Sweden-Number/dlls/wined3d/device.c

5700 lines
203 KiB
C

/*
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2006-2008 Henri Verbeet
* Copyright 2007 Andrew Riedi
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_matrix_3x3
{
float _11, _12, _13;
float _21, _22, _23;
float _31, _32, _33;
};
struct light_transformed
{
struct wined3d_color diffuse, specular, ambient;
struct wined3d_vec4 position;
struct wined3d_vec3 direction;
float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
};
struct lights_settings
{
struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
struct wined3d_color ambient_light;
struct wined3d_matrix modelview_matrix;
struct wined3d_matrix_3x3 normal_matrix;
struct wined3d_vec4 position_transformed;
float fog_start, fog_end, fog_density;
uint32_t point_light_count : 8;
uint32_t spot_light_count : 8;
uint32_t directional_light_count : 8;
uint32_t parallel_point_light_count : 8;
uint32_t lighting : 1;
uint32_t legacy_lighting : 1;
uint32_t normalise : 1;
uint32_t localviewer : 1;
uint32_t fog_coord_mode : 2;
uint32_t fog_mode : 2;
uint32_t padding : 24;
};
/* Define the default light parameters as specified by MSDN. */
const struct wined3d_light WINED3D_default_light =
{
WINED3D_LIGHT_DIRECTIONAL, /* Type */
{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
0.0f, /* Range */
0.0f, /* Falloff */
0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
0.0f, /* Theta */
0.0f /* Phi */
};
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
{
switch (primitive_type)
{
case WINED3D_PT_POINTLIST:
return GL_POINTS;
case WINED3D_PT_LINELIST:
return GL_LINES;
case WINED3D_PT_LINESTRIP:
return GL_LINE_STRIP;
case WINED3D_PT_TRIANGLELIST:
return GL_TRIANGLES;
case WINED3D_PT_TRIANGLESTRIP:
return GL_TRIANGLE_STRIP;
case WINED3D_PT_TRIANGLEFAN:
return GL_TRIANGLE_FAN;
case WINED3D_PT_LINELIST_ADJ:
return GL_LINES_ADJACENCY_ARB;
case WINED3D_PT_LINESTRIP_ADJ:
return GL_LINE_STRIP_ADJACENCY_ARB;
case WINED3D_PT_TRIANGLELIST_ADJ:
return GL_TRIANGLES_ADJACENCY_ARB;
case WINED3D_PT_TRIANGLESTRIP_ADJ:
return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
case WINED3D_PT_PATCH:
return GL_PATCHES;
default:
FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
case WINED3D_PT_UNDEFINED:
return ~0u;
}
}
enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
{
switch (primitive_type)
{
case GL_POINTS:
return WINED3D_PT_POINTLIST;
case GL_LINES:
return WINED3D_PT_LINELIST;
case GL_LINE_STRIP:
return WINED3D_PT_LINESTRIP;
case GL_TRIANGLES:
return WINED3D_PT_TRIANGLELIST;
case GL_TRIANGLE_STRIP:
return WINED3D_PT_TRIANGLESTRIP;
case GL_TRIANGLE_FAN:
return WINED3D_PT_TRIANGLEFAN;
case GL_LINES_ADJACENCY_ARB:
return WINED3D_PT_LINELIST_ADJ;
case GL_LINE_STRIP_ADJACENCY_ARB:
return WINED3D_PT_LINESTRIP_ADJ;
case GL_TRIANGLES_ADJACENCY_ARB:
return WINED3D_PT_TRIANGLELIST_ADJ;
case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
return WINED3D_PT_TRIANGLESTRIP_ADJ;
case GL_PATCHES:
return WINED3D_PT_PATCH;
default:
FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
case ~0u:
return WINED3D_PT_UNDEFINED;
}
}
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
TRACE("Adding context %p.\n", context);
if (!device->shader_backend->shader_allocate_context_data(context))
{
ERR("Failed to allocate shader backend context data.\n");
return FALSE;
}
device->shader_backend->shader_init_context_state(context);
if (!device->adapter->fragment_pipe->allocate_context_data(context))
{
ERR("Failed to allocate fragment pipeline context data.\n");
device->shader_backend->shader_free_context_data(context);
return FALSE;
}
if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
{
ERR("Failed to grow the context array.\n");
device->adapter->fragment_pipe->free_context_data(context);
device->shader_backend->shader_free_context_data(context);
return FALSE;
}
new_array[device->context_count++] = context;
device->contexts = new_array;
return TRUE;
}
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
BOOL found = FALSE;
UINT i;
TRACE("Removing context %p.\n", context);
device->adapter->fragment_pipe->free_context_data(context);
device->shader_backend->shader_free_context_data(context);
for (i = 0; i < device->context_count; ++i)
{
if (device->contexts[i] == context)
{
found = TRUE;
break;
}
}
if (!found)
{
ERR("Context %p doesn't exist in context array.\n", context);
return;
}
if (!--device->context_count)
{
heap_free(device->contexts);
device->contexts = NULL;
return;
}
memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
{
ERR("Failed to shrink context array. Oh well.\n");
return;
}
device->contexts = new_array;
}
static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
const RECT *draw_rect, const RECT *clear_rect)
{
unsigned int width, height, level;
level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
/* partial draw rect */
if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
return FALSE;
/* partial clear rect */
if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
|| clear_rect->right < width || clear_rect->bottom < height))
return FALSE;
return TRUE;
}
void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
float depth, DWORD stencil)
{
struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
const struct wined3d_state *state = &device->cs->state;
struct wined3d_texture *depth_stencil = NULL;
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
struct wined3d_texture *target = NULL;
UINT drawable_width, drawable_height;
struct wined3d_color colour_srgb;
struct wined3d_context *context;
GLbitfield clear_mask = 0;
BOOL render_offscreen;
unsigned int i;
if (rtv && rtv->resource->type != WINED3D_RTYPE_BUFFER)
{
target = texture_from_resource(rtv->resource);
context = context_acquire(device, target, rtv->sub_resource_idx);
}
else
{
context = context_acquire(device, NULL, 0);
}
context_gl = wined3d_context_gl(context);
if (dsv && dsv->resource->type != WINED3D_RTYPE_BUFFER)
depth_stencil = texture_from_resource(dsv->resource);
if (!context_gl->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return;
}
gl_info = context_gl->gl_info;
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
* for the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway. */
for (i = 0; i < rt_count; ++i)
{
struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
if (rtv && rtv->format->id != WINED3DFMT_NULL)
{
struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
}
}
if (target)
{
render_offscreen = context->render_offscreen;
wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
}
else
{
unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->level_count;
render_offscreen = TRUE;
drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil, ds_level);
drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil, ds_level);
}
if (depth_stencil)
{
DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
&& !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
else
wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location);
wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location);
}
}
if (!wined3d_context_gl_apply_clear_state(context_gl, state, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return;
}
/* Only set the values up once, as they are not changing. */
if (flags & WINED3DCLEAR_STENCIL)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
gl_info->gl_ops.gl.p_glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
gl_info->gl_ops.gl.p_glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
struct wined3d_texture *texture;
if (!rtv)
continue;
if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not supported on buffer resources.\n");
continue;
}
texture = texture_from_resource(rtv->resource);
wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
}
if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context->d3d_info, state, fb))
{
if (rt_count > 1)
WARN("Clearing multiple sRGB render targets without GL_ARB_framebuffer_sRGB "
"support, this might cause graphical issues.\n");
wined3d_colour_srgb_from_linear(&colour_srgb, color);
color = &colour_srgb;
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_BLEND);
gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
if (!rect_count)
{
if (render_offscreen)
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
else
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
gl_info->gl_ops.gl.p_glClear(clear_mask);
}
else
{
RECT current_rect;
/* Now process each rect in turn. */
for (i = 0; i < rect_count; ++i)
{
/* Note that GL uses lower left, width/height. */
IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
wine_dbgstr_rect(&clear_rect[i]),
wine_dbgstr_rect(&current_rect));
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
* The rectangle is not cleared, no error is returned, but further rectangles are
* still cleared if they are valid. */
if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
{
TRACE("Rectangle with negative dimensions, ignoring.\n");
continue;
}
if (render_offscreen)
{
gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
else
{
gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
}
gl_info->gl_ops.gl.p_glClear(clear_mask);
}
}
context->scissor_rect_count = WINED3D_MAX_VIEWPORTS;
checkGLcall("clear");
if (flags & WINED3DCLEAR_TARGET && target->swapchain && target->swapchain->front_buffer == target)
gl_info->gl_ops.gl.p_glFlush();
context_release(context);
}
ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
{
ULONG refcount = InterlockedIncrement(&device->ref);
TRACE("%p increasing refcount to %u.\n", device, refcount);
return refcount;
}
static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
{
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
ERR("Leftover sampler %p.\n", sampler);
}
static void device_leftover_rasterizer_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
ERR("Leftover rasterizer state %p.\n", state);
}
static void device_leftover_blend_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
ERR("Leftover blend state %p.\n", blend_state);
}
void wined3d_device_cleanup(struct wined3d_device *device)
{
unsigned int i;
if (device->swapchain_count)
wined3d_device_uninit_3d(device);
wined3d_cs_destroy(device->cs);
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);
device->multistate_funcs[i] = NULL;
}
if (!list_empty(&device->resources))
{
struct wined3d_resource *resource;
ERR("Device released with resources still bound.\n");
LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
{
ERR("Leftover resource %p with type %s (%#x).\n",
resource, debug_d3dresourcetype(resource->type), resource->type);
}
}
if (device->contexts)
ERR("Context array not freed!\n");
if (device->hardwareCursor)
DestroyCursor(device->hardwareCursor);
device->hardwareCursor = 0;
wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL);
wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL);
wined3d_decref(device->wined3d);
device->wined3d = NULL;
}
ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
{
ULONG refcount = InterlockedDecrement(&device->ref);
TRACE("%p decreasing refcount to %u.\n", device, refcount);
if (!refcount)
{
device->adapter->adapter_ops->adapter_destroy_device(device);
TRACE("Destroyed device %p.\n", device);
}
return refcount;
}
UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->swapchain_count;
}
struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
{
TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
if (swapchain_idx >= device->swapchain_count)
{
WARN("swapchain_idx %u >= swapchain_count %u.\n",
swapchain_idx, device->swapchain_count);
return NULL;
}
return device->swapchains[swapchain_idx];
}
static void device_load_logo(struct wined3d_device *device, const char *filename)
{
struct wined3d_color_key color_key;
struct wined3d_resource_desc desc;
HBITMAP hbm;
BITMAP bm;
HRESULT hr;
HDC dcb = NULL, dcs = NULL;
if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
{
ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
return;
}
GetObjectA(hbm, sizeof(BITMAP), &bm);
if (!(dcb = CreateCompatibleDC(NULL)))
goto out;
SelectObject(dcb, hbm);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = WINED3DFMT_B5G6R5_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = bm.bmWidth;
desc.height = bm.bmHeight;
desc.depth = 1;
desc.size = 0;
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC,
NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
{
ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
goto out;
}
if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
{
wined3d_texture_decref(device->logo_texture);
device->logo_texture = NULL;
goto out;
}
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
wined3d_texture_release_dc(device->logo_texture, 0, dcs);
color_key.color_space_low_value = 0;
color_key.color_space_high_value = 0;
wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
out:
if (dcb) DeleteDC(dcb);
if (hbm) DeleteObject(hbm);
}
/* Context activation is done by the caller. */
static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl)
{
struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int i;
DWORD color;
if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
color = 0x000000ff;
else
color = 0x00000000;
/* Under DirectX you can sample even if no texture is bound, whereas
* OpenGL will only allow that when a valid texture is bound.
