeviceImpl_SetTexture,
|
|
IWineD3DDeviceImpl_GetTexture,
|
|
IWineD3DDeviceImpl_SetTextureStageState,
|
|
IWineD3DDeviceImpl_GetTextureStageState,
|
|
IWineD3DDeviceImpl_SetTransform,
|
|
IWineD3DDeviceImpl_GetTransform,
|
|
IWineD3DDeviceImpl_SetVertexDeclaration,
|
|
IWineD3DDeviceImpl_GetVertexDeclaration,
|
|
IWineD3DDeviceImpl_SetVertexShader,
|
|
IWineD3DDeviceImpl_GetVertexShader,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantB,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantB,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantI,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantI,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantF,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantF,
|
|
IWineD3DDeviceImpl_SetViewport,
|
|
IWineD3DDeviceImpl_GetViewport,
|
|
IWineD3DDeviceImpl_MultiplyTransform,
|
|
IWineD3DDeviceImpl_ValidateDevice,
|
|
IWineD3DDeviceImpl_ProcessVertices,
|
|
/*** State block ***/
|
|
IWineD3DDeviceImpl_BeginStateBlock,
|
|
IWineD3DDeviceImpl_EndStateBlock,
|
|
/*** Scene management ***/
|
|
IWineD3DDeviceImpl_BeginScene,
|
|
IWineD3DDeviceImpl_EndScene,
|
|
IWineD3DDeviceImpl_Present,
|
|
IWineD3DDeviceImpl_Clear,
|
|
IWineD3DDeviceImpl_ClearRendertargetView,
|
|
/*** Drawing ***/
|
|
IWineD3DDeviceImpl_SetPrimitiveType,
|
|
IWineD3DDeviceImpl_GetPrimitiveType,
|
|
IWineD3DDeviceImpl_DrawPrimitive,
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitive,
|
|
IWineD3DDeviceImpl_DrawPrimitiveUP,
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
|
|
IWineD3DDeviceImpl_DrawPrimitiveStrided,
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
|
|
IWineD3DDeviceImpl_DrawRectPatch,
|
|
IWineD3DDeviceImpl_DrawTriPatch,
|
|
IWineD3DDeviceImpl_DeletePatch,
|
|
IWineD3DDeviceImpl_ColorFill,
|
|
IWineD3DDeviceImpl_UpdateTexture,
|
|
IWineD3DDeviceImpl_UpdateSurface,
|
|
IWineD3DDeviceImpl_GetFrontBufferData,
|
|
/*** object tracking ***/
|
|
IWineD3DDeviceImpl_EnumResources
|
|
};
|
|
|
|
const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
|
|
WINED3DRS_ALPHABLENDENABLE ,
|
|
WINED3DRS_ALPHAFUNC ,
|
|
WINED3DRS_ALPHAREF ,
|
|
WINED3DRS_ALPHATESTENABLE ,
|
|
WINED3DRS_BLENDOP ,
|
|
WINED3DRS_COLORWRITEENABLE ,
|
|
WINED3DRS_DESTBLEND ,
|
|
WINED3DRS_DITHERENABLE ,
|
|
WINED3DRS_FILLMODE ,
|
|
WINED3DRS_FOGDENSITY ,
|
|
WINED3DRS_FOGEND ,
|
|
WINED3DRS_FOGSTART ,
|
|
WINED3DRS_LASTPIXEL ,
|
|
WINED3DRS_SHADEMODE ,
|
|
WINED3DRS_SRCBLEND ,
|
|
WINED3DRS_STENCILENABLE ,
|
|
WINED3DRS_STENCILFAIL ,
|
|
WINED3DRS_STENCILFUNC ,
|
|
WINED3DRS_STENCILMASK ,
|
|
WINED3DRS_STENCILPASS ,
|
|
WINED3DRS_STENCILREF ,
|
|
WINED3DRS_STENCILWRITEMASK ,
|
|
WINED3DRS_STENCILZFAIL ,
|
|
WINED3DRS_TEXTUREFACTOR ,
|
|
WINED3DRS_WRAP0 ,
|
|
WINED3DRS_WRAP1 ,
|
|
WINED3DRS_WRAP2 ,
|
|
WINED3DRS_WRAP3 ,
|
|
WINED3DRS_WRAP4 ,
|
|
WINED3DRS_WRAP5 ,
|
|
WINED3DRS_WRAP6 ,
|
|
WINED3DRS_WRAP7 ,
|
|
WINED3DRS_ZENABLE ,
|
|
WINED3DRS_ZFUNC ,
|
|
WINED3DRS_ZWRITEENABLE
|
|
};
|
|
|
|
const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
|
|
WINED3DTSS_ALPHAARG0 ,
|
|
WINED3DTSS_ALPHAARG1 ,
|
|
WINED3DTSS_ALPHAARG2 ,
|
|
WINED3DTSS_ALPHAOP ,
|
|
WINED3DTSS_BUMPENVLOFFSET ,
|
|
WINED3DTSS_BUMPENVLSCALE ,
|
|
WINED3DTSS_BUMPENVMAT00 ,
|
|
WINED3DTSS_BUMPENVMAT01 ,
|
|
WINED3DTSS_BUMPENVMAT10 ,
|
|
WINED3DTSS_BUMPENVMAT11 ,
|
|
WINED3DTSS_COLORARG0 ,
|
|
WINED3DTSS_COLORARG1 ,
|
|
WINED3DTSS_COLORARG2 ,
|
|
WINED3DTSS_COLOROP ,
|
|
WINED3DTSS_RESULTARG ,