* We emulate this by creating dummy textures and binding them
* to each texture stage when the currently set D3D texture is NULL. */
wined3d_context_gl_active_texture(context_gl, gl_info, 0);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
{
gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
{
DWORD cube_array_data[6];
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
cube_array_data[i] = color;
GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
}
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
{
GLuint buffer;
GL_EXTCALL(glGenBuffers(1, &buffer));
GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
GL_EXTCALL(glDeleteBuffers(1, &buffer));
}
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
if (gl_info->supported[ARB_CLEAR_TEXTURE])
{
GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
else
{
WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
}
}
checkGLcall("create dummy textures");
wined3d_context_gl_bind_dummy_textures(context_gl);
}
/* Context activation is done by the caller. */
static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl)
{
struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
if (gl_info->supported[EXT_TEXTURE3D])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
checkGLcall("delete dummy textures");
memset(dummy_textures, 0, sizeof(*dummy_textures));
}
/* Context activation is done by the caller. */
void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_sampler_desc desc;
HRESULT hr;
desc.address_u = WINED3D_TADDRESS_WRAP;
desc.address_v = WINED3D_TADDRESS_WRAP;
desc.address_w = WINED3D_TADDRESS_WRAP;
memset(desc.border_color, 0, sizeof(desc.border_color));
desc.mag_filter = WINED3D_TEXF_POINT;
desc.min_filter = WINED3D_TEXF_POINT;
desc.mip_filter = WINED3D_TEXF_NONE;
desc.lod_bias = 0.0f;
desc.min_lod = -1000.0f;
desc.max_lod = 1000.0f;
desc.mip_base_level = 0;
desc.max_anisotropy = 1;
desc.compare = FALSE;
desc.comparison_func = WINED3D_CMP_NEVER;
desc.srgb_decode = TRUE;
/* In SM4+ shaders there is a separation between resources and samplers. Some shader
* instructions allow access to resources without using samplers.
* In GLSL, resources are always accessed through sampler or image variables. The default
* sampler object is used to emulate the direct resource access when there is no sampler state
* to use.
*/
if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
{
ERR("Failed to create default sampler, hr %#x.\n", hr);
device->default_sampler = NULL;
}
/* In D3D10+, a NULL sampler maps to the default sampler state. */
desc.address_u = WINED3D_TADDRESS_CLAMP;
desc.address_v = WINED3D_TADDRESS_CLAMP;
desc.address_w = WINED3D_TADDRESS_CLAMP;
desc.mag_filter = WINED3D_TEXF_LINEAR;
desc.min_filter = WINED3D_TEXF_LINEAR;
desc.mip_filter = WINED3D_TEXF_LINEAR;
if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
{
ERR("Failed to create null sampler, hr %#x.\n", hr);
device->null_sampler = NULL;
}
}
/* Context activation is done by the caller. */
void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
{
wined3d_sampler_decref(device->default_sampler);
device->default_sampler = NULL;
wined3d_sampler_decref(device->null_sampler);
device->null_sampler = NULL;
}
HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
{
unsigned int screensaver_active;
TRACE("device %p, window %p.\n", device, window);
if (!wined3d_register_window(NULL, window, device, 0))
{
ERR("Failed to register window %p.\n", window);
return E_FAIL;
}
InterlockedExchangePointer((void **)&device->focus_window, window);
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0);
if ((device->restore_screensaver = !!screensaver_active))
SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0);
return WINED3D_OK;
}
void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
if (device->focus_window) wined3d_unregister_window(device->focus_window);
InterlockedExchangePointer((void **)&device->focus_window, NULL);
if (device->restore_screensaver)
{
SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0);
device->restore_screensaver = FALSE;
}
}
static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil;
unsigned int i;
for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
if (device->back_buffer_view)
wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
}
void wined3d_device_delete_opengl_contexts_cs(void *object)
{
struct wined3d_swapchain_gl *swapchain_gl;
struct wined3d_device *device = object;
struct wined3d_context_gl *context_gl;
struct wined3d_device_gl *device_gl;
struct wined3d_context *context;
struct wined3d_shader *shader;
device_gl = wined3d_device_gl(device);
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
context = context_acquire(device, NULL, 0);
context_gl = wined3d_context_gl(context);
device->blitter->ops->blitter_destroy(device->blitter, context);
device->shader_backend->shader_free_private(device, context);
wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
wined3d_device_destroy_default_samplers(device, context);
context_release(context);
while (device->context_count)
{
if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain)))
wined3d_swapchain_gl_destroy_contexts(swapchain_gl);
else
wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0]));
}
}
void wined3d_device_create_primary_opengl_context_cs(void *object)
{
struct wined3d_device *device = object;
struct wined3d_context_gl *context_gl;
struct wined3d_swapchain *swapchain;
struct wined3d_context *context;
struct wined3d_texture *target;
HRESULT hr;
swapchain = device->swapchains[0];
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
if (!(context = context_acquire(device, target, 0)))
{
WARN("Failed to acquire context.\n");
return;
}
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
context_release(context);
return;
}
if (!(device->blitter = wined3d_cpu_blitter_create()))
{
ERR("Failed to create CPU blitter.\n");
device->shader_backend->shader_free_private(device, NULL);
context_release(context);
return;
}
context_gl = wined3d_context_gl(context);
wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
if (!wined3d_glsl_blitter_create(&device->blitter, device))
wined3d_arbfp_blitter_create(&device->blitter, device);
wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info);
wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info);
wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
wined3d_device_create_default_samplers(device, context);
context_release(context);
}
HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
const struct wined3d_swapchain_desc *swapchain_desc;
DWORD clear_flags = 0;
HRESULT hr;
TRACE("device %p, swapchain %p.\n", device, swapchain);
if (device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
swapchain_desc = &swapchain->state.desc;
if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
{
struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
struct wined3d_view_desc view_desc;
view_desc.format_id = back_buffer->format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
}
device->swapchain_count = 1;
if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
{
ERR("Failed to allocate swapchain array.\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
device->swapchains[0] = swapchain;
memset(device->state.fb.render_targets, 0, sizeof(device->state.fb.render_targets));
if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device)))
goto err_out;
device_init_swapchain_state(device, swapchain);
TRACE("All defaults now set up.\n");
/* Clear the screen. */
if (device->back_buffer_view)
clear_flags |= WINED3DCLEAR_TARGET;
if (swapchain_desc->enable_auto_depth_stencil)
clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
if (clear_flags)
wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
if (wined3d_settings.logo)
device_load_logo(device, wined3d_settings.logo);
return WINED3D_OK;
err_out:
heap_free(device->swapchains);
device->swapchains = NULL;
device->swapchain_count = 0;
if (device->back_buffer_view)
{
wined3d_rendertarget_view_decref(device->back_buffer_view);
device->back_buffer_view = NULL;
}
return hr;
}
static void device_free_sampler(struct wine_rb_entry *entry, void *context)
{
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
wined3d_sampler_decref(sampler);
}
static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
wined3d_rasterizer_state_decref(state);
}
static void device_free_blend_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
wined3d_blend_state_decref(blend_state);
}
void wined3d_device_uninit_3d(struct wined3d_device *device)
{
BOOL no3d = device->wined3d->flags & WINED3D_NO3D;
struct wined3d_resource *resource, *cursor;
struct wined3d_rendertarget_view *view;
struct wined3d_texture *texture;
unsigned int i;
TRACE("device %p.\n", device);
if (!device->d3d_initialized && !no3d)
{
ERR("Called while 3D support was not initialised.\n");
return;
}
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
device->swapchain_count = 0;
if ((texture = device->logo_texture))
{
device->logo_texture = NULL;
wined3d_texture_decref(texture);
}
if ((texture = device->cursor_texture))
{
device->cursor_texture = NULL;
wined3d_texture_decref(texture);
}
wined3d_cs_emit_reset_state(device->cs);
state_cleanup(&device->state);
for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
device->adapter->adapter_ops->adapter_uninit_3d(device);
device->d3d_initialized = FALSE;
if ((view = device->state.fb.depth_stencil))
{
TRACE("Releasing depth/stencil view %p.\n", view);
device->state.fb.depth_stencil = NULL;
wined3d_rendertarget_view_decref(view);
}
if ((view = device->auto_depth_stencil_view))
{
device->auto_depth_stencil_view = NULL;
if (wined3d_rendertarget_view_decref(view))
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
if ((view = device->back_buffer_view))
{
device->back_buffer_view = NULL;
wined3d_rendertarget_view_decref(view);
}
heap_free(device->swapchains);
device->swapchains = NULL;
memset(&device->state, 0, sizeof(device->state));
state_init(&device->state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
}
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
*
* There is no way to deactivate thread safety once it is enabled.
*/
void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
/* For now just store the flag (needed in case of ddraw). */
device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
}
UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
{
const struct wined3d_driver_info *driver_info;
TRACE("device %p.\n", device);
driver_info = &device->adapter->driver_info;
TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
wine_dbgstr_longlong(driver_info->vram_bytes),
wine_dbgstr_longlong(device->adapter->vram_bytes_used),
wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used));
return min(UINT_MAX, driver_info->vram_bytes - device->adapter->vram_bytes_used);
}
void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
struct wined3d_buffer *buffer, UINT offset)
{
struct wined3d_stream_output *stream;
struct wined3d_buffer *prev_buffer;
TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
{
WARN("Invalid stream output %u.\n", idx);
return;
}
stream = &device->state.stream_output[idx];
prev_buffer = stream->buffer;
if (buffer)
wined3d_buffer_incref(buffer);
stream->buffer = buffer;
stream->offset = offset;
wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
UINT idx, UINT *offset)
{
TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
{
WARN("Invalid stream output %u.\n", idx);
return NULL;
}
if (offset)
*offset = device->state.stream_output[idx].offset;
return device->state.stream_output[idx].buffer;
}
HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
struct wined3d_buffer *buffer, UINT offset, UINT stride)
{
struct wined3d_stream_state *stream;
struct wined3d_buffer *prev_buffer;
TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
device, stream_idx, buffer, offset, stride);
if (stream_idx >= WINED3D_MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
else if (offset & 0x3)
{
WARN("Offset %u is not 4 byte aligned.\n", offset);
return WINED3DERR_INVALIDCALL;
}
stream = &device->state.streams[stream_idx];
prev_buffer = stream->buffer;
if (prev_buffer == buffer
&& stream->stride == stride
&& stream->offset == offset)
{
TRACE("Application is setting the old values over, nothing to do.\n");
return WINED3D_OK;
}
stream->buffer = buffer;
stream->stride = stride;
stream->offset = offset;
if (buffer)
wined3d_buffer_incref(buffer);
wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
{
const struct wined3d_stream_state *stream;
TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
device, stream_idx, buffer, offset, stride);
if (stream_idx >= WINED3D_MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
stream = &device->state.streams[stream_idx];
*buffer = stream->buffer;
if (offset)
*offset = stream->offset;
*stride = stream->stride;
return WINED3D_OK;
}
static void wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
{
struct wined3d_stream_state *stream;
UINT old_flags, old_freq;
TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
stream = &device->state.streams[stream_idx];
old_flags = stream->flags;
old_freq = stream->frequency;
stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
stream->frequency = divider & 0x7fffff;
if (stream->frequency != old_freq || stream->flags != old_flags)
wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
}
static void wined3d_device_set_transform(struct wined3d_device *device,
enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n",
device, debug_d3dtstype(d3dts), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
/* If the new matrix is the same as the current one,
* we cut off any further processing. this seems to be a reasonable
* optimization because as was noticed, some apps (warcraft3 for example)
* tend towards setting the same matrix repeatedly for some reason.
*
* From here on we assume that the new matrix is different, wherever it matters. */
if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
{
TRACE("The application is setting the same matrix over again.\n");
return;
}
device->state.transforms[d3dts] = *matrix;
wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
}
static void wined3d_device_get_transform(const struct wined3d_device *device,
enum wined3d_transform_state state, struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
*matrix = device->state.transforms[state];
}
/* Note lights are real special cases. Although the device caps state only
* e.g. 8 are supported, you can reference any indexes you want as long as
* that number max are enabled at any one point in time. Therefore since the
* indices can be anything, we need a hashmap of them. However, this causes
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
static void wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
float rho;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
if (FAILED(wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object)))
return;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
"position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
"range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
light_idx, light->type, debug_color(&light->diffuse),
debug_color(&light->specular), debug_color(&light->ambient),
light->position.x, light->position.y, light->position.z,
light->direction.x, light->direction.y, light->direction.z,
light->range, light->falloff, light->theta, light->phi);
switch (light->type)
{
case WINED3D_LIGHT_POINT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
object->direction.x = -light->direction.x;
object->direction.y = -light->direction.y;
object->direction.z = -light->direction.z;
object->direction.w = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3D_LIGHT_SPOT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
/* Direction */
object->direction.x = light->direction.x;
object->direction.y = light->direction.y;
object->direction.z = light->direction.z;
object->direction.w = 0.0f;
/* opengl-ish and d3d-ish spot lights use too different models
* for the light "intensity" as a function of the angle towards
* the main light direction, so we only can approximate very
* roughly. However, spot lights are rather rarely used in games
* (if ever used at all). Furthermore if still used, probably
* nobody pays attention to such details. */
if (!light->falloff)
{
/* Falloff = 0 is easy, because d3d's and opengl's spot light
* equations have the falloff resp. exponent parameter as an
* exponent, so the spot light lighting will always be 1.0 for
* both of them, and we don't have to care for the rest of the
* rather complex calculation. */
object->exponent = 0.0f;
}
else
{
rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
if (rho < 0.0001f)
rho = 0.0001f;
object->exponent = -0.3f / logf(cosf(rho / 2));
}
if (object->exponent > 128.0f)
object->exponent = 128.0f;
object->cutoff = (float)(light->phi * 90 / M_PI);
/* FIXME: Range */
break;
case WINED3D_LIGHT_PARALLELPOINT:
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
break;
default:
FIXME("Unrecognized light type %#x.\n", light->type);
}
wined3d_cs_emit_set_light(device->cs, object);
}
static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
{
struct wined3d_light_info *light_info;
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx)))
{
TRACE("Light enabled requested but light not defined, so defining one!\n");
wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
if (!(light_info = wined3d_light_state_get_light(&device->state.light_state, light_idx)))
{
FIXME("Adding default lights has failed dismally\n");
return;
}
}
wined3d_light_state_enable_light(&device->state.light_state, &device->adapter->d3d_info, light_info, enable);
wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
}
static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
UINT plane_idx, const struct wined3d_vec4 *plane)
{
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances)
{
TRACE("Application has requested clipplane this device doesn't support.\n");
return WINED3DERR_INVALIDCALL;
}
if (!memcmp(&device->state.clip_planes[plane_idx], plane, sizeof(*plane)))
{
TRACE("Application is setting old values over, nothing to do.\n");
return WINED3D_OK;
}
device->state.clip_planes[plane_idx] = *plane;
wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
const struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
device->state.material = *material;
wined3d_cs_emit_set_material(device->cs, material);
}
void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
{
enum wined3d_format_id prev_format;
struct wined3d_buffer *prev_buffer;
unsigned int prev_offset;
TRACE("device %p, buffer %p, format %s, offset %u.\n",
device, buffer, debug_d3dformat(format_id), offset);
prev_buffer = device->state.index_buffer;
prev_format = device->state.index_format;
prev_offset = device->state.index_offset;
if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
return;
if (buffer)
wined3d_buffer_incref(buffer);
device->state.index_buffer = buffer;
device->state.index_format = format_id;
device->state.index_offset = offset;
wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
enum wined3d_format_id *format, unsigned int *offset)
{
TRACE("device %p, format %p, offset %p.\n", device, format, offset);
*format = device->state.index_format;
if (offset)
*offset = device->state.index_offset;
return device->state.index_buffer;
}
void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
{
TRACE("device %p, base_index %d.\n", device, base_index);
device->state.base_vertex_index = base_index;
}
void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
const struct wined3d_viewport *viewports)
{
unsigned int i;
TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports);
for (i = 0; i < viewport_count; ++i)
{
TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
}
if (viewport_count)
memcpy(device->state.viewports, viewports, viewport_count * sizeof(*viewports));
else
memset(device->state.viewports, 0, sizeof(device->state.viewports));
device->state.viewport_count = viewport_count;
wined3d_cs_emit_set_viewports(device->cs, viewport_count, viewports);
}
void CDECL wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count,
struct wined3d_viewport *viewports)
{
unsigned int count;
TRACE("device %p, viewport_count %p, viewports %p.\n", device, viewport_count, viewports);
count = viewport_count ? min(*viewport_count, device->state.viewport_count) : 1;
if (count && viewports)
memcpy(viewports, device->state.viewports, count * sizeof(*viewports));
if (viewport_count)
*viewport_count = device->state.viewport_count;
}
static void resolve_depth_buffer(struct wined3d_device *device)
{
const struct wined3d_state *state = &device->state;
struct wined3d_rendertarget_view *src_view;
struct wined3d_resource *dst_resource;
struct wined3d_texture *dst_texture;
if (!(dst_texture = state->textures[0]))
return;
dst_resource = &dst_texture->resource;
if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH))
return;
if (!(src_view = state->fb.depth_stencil))
return;
wined3d_device_resolve_sub_resource(device, dst_resource, 0,
src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
}
void CDECL wined3d_device_set_blend_state(struct wined3d_device *device,
struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor)
{
struct wined3d_state *state = &device->state;
struct wined3d_blend_state *prev;
TRACE("device %p, blend_state %p, blend_factor %s.\n", device, blend_state, debug_color(blend_factor));
prev = state->blend_state;
if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor)))
return;
if (blend_state)
wined3d_blend_state_incref(blend_state);
state->blend_state = blend_state;
state->blend_factor = *blend_factor;
wined3d_cs_emit_set_blend_state(device->cs, blend_state, blend_factor);
if (prev)
wined3d_blend_state_decref(prev);
}
struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device,
struct wined3d_color *blend_factor)
{
const struct wined3d_state *state = &device->state;
TRACE("device %p, blend_factor %p.\n", device, blend_factor);
*blend_factor = state->blend_factor;
return state->blend_state;
}
void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
struct wined3d_rasterizer_state *rasterizer_state)
{
struct wined3d_rasterizer_state *prev;
TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
prev = device->state.rasterizer_state;
if (prev == rasterizer_state)
return;
if (rasterizer_state)
wined3d_rasterizer_state_incref(rasterizer_state);
device->state.rasterizer_state = rasterizer_state;
wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
if (prev)
wined3d_rasterizer_state_decref(prev);
}
struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.rasterizer_state;
}
void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
enum wined3d_render_state state, DWORD value)
{
TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
if (state > WINEHIGHEST_RENDER_STATE)
{
WARN("Unhandled render state %#x.\n", state);
return;
}
if (value == device->state.render_states[state])
TRACE("Application is setting the old value over, nothing to do.\n");
else
{
device->state.render_states[state] = value;
wined3d_cs_emit_set_render_state(device->cs, state, value);
}
if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
{
TRACE("RESZ multisampled depth buffer resolve triggered.\n");
resolve_depth_buffer(device);
}
}
DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
{
TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
return device->state.render_states[state];
}
static void wined3d_device_set_sampler_state(struct wined3d_device *device,
UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
{
TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
device, sampler_idx, debug_d3dsamplerstate(state), value);
if (value == device->state.sampler_states[sampler_idx][state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
device->state.sampler_states[sampler_idx][state] = value;
wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
}
void CDECL wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count,
const RECT *rects)