|
|
WINED3DTSS_TEXCOORDINDEX ,
|
|
WINED3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|
|
|
|
const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
|
|
WINED3DSAMP_ADDRESSU ,
|
|
WINED3DSAMP_ADDRESSV ,
|
|
WINED3DSAMP_ADDRESSW ,
|
|
WINED3DSAMP_BORDERCOLOR ,
|
|
WINED3DSAMP_MAGFILTER ,
|
|
WINED3DSAMP_MINFILTER ,
|
|
WINED3DSAMP_MIPFILTER ,
|
|
WINED3DSAMP_MIPMAPLODBIAS ,
|
|
WINED3DSAMP_MAXMIPLEVEL ,
|
|
WINED3DSAMP_MAXANISOTROPY ,
|
|
WINED3DSAMP_SRGBTEXTURE ,
|
|
WINED3DSAMP_ELEMENTINDEX
|
|
};
|
|
|
|
const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
|
|
WINED3DRS_AMBIENT ,
|
|
WINED3DRS_AMBIENTMATERIALSOURCE ,
|
|
WINED3DRS_CLIPPING ,
|
|
WINED3DRS_CLIPPLANEENABLE ,
|
|
WINED3DRS_COLORVERTEX ,
|
|
WINED3DRS_DIFFUSEMATERIALSOURCE ,
|
|
WINED3DRS_EMISSIVEMATERIALSOURCE ,
|
|
WINED3DRS_FOGDENSITY ,
|
|
WINED3DRS_FOGEND ,
|
|
WINED3DRS_FOGSTART ,
|
|
WINED3DRS_FOGTABLEMODE ,
|
|
WINED3DRS_FOGVERTEXMODE ,
|
|
WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
|
|
WINED3DRS_LIGHTING ,
|
|
WINED3DRS_LOCALVIEWER ,
|
|
WINED3DRS_MULTISAMPLEANTIALIAS ,
|
|
WINED3DRS_MULTISAMPLEMASK ,
|
|
WINED3DRS_NORMALIZENORMALS ,
|
|
WINED3DRS_PATCHEDGESTYLE ,
|
|
WINED3DRS_POINTSCALE_A ,
|
|
WINED3DRS_POINTSCALE_B ,
|
|
WINED3DRS_POINTSCALE_C ,
|
|
WINED3DRS_POINTSCALEENABLE ,
|
|
WINED3DRS_POINTSIZE ,
|
|
WINED3DRS_POINTSIZE_MAX ,
|
|
WINED3DRS_POINTSIZE_MIN ,
|
|
WINED3DRS_POINTSPRITEENABLE ,
|
|
WINED3DRS_RANGEFOGENABLE ,
|
|
WINED3DRS_SPECULARMATERIALSOURCE ,
|
|
WINED3DRS_TWEENFACTOR ,
|
|
WINED3DRS_VERTEXBLEND ,
|
|
WINED3DRS_CULLMODE ,
|
|
WINED3DRS_FOGCOLOR
|
|
};
|
|
|
|
const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
|
|
WINED3DTSS_TEXCOORDINDEX ,
|
|
WINED3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|
|
|
|
const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
|
|
WINED3DSAMP_DMAPOFFSET
|
|
};
|
|
|
|
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
|
|
DWORD rep = This->StateTable[state].representative;
|
|
struct wined3d_context *context;
|
|
DWORD idx;
|
|
BYTE shift;
|
|
UINT i;
|
|
|
|
for(i = 0; i < This->numContexts; i++) {
|
|
context = This->contexts[i];
|
|
if(isStateDirty(context, rep)) continue;
|
|
|
|
context->dirtyArray[context->numDirtyEntries++] = rep;
|
|
idx = rep >> 5;
|
|
shift = rep & 0x1f;
|
|
context->isStateDirty[idx] |= (1 << shift);
|
|
}
|
|
}
|
|
|
|
void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height)
|
|
{
|
|
IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.wineD3DDevice;
|
|
/* The drawable size of a pbuffer render target is the current pbuffer size. */
|
|
*width = device->pbufferWidth;
|
|
*height = device->pbufferHeight;
|
|
}
|
|
|
|
void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
|
|
{
|
|
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
|
|
/* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
|
|
*width = surface->pow2Width;
|
|
*height = surface->pow2Height;
|
|
}
|
|
|
|
void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
|
|
{
|
|
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
|
|
/* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
|
|
* current context's drawable, which is the size of the back buffer of the swapchain
|
|
* the active context belongs to. The back buffer of the swapchain is stored as the
|
|
* surface the context belongs to. */
|
|
*width = surface->currentDesc.Width;
|
|
*height = surface->currentDesc.Height;
|
|
}
|