{
unsigned int i;
TRACE("device %p, rect_count %u, rects %p.\n", device, rect_count, rects);
for (i = 0; i < rect_count; ++i)
{
TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
}
if (device->state.scissor_rect_count == rect_count
&& !memcmp(device->state.scissor_rects, rects, rect_count * sizeof(*rects)))
{
TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
return;
}
if (rect_count)
memcpy(device->state.scissor_rects, rects, rect_count * sizeof(*rects));
else
memset(device->state.scissor_rects, 0, sizeof(device->state.scissor_rects));
device->state.scissor_rect_count = rect_count;
wined3d_cs_emit_set_scissor_rects(device->cs, rect_count, rects);
}
void CDECL wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count, RECT *rects)
{
unsigned int count;
TRACE("device %p, rect_count %p, rects %p.\n", device, rect_count, rects);
count = rect_count ? min(*rect_count, device->state.scissor_rect_count) : 1;
if (count && rects)
memcpy(rects, device->state.scissor_rects, count * sizeof(*rects));
if (rect_count)
*rect_count = device->state.scissor_rect_count;
}
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
struct wined3d_vertex_declaration *declaration)
{
struct wined3d_vertex_declaration *prev = device->state.vertex_declaration;
TRACE("device %p, declaration %p.\n", device, declaration);
if (declaration == prev)
return;
if (declaration)
wined3d_vertex_declaration_incref(declaration);
device->state.vertex_declaration = declaration;
wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
if (prev)
wined3d_vertex_declaration_decref(prev);
}
struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.vertex_declaration;
}
void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
TRACE("device %p, shader %p.\n", device, shader);
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
}
void CDECL wined3d_device_set_constant_buffer(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
{
struct wined3d_buffer *prev;
TRACE("device %p, type %#x, idx %u, buffer %p.\n", device, type, idx, buffer);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return;
}
prev = device->state.cb[type][idx];
if (buffer == prev)
return;
if (buffer)
wined3d_buffer_incref(buffer);
device->state.cb[type][idx] = buffer;
wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
if (prev)
wined3d_buffer_decref(prev);
}
struct wined3d_buffer * CDECL wined3d_device_get_constant_buffer(const struct wined3d_device *device,
enum wined3d_shader_type shader_type, unsigned int idx)
{
TRACE("device %p, shader_type %#x, idx %u.\n", device, shader_type, idx);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return NULL;
}
return device->state.cb[shader_type][idx];
}
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
{
struct wined3d_shader_resource_view *prev;
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return;
}
prev = device->state.shader_resource_view[type][idx];
if (view == prev)
return;
if (view && wined3d_resource_check_fbo_attached(&device->state, view->resource, view->format))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
view = NULL;
}
if (view)
{
wined3d_shader_resource_view_incref(view);
++view->resource->srv_bind_count_device;
}
device->state.shader_resource_view[type][idx] = view;
wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
if (prev)
{
--prev->resource->srv_bind_count_device;
wined3d_shader_resource_view_decref(prev);
}
}
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
}
static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
{
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return device->state.shader_resource_view[shader_type][idx];
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
}
static void wined3d_device_set_sampler(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
{
struct wined3d_sampler *prev;
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return;
}
prev = device->state.sampler[type][idx];
if (sampler == prev)
return;
if (sampler)
wined3d_sampler_incref(sampler);
device->state.sampler[type][idx] = sampler;
wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
if (prev)
wined3d_sampler_decref(prev);
}
void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
}
static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
enum wined3d_shader_type shader_type, unsigned int idx)
{
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return device->state.sampler[shader_type][idx];
}
struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
}
static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.vs_consts_b[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.vs_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.vs_consts_f[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
}
void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
TRACE("device %p, shader %p.\n", device, shader);
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
}
void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
}
void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
}
static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.ps_consts_b[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.ps_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->state.ps_consts_f[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
}
void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev;
TRACE("device %p, shader %p.\n", device, shader);
prev = device->state.shader[WINED3D_SHADER_TYPE_HULL];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_HULL] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_HULL];
}
void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
}
void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
unsigned int idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
}
void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev;
TRACE("device %p, shader %p.\n", device, shader);
prev = device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
}
void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
}
void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
unsigned int idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
}
void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
TRACE("device %p, shader %p.\n", device, shader);
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
}
void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
}
void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
}
void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev;
TRACE("device %p, shader %p.\n", device, shader);
prev = device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->state.shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
}
void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
}
void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
unsigned int idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
}
static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
unsigned int initial_count)
{
struct wined3d_unordered_access_view *prev;
if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
{
WARN("Invalid UAV index %u.\n", idx);
return;
}
prev = device->state.unordered_access_view[pipeline][idx];
if (uav == prev && initial_count == ~0u)
return;
if (uav)
wined3d_unordered_access_view_incref(uav);
device->state.unordered_access_view[pipeline][idx] = uav;
wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
if (prev)
wined3d_unordered_access_view_decref(prev);
}
static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
{
if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
{
WARN("Invalid UAV index %u.\n", idx);
return NULL;
}
return device->state.unordered_access_view[pipeline][idx];
}
void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
struct wined3d_unordered_access_view *uav, unsigned int initial_count)
{
TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
}
struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
}
void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
{
TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
}
struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
const struct wined3d_device *device, unsigned int idx)
{
TRACE("device %p, idx %u.\n", device, idx);
return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
}
void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
{
unsigned int i;
if (!latency)
latency = 3;
device->max_frame_latency = latency;
for (i = 0; i < device->swapchain_count; ++i)
swapchain_set_max_frame_latency(device->swapchains[i], device);
}
unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
{
return device->max_frame_latency;
}
static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
{
unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
unsigned int i, size = 0;
if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (fvf & WINED3DFVF_POSITION_MASK)
{
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK);
}
for (i = 0; i < texcoord_count; ++i)
{
size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float);
}
return size;
}
static void wined3d_format_get_colour(const struct wined3d_format *format,
const void *data, struct wined3d_color *colour)
{
float *output = &colour->r;
const uint32_t *u32_data;
const uint16_t *u16_data;
const float *f32_data;
unsigned int i;
static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f};
static unsigned int warned;
switch (format->id)
{
case WINED3DFMT_B8G8R8A8_UNORM:
u32_data = data;
wined3d_color_from_d3dcolor(colour, *u32_data);
break;
case WINED3DFMT_R8G8B8A8_UNORM:
u32_data = data;
colour->r = (*u32_data & 0xffu) / 255.0f;
colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f;
colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f;
colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f;
break;
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
u16_data = data;
*colour = default_colour;
for (i = 0; i < format->component_count; ++i)
output[i] = u16_data[i] / 65535.0f;
break;
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
f32_data = data;
*colour = default_colour;
for (i = 0; i < format->component_count; ++i)
output[i] = f32_data[i];
break;
default:
*colour = default_colour;
if (!warned++)
FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id));
break;
}
}
static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs,
const struct wined3d_color *material_colour, unsigned int index,
const struct wined3d_stream_info *stream_info)
{
const struct wined3d_stream_info_element *element = NULL;
switch (mcs)
{
case WINED3D_MCS_MATERIAL:
*colour = *material_colour;
return;
case WINED3D_MCS_COLOR1:
if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
{
colour->r = colour->g = colour->b = colour->a = 1.0f;
return;
}
element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
break;
case WINED3D_MCS_COLOR2:
if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
{
colour->r = colour->g = colour->b = colour->a = 0.0f;
return;
}
element = &stream_info->elements[WINED3D_FFP_SPECULAR];
break;
default:
colour->r = colour->g = colour->b = colour->a = 0.0f;
ERR("Invalid material colour source %#x.\n", mcs);
return;
}
wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour);
}
static float wined3d_clamp(float value, float min_value, float max_value)
{
return value < min_value ? min_value : value > max_value ? max_value : value;
}
static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
}
static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
v0->x -= v1->x;
v0->y -= v1->y;
v0->z -= v1->z;
}
static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
{
v->x *= s;
v->y *= s;
v->z *= s;
}
static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
{
float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
if (isfinite(rnorm))
wined3d_vec3_scale(v, rnorm);
}
static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
{
struct wined3d_vec3 tmp;
tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
*dst = tmp;
}
static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
float min_value, float max_value)
{
dst->r = wined3d_clamp(src->r, min_value, max_value);
dst->g = wined3d_clamp(src->g, min_value, max_value);
dst->b = wined3d_clamp(src->b, min_value, max_value);
dst->a = wined3d_clamp(src->a, min_value, max_value);
}
static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
{
dst->r += src->r * c;
dst->g += src->g * c;
dst->b += src->b * c;
}
static void init_transformed_lights(struct lights_settings *ls,
const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting)
{
const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
const struct wined3d_light_info *light_info;
struct light_transformed *light;
struct wined3d_vec4 vec4;
unsigned int light_count;
unsigned int i, index;
memset(ls, 0, sizeof(*ls));
ls->lighting = !!compute_lighting;
ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE];
ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE]
? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH;
ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART);
ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND);
ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY);
if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting)
return;
multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
&state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
if (!compute_lighting)
return;
compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
ls->legacy_lighting = !!legacy_lighting;
ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
{
LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
{
if (!light_info->enabled)
continue;
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_DIRECTIONAL:
++ls->directional_light_count;
break;
case WINED3D_LIGHT_POINT:
++ls->point_light_count;
break;
case WINED3D_LIGHT_SPOT:
++ls->spot_light_count;
break;
case WINED3D_LIGHT_PARALLELPOINT:
++ls->parallel_point_light_count;
break;
default:
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
continue;
}
lights[index++] = light_info;
if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
break;
}
}
light_count = index;
for (i = 0, index = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
light->range = light_info->OriginalParms.range;
light->c_att = light_info->OriginalParms.attenuation0;
light->l_att = light_info->OriginalParms.attenuation1;
light->q_att = light_info->OriginalParms.attenuation2;
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->range = light_info->OriginalParms.range;
light->falloff = light_info->OriginalParms.falloff;
light->c_att = light_info->OriginalParms.attenuation0;
light->l_att = light_info->OriginalParms.attenuation1;
light->q_att = light_info->OriginalParms.attenuation2;
light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
*(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
}
static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
const struct wined3d_vec3 *dir, float att, float material_shininess,
const struct wined3d_vec3 *normal_transformed,
const struct wined3d_vec3 *position_transformed_normalised,
const struct light_transformed *light, const struct lights_settings *ls)
{
struct wined3d_vec3 vec3;
float t, c;
c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
vec3 = *dir;
if (ls->localviewer)
wined3d_vec3_subtract(&vec3, position_transformed_normalised);
else
vec3.z -= 1.0f;
wined3d_vec3_normalise(&vec3);
t = wined3d_vec3_dot(normal_transformed, &vec3);
if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
&& wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
}
static void light_set_vertex_data(struct lights_settings *ls,
const struct wined3d_vec4 *position)
{
if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting)
return;
wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix);
wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w);
}
static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal,
float material_shininess)
{
struct wined3d_vec3 position_transformed_normalised;
struct wined3d_vec3 normal_transformed = {0.0f};
const struct light_transformed *light;
struct wined3d_vec3 dir, dst;
unsigned int i, index;
float att;
position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed;
wined3d_vec3_normalise(&position_transformed_normalised);
if (normal)
{
wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
if (ls->normalise)
wined3d_vec3_normalise(&normal_transformed);
}
diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
*specular = *diffuse;
*ambient = ls->ambient_light;
index = 0;
for (i = 0; i < ls->directional_light_count; ++i, ++index)
{
light = &ls->lights[index];
wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
if (normal)
update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
for (i = 0; i < ls->point_light_count; ++i, ++index)
{
light = &ls->lights[index];
dir.x = light->position.x - ls->position_transformed.x;
dir.y = light->position.y - ls->position_transformed.y;
dir.z = light->position.z - ls->position_transformed.z;
dst.z = wined3d_vec3_dot(&dir, &dir);
dst.y = sqrtf(dst.z);
dst.x = 1.0f;
if (ls->legacy_lighting)
{
dst.y = (light->range - dst.y) / light->range;
if (!(dst.y > 0.0f))
continue;
dst.z = dst.y * dst.y;
}
else
{
if (!(dst.y <= light->range))
continue;
}
att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
if (!ls->legacy_lighting)
att = 1.0f / att;
wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
if (normal)
{
wined3d_vec3_normalise(&dir);
update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
}
for (i = 0; i < ls->spot_light_count; ++i, ++index)
{
float t;
light = &ls->lights[index];
dir.x = light->position.x - ls->position_transformed.x;
dir.y = light->position.y - ls->position_transformed.y;
dir.z = light->position.z - ls->position_transformed.z;
dst.z = wined3d_vec3_dot(&dir, &dir);
dst.y = sqrtf(dst.z);
dst.x = 1.0f;
if (ls->legacy_lighting)
{
dst.y = (light->range - dst.y) / light->range;
if (!(dst.y > 0.0f))
continue;
dst.z = dst.y * dst.y;
}
else
{
if (!(dst.y <= light->range))
continue;
}
wined3d_vec3_normalise(&dir);
t = -wined3d_vec3_dot(&dir, &light->direction);
if (t > light->cos_htheta)
att = 1.0f;
else if (t <= light->cos_hphi)
att = 0.0f;
else
att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
if (ls->legacy_lighting)
att *= t;
else
att /= t;
wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
if (normal)
update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
{
light = &ls->lights[index];
wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
if (normal)
update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls);
}
}
static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls)
{
switch (ls->fog_mode)
{
case WINED3D_FOG_NONE:
return fog_coord;
case WINED3D_FOG_LINEAR:
return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start);
case WINED3D_FOG_EXP:
return expf(-fog_coord * ls->fog_density);
case WINED3D_FOG_EXP2:
return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density);
default:
ERR("Unhandled fog mode %#x.\n", ls->fog_mode);
return 0.0f;
}
}
static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
{
float fog_coord;
if (ls->fog_mode == WINED3D_FOG_NONE)
return;
switch (ls->fog_coord_mode)
{
case WINED3D_FFP_VS_FOG_RANGE:
fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed,
(const struct wined3d_vec3 *)&ls->position_transformed));
break;
case WINED3D_FFP_VS_FOG_DEPTH:
fog_coord = fabsf(ls->position_transformed.z);
break;
default:
ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode);
return;
}
*fog_factor = wined3d_calculate_fog_factor(fog_coord, ls);
}
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf)
{
enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
const struct wined3d_color *material_specular_state_colour;
struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
const struct wined3d_state *state = &device->state;
const struct wined3d_format *output_colour_format;
static const struct wined3d_color black;
struct wined3d_map_desc map_desc;
struct wined3d_box box = {0};
struct wined3d_viewport vp;
unsigned int texture_count;
struct lights_settings ls;
unsigned int vertex_size;
BOOL do_clip, lighting;
float min_z, max_z;
unsigned int i;
BYTE *dest_ptr;
HRESULT hr;
if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
{
ERR("Source has no position mask.\n");
return WINED3DERR_INVALIDCALL;
}
if (state->render_states[WINED3D_RS_CLIPPING])
{
static BOOL warned = FALSE;
/*
* The clipping code is not quite correct. Some things need
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
* so disable clipping for now.
* (The graphics in Half-Life are broken, and my processvertices
* test crashes with IDirect3DDevice3)
do_clip = TRUE;
*/
do_clip = FALSE;
if (!warned)
{
warned = TRUE;
FIXME("Clipping is broken and disabled for now\n");
}
}
else
do_clip = FALSE;
vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
box.left = dwDestIndex * vertex_size;
box.right = box.left + dwCount * vertex_size;
if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
{
WARN("Failed to map buffer, hr %#x.\n", hr);
return hr;
}
dest_ptr = map_desc.data;
wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
TRACE("View mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
TRACE("Proj mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
TRACE("World mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
/* Get the viewport */
wined3d_device_get_viewports(device, NULL, &vp);
TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
lighting = state->render_states[WINED3D_RS_LIGHTING]
&& (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
&ambient_source, &specular_source, state, stream_info);
output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
? &state->material.specular : &black;
init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING, lighting);
wined3d_viewport_get_z_range(&vp, &min_z, &max_z);
for (i = 0; i < dwCount; ++i)
{
const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
struct wined3d_color ambient, diffuse, specular;
struct wined3d_vec4 position;
unsigned int tex_index;
position.x = p[0];
position.y = p[1];
position.z = p[2];
position.w = 1.0f;
light_set_vertex_data(&ls, &position);
if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
float x, y, z, rhw;
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
/* Multiplication with world, view and projection matrix. */
x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
/* WARNING: The following things are taken from d3d7 and were not yet checked
* against d3d8 or d3d9!
*/
/* Clipping conditions: From msdn
*
* A vertex is clipped if it does not match the following requirements
* -rhw < x <= rhw
* -rhw < y <= rhw
* 0 < z <= rhw
* 0 < rhw ( Not in d3d7, but tested in d3d7)
*
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
*
*/
if (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps
&& y <= rhw + eps && z <= rhw + eps && rhw > eps))
{
/* "Normal" viewport transformation (not clipped)
* 1) The values are divided by rhw
* 2) The y axis is negative, so multiply it with -1
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
* 4) Multiply x with Width/2 and add Width/2
* 5) The same for the height
* 6) Add the viewpoint X and Y to the 2D coordinates and
* The minimum Z value to z
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
*
* Well, basically it's simply a linear transformation into viewport
* coordinates
*/
x /= rhw;
y /= rhw;
z /= rhw;
y *= -1;
x *= vp.width / 2;
y *= vp.height / 2;
z *= max_z - min_z;
x += vp.width / 2 + vp.x;
y += vp.height / 2 + vp.y;
z += min_z;
rhw = 1 / rhw;
} else {
/* That vertex got clipped
* Contrary to OpenGL it is not dropped completely, it just
* undergoes a different calculation.
*/
TRACE("Vertex got clipped\n");
x += rhw;
y += rhw;
x /= 2;
y /= 2;
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
* outside of the main vertex buffer memory. That needs some more
* investigation...
*/
}
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
( (float *) dest_ptr)[0] = x;
( (float *) dest_ptr)[1] = y;
( (float *) dest_ptr)[2] = z;
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
dest_ptr += 3 * sizeof(float);
if ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
dest_ptr += sizeof(float);
}
if (dst_fvf & WINED3DFVF_PSIZE)
dest_ptr += sizeof(DWORD);
if (dst_fvf & WINED3DFVF_NORMAL)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
const float *normal = (const float *)(element->data.addr + i * element->stride);
/* AFAIK this should go into the lighting information */
FIXME("Didn't expect the destination to have a normal\n");
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
}
if (lighting)
{
const struct wined3d_stream_info_element *element;
struct wined3d_vec3 *normal;
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
{
element = &stream_info->elements[WINED3D_FFP_NORMAL];
normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
}
else
{
normal = NULL;
}
compute_light(&ambient, &diffuse, &specular, &ls, normal,
state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
}
if (dst_fvf & WINED3DFVF_DIFFUSE)
{
struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
&state->material.diffuse, i, stream_info);
if (lighting)
{
wined3d_colour_from_mcs(&material_ambient, ambient_source,
&state->material.ambient, i, stream_info);
wined3d_colour_from_mcs(&material_emissive, emissive_source,
&state->material.emissive, i, stream_info);
diffuse_colour.r = ambient.r * material_ambient.r
+ diffuse.r * material_diffuse.r + material_emissive.r;
diffuse_colour.g = ambient.g * material_ambient.g
+ diffuse.g * material_diffuse.g + material_emissive.g;
diffuse_colour.b = ambient.b * material_ambient.b
+ diffuse.b * material_diffuse.b + material_emissive.b;
diffuse_colour.a = material_diffuse.a;
}
else
{
diffuse_colour = material_diffuse;
}
wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
*((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour);
dest_ptr += sizeof(DWORD);
}
if (dst_fvf & WINED3DFVF_SPECULAR)
{
struct wined3d_color material_specular, specular_colour;
wined3d_colour_from_mcs(&material_specular, specular_source,
material_specular_state_colour, i, stream_info);
if (lighting)
{
specular_colour.r = specular.r * material_specular.r;
specular_colour.g = specular.g * material_specular.g;
specular_colour.b = specular.b * material_specular.b;
specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a;
}
else
{
specular_colour = material_specular;
}
update_fog_factor(&specular_colour.a, &ls);
wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
*((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour);
dest_ptr += sizeof(DWORD);
}
for (tex_index = 0; tex_index < texture_count; ++tex_index)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
{
ERR("No source texture, but destination requests one\n");
dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float);
}
else
{
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float));
}
}
}
wined3d_resource_unmap(&dest->resource, 0);
return WINED3D_OK;
}
#undef copy_and_next
HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
{
struct wined3d_state *state = &device->state;
struct wined3d_stream_info stream_info;
struct wined3d_resource *resource;
struct wined3d_box box = {0};
struct wined3d_shader *vs;
unsigned int i, j;
HRESULT hr;
WORD map;
TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
"dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
device, src_start_idx, dst_idx, vertex_count,
dst_buffer, declaration, flags, dst_fvf);
if (declaration)
FIXME("Output vertex declaration not implemented yet.\n");
vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info);
state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
/* We can't convert FROM a VBO, and vertex buffers used to source into
* process_vertices() are unlikely to ever be used for drawing. Release
* VBOs in those buffers and fix up the stream_info structure.
*
* Also apply the start index. */
for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *e;
struct wined3d_map_desc map_desc;
if (!(map & 1))
continue;
e = &stream_info.elements[i];
resource = &state->streams[e->stream_idx].buffer->resource;
box.left = src_start_idx * e->stride;
box.right = box.left + vertex_count * e->stride;
if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
{
ERR("Failed to map resource.\n");
for (j = 0, map = stream_info.use_map; map && j < i; map >>= 1, ++j)
{
if (!(map & 1))
continue;
e = &stream_info.elements[j];
resource = &state->streams[e->stream_idx].buffer->resource;
if (FAILED(wined3d_resource_unmap(resource, 0)))
ERR("Failed to unmap resource.\n");
}
return WINED3DERR_INVALIDCALL;
}
e->data.buffer_object = 0;
e->data.addr += (ULONG_PTR)map_desc.data;
}
hr = process_vertices_strided(device, dst_idx, vertex_count,
&stream_info, dst_buffer, flags, dst_fvf);
for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
{
if (!(map & 1))
continue;
resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
if (FAILED(wined3d_resource_unmap(resource, 0)))
ERR("Failed to unmap resource.\n");
}
return hr;
}
static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
UINT stage, enum wined3d_texture_stage_state state, DWORD value)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
TRACE("device %p, stage %u, state %s, value %#x.\n",
device, stage, debug_d3dtexturestate(state), value);
if (stage >= d3d_info->limits.ffp_blend_stages)
{
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
stage, d3d_info->limits.ffp_blend_stages - 1);
return;
}
if (value == device->state.texture_states[stage][state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
device->state.texture_states[stage][state] = value;
wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
}
static void wined3d_device_set_texture(struct wined3d_device *device,
UINT stage, struct wined3d_texture *texture)
{
struct wined3d_texture *prev;
TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
/* Windows accepts overflowing this array... we do not. */
if (stage >= ARRAY_SIZE(device->state.textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return;
}
prev = device->state.textures[stage];
TRACE("Previous texture %p.\n", prev);
if (texture == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return;
}
TRACE("Setting new texture to %p.\n", texture);
device->state.textures[stage] = texture;
if (texture)
wined3d_texture_incref(texture);
wined3d_cs_emit_set_texture(device->cs, stage, texture);
if (prev)
wined3d_texture_decref(prev);
return;
}
void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
struct wined3d_stateblock *stateblock)
{
const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
const struct wined3d_saved_states *changed = &stateblock->changed;
const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
BOOL set_blend_state = FALSE, set_rasterizer_state = FALSE;
unsigned int i, j, start, idx;
struct wined3d_range range;
uint32_t map;
TRACE("device %p, stateblock %p.\n", device, stateblock);
if (changed->vertexShader)
wined3d_device_set_vertex_shader(device, state->vs);
if (changed->pixelShader)
wined3d_device_set_pixel_shader(device, state->ps);
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
break;
wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
}
map = changed->vertexShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
}
map = changed->vertexShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
break;
wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
}
map = changed->pixelShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
}
map = changed->pixelShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
}
if (changed->lights)
{
for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
{
const struct wined3d_light_info *light;
LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
}
}
for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
{
map = changed->renderState[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
switch (idx)
{
case WINED3D_RS_BLENDFACTOR:
case WINED3D_RS_ALPHABLENDENABLE:
case WINED3D_RS_SRCBLEND:
case WINED3D_RS_DESTBLEND:
case WINED3D_RS_BLENDOP:
case WINED3D_RS_SEPARATEALPHABLENDENABLE:
case WINED3D_RS_SRCBLENDALPHA:
case WINED3D_RS_DESTBLENDALPHA:
case WINED3D_RS_BLENDOPALPHA:
case WINED3D_RS_COLORWRITEENABLE:
case WINED3D_RS_COLORWRITEENABLE1:
case WINED3D_RS_COLORWRITEENABLE2:
case WINED3D_RS_COLORWRITEENABLE3:
set_blend_state = TRUE;
break;
case WINED3D_RS_FILLMODE:
case WINED3D_RS_CULLMODE:
case WINED3D_RS_SLOPESCALEDEPTHBIAS:
case WINED3D_RS_DEPTHBIAS:
case WINED3D_RS_SCISSORTESTENABLE:
case WINED3D_RS_ANTIALIASEDLINEENABLE:
set_rasterizer_state = TRUE;
break;
default:
wined3d_device_set_render_state(device, idx, state->rs[idx]);
break;
}
}
}
if (set_rasterizer_state)
{
struct wined3d_rasterizer_state *rasterizer_state;
struct wined3d_rasterizer_state_desc desc;
struct wine_rb_entry *entry;
union
{
DWORD d;
float f;
} bias;
memset(&desc, 0, sizeof(desc));
desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
desc.depth_bias = bias.f;
bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
desc.scale_bias = bias.f;
desc.depth_clip = TRUE;
desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
{
rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
wined3d_device_set_rasterizer_state(device, rasterizer_state);
}
else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &rasterizer_state)))
{
wined3d_device_set_rasterizer_state(device, rasterizer_state);
if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
{
ERR("Failed to insert rasterizer state.\n");
wined3d_rasterizer_state_decref(rasterizer_state);
}
}
}
if (set_blend_state || changed->alpha_to_coverage
|| wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
{
struct wined3d_blend_state *blend_state;
struct wined3d_blend_state_desc desc;
struct wine_rb_entry *entry;
struct wined3d_color colour;
memset(&desc, 0, sizeof(desc));
desc.alpha_to_coverage = state->alpha_to_coverage;
desc.independent = FALSE;
if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
desc.alpha_to_coverage = TRUE;
desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
}
else
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
}
desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
if (desc.rt[1].writemask != desc.rt[0].writemask
|| desc.rt[2].writemask != desc.rt[0].writemask
|| desc.rt[3].writemask != desc.rt[0].writemask)
{
desc.independent = TRUE;
for (i = 1; i < 4; ++i)
{
desc.rt[i].enable = desc.rt[0].enable;
desc.rt[i].src = desc.rt[0].src;
desc.rt[i].dst = desc.rt[0].dst;
desc.rt[i].op = desc.rt[0].op;
desc.rt[i].src_alpha = desc.rt[0].src_alpha;
desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
desc.rt[i].op_alpha = desc.rt[0].op_alpha;
}
}
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
else
wined3d_device_get_blend_state(device, &colour);
if ((entry = wine_rb_get(&device->blend_states, &desc)))
{
blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
wined3d_device_set_blend_state(device, blend_state, &colour);
}
else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &blend_state)))
{
wined3d_device_set_blend_state(device, blend_state, &colour);
if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
{
ERR("Failed to insert blend state.\n");
wined3d_blend_state_decref(blend_state);
}
}
}
for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
{
map = changed->textureState[i];
while (map)
{
j = wined3d_bit_scan(&map);
wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
}
}
for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
{
map = changed->samplerState[i];
while (map)
{
j = wined3d_bit_scan(&map);
wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
}
}
if (changed->transforms)
{
for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
{
map = changed->transform[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
wined3d_device_set_transform(device, idx, &state->transforms[idx]);
}
}
}
if (changed->indices)
wined3d_device_set_index_buffer(device, state->index_buffer, state->index_format, 0);
wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
if (changed->vertexDecl)
wined3d_device_set_vertex_declaration(device, state->vertex_declaration);
if (changed->material)
wined3d_device_set_material(device, &state->material);
if (changed->viewport)
wined3d_device_set_viewports(device, 1, &state->viewport);
if (changed->scissorRect)
wined3d_device_set_scissor_rects(device, 1, &state->scissor_rect);
map = changed->streamSource;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_stream_source(device, i, state->streams[i].buffer,
state->streams[i].offset, state->streams[i].stride);
}
map = changed->streamFreq;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_stream_source_freq(device, i,
state->streams[i].frequency | state->streams[i].flags);
}
map = changed->textures;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_texture(device, i, state->textures[i]);
}
map = changed->clipplane;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
}
memset(&stateblock->changed, 0, sizeof(stateblock->changed));
TRACE("Applied stateblock %p.\n", stateblock);
}
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
{
TRACE("device %p, caps %p.\n", device, caps);
return wined3d_get_device_caps(device->adapter, device->create_parms.device_type, caps);
}
HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
device, swapchain_idx, mode, rotation);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
}
HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
{
/* At the moment we have no need for any functionality at the beginning
* of a scene. */
TRACE("device %p.\n", device);
if (device->inScene)
{
WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
device->inScene = TRUE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
if (!device->inScene)
{
WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
device->inScene = FALSE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
device, rect_count, rects, flags, debug_color(color), depth, stencil);
if (!rect_count && rects)
{
WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
return WINED3D_OK;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil;
if (!ds)
{
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
/* TODO: What about depth stencil buffers without stencil bits? */
return WINED3DERR_INVALIDCALL;
}
else if (flags & WINED3DCLEAR_TARGET)
{
if (ds->width < device->state.fb.render_targets[0]->width
|| ds->height < device->state.fb.render_targets[0]->height)
{
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
return WINED3D_OK;
}
}
}
wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
return WINED3D_OK;
}
void CDECL wined3d_device_set_predication(struct wined3d_device *device,
struct wined3d_query *predicate, BOOL value)
{
struct wined3d_query *prev;
TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
prev = device->state.predicate;
if (predicate)
{
FIXME("Predicated rendering not implemented.\n");
wined3d_query_incref(predicate);
}
device->state.predicate = predicate;
device->state.predicate_value = value;
wined3d_cs_emit_set_predication(device->cs, predicate, value);
if (prev)
wined3d_query_decref(prev);
}
struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
{
TRACE("device %p, value %p.\n", device, value);
if (value)
*value = device->state.predicate_value;
return device->state.predicate;
}
void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
{
TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
device, group_count_x, group_count_y, group_count_z);
wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
}
void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
struct wined3d_buffer *buffer, unsigned int offset)
{
TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
}
void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
{
TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
device->state.gl_patch_vertices = patch_vertex_count;
}
void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
{
TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
device, primitive_type, patch_vertex_count);
*primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
if (patch_vertex_count)
*patch_vertex_count = device->state.gl_patch_vertices;
TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
}
HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
{
TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
0, start_vertex, vertex_count, 0, 0, FALSE);
return WINED3D_OK;
}
void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
{
TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
device, start_vertex, vertex_count, start_instance, instance_count);
wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
}
void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
struct wined3d_buffer *buffer, unsigned int offset)
{
TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
buffer, offset, FALSE);
}
HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
{
TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
if (!device->state.index_buffer)
{
/* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
* without an index buffer set. (The first time at least...)
* D3D8 simply dies, but I doubt it can do much harm to return
* D3DERR_INVALIDCALL there as well. */
WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
return WINED3D_OK;
}
void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
{
TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
device, start_idx, index_count, start_instance, instance_count);
wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
}
void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
struct wined3d_buffer *buffer, unsigned int offset)
{
TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
buffer, offset, TRUE);
}
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
{
unsigned int src_size, dst_size, src_skip_levels = 0;
unsigned int src_level_count, dst_level_count;
const struct wined3d_dirty_regions *regions;
unsigned int layer_count, level_count, i, j;
enum wined3d_resource_type type;
BOOL entire_texture = TRUE;
struct wined3d_box box;
TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
/* Verify that the source and destination textures are non-NULL. */
if (!src_texture || !dst_texture)
{
WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
|| src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
{
WARN("Source resource is GPU accessible or a scratch resource.\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
{
WARN("Destination resource is CPU accessible.\n");
return WINED3DERR_INVALIDCALL;
}
/* Verify that the source and destination textures are the same type. */
type = src_texture->resource.type;
if (dst_texture->resource.type != type)
{
WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
layer_count = src_texture->layer_count;
if (layer_count != dst_texture->layer_count)
{
WARN("Source and destination have different layer counts.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture->resource.format != dst_texture->resource.format)
{
WARN("Source and destination formats do not match.\n");
return WINED3DERR_INVALIDCALL;
}
src_level_count = src_texture->level_count;
dst_level_count = dst_texture->level_count;
level_count = min(src_level_count, dst_level_count);
src_size = max(src_texture->resource.width, src_texture->resource.height);
src_size = max(src_size, src_texture->resource.depth);
dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
dst_size = max(dst_size, dst_texture->resource.depth);
while (src_size > dst_size)
{
src_size >>= 1;
++src_skip_levels;
}
if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
|| wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
|| wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
{
WARN("Source and destination dimensions do not match.\n");
return WINED3DERR_INVALIDCALL;
}
if ((regions = src_texture->dirty_regions))
{
for (i = 0; i < layer_count && entire_texture; ++i)
{
if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
continue;
entire_texture = FALSE;
break;
}
}
/* Update every surface level of the texture. */
if (entire_texture)
{
for (i = 0; i < level_count; ++i)
{
wined3d_texture_get_level_box(dst_texture, i, &box);
for (j = 0; j < layer_count; ++j)
{
wined3d_cs_emit_blt_sub_resource(device->cs,
&dst_texture->resource, j * dst_level_count + i, &box,
&src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
0, NULL, WINED3D_TEXF_POINT);
}
}
}
else
{
unsigned int src_level, box_count, k;
const struct wined3d_box *boxes;
struct wined3d_box b;
for (i = 0; i < layer_count; ++i)
{
boxes = regions[i].boxes;
box_count = regions[i].box_count;
if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
{
boxes = &b;
box_count = 1;
wined3d_texture_get_level_box(dst_texture, i, &b);
}
for (j = 0; j < level_count; ++j)
{
src_level = j + src_skip_levels;
/* TODO: We could pass an array of boxes here to avoid
* multiple context acquisitions for the same resource. */
for (k = 0; k < box_count; ++k)
{
box = boxes[k];
if (src_level)
{
box.left >>= src_level;
box.top >>= src_level;
box.right = min((box.right + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_width(src_texture, src_level));
box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_height(src_texture, src_level));
box.front >>= src_level;
box.back = min((box.back + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_depth(src_texture, src_level));
}
wined3d_cs_emit_blt_sub_resource(device->cs,
&dst_texture->resource, i * dst_level_count + j, &box,
&src_texture->resource, i * src_level_count + src_level, &box,
0, NULL, WINED3D_TEXF_POINT);
}
}
}
}
wined3d_texture_clear_dirty_regions(src_texture);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
{
const struct wined3d_state *state = &device->state;
struct wined3d_texture *texture;
DWORD i;
TRACE("device %p, num_passes %p.\n", device, num_passes);
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
texture = state->textures[i];
if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
&& state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
}
if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
|| state->render_states[WINED3D_RS_STENCILENABLE])
{
struct wined3d_rendertarget_view *rt = device->state.fb.render_targets[0];
struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil;
if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
{
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
return WINED3DERR_CONFLICTINGRENDERSTATE;
}
}
/* return a sensible default */
*num_passes = 1;
TRACE("returning D3D_OK\n");
return WINED3D_OK;
}
void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
{
static BOOL warned;
TRACE("device %p, software %#x.\n", device, software);
if (!warned)
{
FIXME("device %p, software %#x stub!\n", device, software);
warned = TRUE;
}
device->softwareVertexProcessing = software;
}
BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
TRACE("device %p stub!\n", device);
warned = TRUE;
}
return device->softwareVertexProcessing;
}
HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_raster_status *raster_status)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
device, swapchain_idx, raster_status);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_raster_status(swapchain, raster_status);
}
HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
{
static BOOL warned;
TRACE("device %p, segments %.8e.\n", device, segments);
if (segments != 0.0f)
{
if (!warned)
{
FIXME("device %p, segments %.8e stub!\n", device, segments);
warned = TRUE;
}
}
return WINED3D_OK;
}
float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
FIXME("device %p stub!\n", device);
warned = TRUE;
}
return 0.0f;
}
void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
{
TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
device, dst_buffer, offset, uav);
wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
}
void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
{
struct wined3d_texture *dst_texture, *src_texture;
struct wined3d_box box;
unsigned int i, j;
TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
if (src_resource == dst_resource)
{
WARN("Source and destination are the same resource.\n");
return;
}
if (src_resource->type != dst_resource->type)
{
WARN("Resource types (%s / %s) don't match.\n",
debug_d3dresourcetype(dst_resource->type),
debug_d3dresourcetype(src_resource->type));
return;
}
if (src_resource->width != dst_resource->width
|| src_resource->height != dst_resource->height
|| src_resource->depth != dst_resource->depth)
{
WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
dst_resource->width, dst_resource->height, dst_resource->depth,
src_resource->width, src_resource->height, src_resource->depth);
return;
}
if (src_resource->format->typeless_id != dst_resource->format->typeless_id
|| (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
{
WARN("Resource formats %s and %s are incompatible.\n",
debug_d3dformat(dst_resource->format->id),
debug_d3dformat(src_resource->format->id));
return;
}
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
return;
}
dst_texture = texture_from_resource(dst_resource);
src_texture = texture_from_resource(src_resource);
if (src_texture->layer_count != dst_texture->layer_count
|| src_texture->level_count != dst_texture->level_count)
{
WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
dst_texture->layer_count, dst_texture->level_count,
src_texture->layer_count, src_texture->level_count);
return;
}
for (i = 0; i < dst_texture->level_count; ++i)
{
wined3d_texture_get_level_box(dst_texture, i, &box);
for (j = 0; j < dst_texture->layer_count; ++j)
{
unsigned int idx = j * dst_texture->level_count + i;
wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
}
}
}
HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags)
{
struct wined3d_box dst_box, b;
TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
src_resource, src_sub_resource_idx, debug_box(src_box), flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
{
WARN("Source and destination are the same sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_resource->format->typeless_id != dst_resource->format->typeless_id
|| (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
{
WARN("Resource formats %s and %s are incompatible.\n",
debug_d3dformat(dst_resource->format->id),
debug_d3dformat(src_resource->format->id));
return WINED3DERR_INVALIDCALL;
}
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
{
if (src_resource->type != WINED3D_RTYPE_BUFFER)
{
WARN("Resource types (%s / %s) don't match.\n",
debug_d3dresourcetype(dst_resource->type),
debug_d3dresourcetype(src_resource->type));
return WINED3DERR_INVALIDCALL;
}
if (dst_sub_resource_idx)
{
WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_sub_resource_idx)
{
WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (!src_box)
{
unsigned int dst_w;
dst_w = dst_resource->size - dst_x;
wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
src_box = &b;
}
else if ((src_box->left >= src_box->right
|| src_box->top >= src_box->bottom
|| src_box->front >= src_box->back))
{
WARN("Invalid box %s specified.\n", debug_box(src_box));
return WINED3DERR_INVALIDCALL;
}
if (src_box->right > src_resource->size || dst_x >= dst_resource->size
|| src_box->right - src_box->left > dst_resource->size - dst_x)
{
WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
dst_x, src_box->left, src_box->right - src_box->left);
return WINED3DERR_INVALIDCALL;
}
wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
}
else
{
struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
struct wined3d_texture *src_texture = texture_from_resource(src_resource);
unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
{
WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
{
WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
{
WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_texture->sub_resources[src_sub_resource_idx].map_count)
{
WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (!src_box)
{
unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
src_w = wined3d_texture_get_level_width(src_texture, src_level);
src_h = wined3d_texture_get_level_height(src_texture, src_level);
src_d = wined3d_texture_get_level_depth(src_texture, src_level);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
src_box = &b;
}
else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
{
WARN("Invalid source box %s.\n", debug_box(src_box));
return WINED3DERR_INVALIDCALL;
}
wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
{
WARN("Invalid destination box %s.\n", debug_box(&dst_box));
return WINED3DERR_INVALIDCALL;
}
}
wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
return WINED3D_OK;
}
void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
unsigned int depth_pitch, unsigned int flags)
{
unsigned int width, height, depth;
struct wined3d_box b;
TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, "
"flags %#x.\n",
device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Resource %p is not GPU accessible.\n", resource);
return;
}
if (resource->type == WINED3D_RTYPE_BUFFER)
{
if (sub_resource_idx > 0)
{
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return;
}
width = resource->size;
height = 1;
depth = 1;
}
else
{
struct wined3d_texture *texture = texture_from_resource(resource);
unsigned int level;
if (sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
return;
}
level = sub_resource_idx % texture->level_count;
width = wined3d_texture_get_level_width(texture, level);
height = wined3d_texture_get_level_height(texture, level);
depth = wined3d_texture_get_level_depth(texture, level);
}
if (!box)
{
wined3d_box_set(&b, 0, 0, width, height, 0, depth);
box = &b;
}
else if (box->left >= box->right || box->right > width
|| box->top >= box->bottom || box->bottom > height
|| box->front >= box->back || box->back > depth)
{
WARN("Invalid box %s specified.\n", debug_box(box));
return;
}
wined3d_resource_wait_idle(resource);
wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
}
void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device,
struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
enum wined3d_format_id format_id)
{
struct wined3d_texture *dst_texture, *src_texture;
unsigned int dst_level, src_level;
RECT dst_rect, src_rect;
TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
"src_resource %p, src_sub_resource_idx %u, format %s.\n",
device, dst_resource, dst_sub_resource_idx,
src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
if (wined3d_format_is_typeless(dst_resource->format)
|| wined3d_format_is_typeless(src_resource->format))
{
FIXME("Multisample resolve is not fully supported for typeless formats "
"(dst_format %s, src_format %s, format %s).\n",
debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
debug_d3dformat(format_id));
}
if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
return;
}
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
return;
}
dst_texture = texture_from_resource(dst_resource);
src_texture = texture_from_resource(src_resource);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
wined3d_texture_get_level_height(dst_texture, dst_level));
src_level = src_sub_resource_idx % src_texture->level_count;
SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
wined3d_texture_get_level_height(src_texture, src_level));
wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
}
HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
const struct wined3d_color *color, float depth, DWORD stencil)
{
struct wined3d_resource *resource;
RECT r;
TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
if (!flags)
return WINED3D_OK;
resource = view->resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
return WINED3DERR_INVALIDCALL;
}
if (view->layer_count != max(1, resource->depth >> view->desc.u.texture.level_idx))
{
FIXME("Layered clears not implemented.\n");
return WINED3DERR_INVALIDCALL;
}
if (!rect)
{
SetRect(&r, 0, 0, view->width, view->height);
rect = &r;
}
else
{
struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
struct wined3d_texture *texture = texture_from_resource(view->resource);
HRESULT hr;
if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
view->sub_resource_idx % texture->level_count, &b)))
return hr;
}
wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
return WINED3D_OK;
}
void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
{
TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
}
struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
unsigned int view_idx)
{
unsigned int max_rt_count;
TRACE("device %p, view_idx %u.\n", device, view_idx);
max_rt_count = device->adapter->d3d_info.limits.max_rt_count;
if (view_idx >= max_rt_count)
{
WARN("Only %u render targets are supported.\n", max_rt_count);
return NULL;
}
return device->state.fb.render_targets[view_idx];
}
struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.fb.depth_stencil;
}
static void wined3d_unbind_srv_for_rtv(struct wined3d_device *device,
const struct wined3d_rendertarget_view *view, BOOL dsv)
{
if (view && view->resource->srv_bind_count_device)
{
const struct wined3d_resource *resource = view->resource;
const struct wined3d_shader_resource_view *srv;
unsigned int i, j;
WARN("Application sets bound resource as render target.\n");
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
if ((srv = device->state.shader_resource_view[i][j]) && srv->resource == resource
&& (!dsv || wined3d_dsv_srv_conflict(view, srv->format)))
wined3d_device_set_shader_resource_view(device, i, j, NULL);
}
}
HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
{
struct wined3d_rendertarget_view *prev;
unsigned int max_rt_count;
TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
device, view_idx, view, set_viewport);
max_rt_count = device->adapter->d3d_info.limits.max_rt_count;
if (view_idx >= max_rt_count)
{
WARN("Only %u render targets are supported.\n", max_rt_count);
return WINED3DERR_INVALIDCALL;
}
if (view && !(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
{
WARN("View resource %p doesn't have render target bind flags.\n", view->resource);
return WINED3DERR_INVALIDCALL;
}
/* Set the viewport and scissor rectangles, if requested. Tests show that
* stateblock recording is ignored, the change goes directly into the
* primary stateblock. */
if (!view_idx && set_viewport)
{
struct wined3d_state *state = &device->state;
state->viewports[0].x = 0;
state->viewports[0].y = 0;
state->viewports[0].width = view->width;
state->viewports[0].height = view->height;
state->viewports[0].min_z = 0.0f;
state->viewports[0].max_z = 1.0f;
state->viewport_count = 1;
wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
state->scissor_rect_count = 1;
wined3d_cs_emit_set_scissor_rects(device->cs, 1, state->scissor_rects);
}
prev = device->state.fb.render_targets[view_idx];
if (view == prev)
return WINED3D_OK;
if (view)
wined3d_rendertarget_view_incref(view);
device->state.fb.render_targets[view_idx] = view;
wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
/* Release after the assignment, to prevent device_resource_released()
* from seeing the surface as still in use. */
if (prev)
wined3d_rendertarget_view_decref(prev);
wined3d_unbind_srv_for_rtv(device, view, FALSE);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device,
struct wined3d_rendertarget_view *view)
{
struct wined3d_rendertarget_view *prev;
TRACE("device %p, view %p.\n", device, view);
if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
{
WARN("View resource %p has incompatible %s bind flags.\n",
view->resource, wined3d_debug_bind_flags(view->resource->bind_flags));
return WINED3DERR_INVALIDCALL;
}
prev = device->state.fb.depth_stencil;
if (prev == view)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return WINED3D_OK;
}
if ((device->state.fb.depth_stencil = view))
wined3d_rendertarget_view_incref(view);
wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
if (prev)
wined3d_rendertarget_view_decref(prev);
wined3d_unbind_srv_for_rtv(device, view, TRUE);
return WINED3D_OK;
}
static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
{
unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
struct wined3d_sub_resource_data data;
struct wined3d_resource_desc desc;
struct wined3d_map_desc map_desc;
struct wined3d_texture *texture;
HRESULT hr;
if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
{
ERR("Failed to map source texture.\n");
return NULL;
}
data.data = map_desc.data;
data.row_pitch = map_desc.row_pitch;
data.slice_pitch = map_desc.slice_pitch;
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = WINED3DFMT_B8G8R8A8_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
desc.depth = 1;
desc.size = 0;
hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture);
wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
if (FAILED(hr))
{
ERR("Failed to create cursor texture.\n");
return NULL;
}
return texture;
}
HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
unsigned int texture_level = sub_resource_idx % texture->level_count;
unsigned int cursor_width, cursor_height;
struct wined3d_map_desc map_desc;
TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
device, x_hotspot, y_hotspot, texture, sub_resource_idx);
if (sub_resource_idx >= texture->level_count * texture->layer_count
|| texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
{
WARN("Texture %p has invalid format %s.\n",
texture, debug_d3dformat(texture->resource.format->id));
return WINED3DERR_INVALIDCALL;
}
/* Cursor width and height must all be powers of two */
cursor_width = wined3d_texture_get_level_width(texture, texture_level);
cursor_height = wined3d_texture_get_level_height(texture, texture_level);
if ((cursor_width & (cursor_width - 1)) || (cursor_height & (cursor_height - 1)))
{
WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width, cursor_height);
return WINED3DERR_INVALIDCALL;
}
/* Do not store the surface's pointer because the application may
* release it after setting the cursor image. Windows doesn't
* addref the set surface, so we can't do this either without
* creating circular refcount dependencies. */
if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
{
ERR("Failed to create cursor texture.\n");
return WINED3DERR_INVALIDCALL;
}
if (cursor_width == 32 && cursor_height == 32)
{
UINT mask_size = cursor_width * cursor_height / 8;
ICONINFO cursor_info;
DWORD *mask_bits;
HCURSOR cursor;
/* 32-bit user32 cursors ignore the alpha channel if it's all
* zeroes, and use the mask instead. Fill the mask with all ones
* to ensure we still get a fully transparent cursor. */
if (!(mask_bits = heap_alloc(mask_size)))
return E_OUTOFMEMORY;
memset(mask_bits, 0xff, mask_size);
wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
cursor_info.fIcon = FALSE;
cursor_info.xHotspot = x_hotspot;
cursor_info.yHotspot = y_hotspot;
cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
wined3d_resource_unmap(&texture->resource, sub_resource_idx);
/* Create our cursor and clean up. */
cursor = CreateIconIndirect(&cursor_info);
if (cursor_info.hbmMask)
DeleteObject(cursor_info.hbmMask);
if (cursor_info.hbmColor)
DeleteObject(cursor_info.hbmColor);
if (device->hardwareCursor)
DestroyCursor(device->hardwareCursor);
device->hardwareCursor = cursor;
if (device->bCursorVisible)
SetCursor(cursor);
heap_free(mask_bits);
}
TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
device->cursorWidth = cursor_width;
device->cursorHeight = cursor_height;
device->xHotSpot = x_hotspot;
device->yHotSpot = y_hotspot;
return WINED3D_OK;
}
void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
int x_screen_space, int y_screen_space, DWORD flags)
{
TRACE("device %p, x %d, y %d, flags %#x.\n",
device, x_screen_space, y_screen_space, flags);
device->xScreenSpace = x_screen_space;
device->yScreenSpace = y_screen_space;
if (device->hardwareCursor)
{
POINT pt;
GetCursorPos( &pt );
if (x_screen_space == pt.x && y_screen_space == pt.y)
return;
SetCursorPos( x_screen_space, y_screen_space );
/* Switch to the software cursor if position diverges from the hardware one. */
GetCursorPos( &pt );
if (x_screen_space != pt.x || y_screen_space != pt.y)
{
if (device->bCursorVisible) SetCursor( NULL );
DestroyCursor( device->hardwareCursor );
device->hardwareCursor = 0;
}
}
}
BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
{
BOOL oldVisible = device->bCursorVisible;
TRACE("device %p, show %#x.\n", device, show);
/*
* When ShowCursor is first called it should make the cursor appear at the OS's last
* known cursor position.
*/
if (show && !oldVisible)
{
POINT pt;
GetCursorPos(&pt);
device->xScreenSpace = pt.x;
device->yScreenSpace = pt.y;
}
if (device->hardwareCursor)
{
device->bCursorVisible = show;
if (show)
SetCursor(device->hardwareCursor);
else
SetCursor(NULL);
}
else if (device->cursor_texture)
{
device->bCursorVisible = show;
}
return oldVisible;
}
void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
TRACE("device %p.\n", device);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Checking resource %p for eviction.\n", resource);
if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
{
TRACE("Evicting %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
}
}
static void update_swapchain_flags(struct wined3d_texture *texture)
{
unsigned int flags = texture->swapchain->state.desc.flags;
if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
else
texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W);
if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
texture->flags |= WINED3D_TEXTURE_GET_DC;
else
texture->flags &= ~WINED3D_TEXTURE_GET_DC;
}
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
wined3d_device_reset_cb callback, BOOL reset_state)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
struct wined3d_swapchain_state *swapchain_state;
struct wined3d_swapchain_desc *current_desc;
struct wined3d_resource *resource, *cursor;
struct wined3d_rendertarget_view *view;
struct wined3d_swapchain *swapchain;
struct wined3d_view_desc view_desc;
BOOL backbuffer_resized, windowed;
struct wined3d_output *output;
HRESULT hr = WINED3D_OK;
unsigned int i;
TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
device, swapchain_desc, mode, callback, reset_state);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
{
ERR("Failed to get the first implicit swapchain.\n");
return WINED3DERR_INVALIDCALL;
}
swapchain_state = &swapchain->state;
current_desc = &swapchain_state->desc;
if (reset_state)
{
if (device->logo_texture)
{
wined3d_texture_decref(device->logo_texture);
device->logo_texture = NULL;
}
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
state_unbind_resources(&device->state);
}
for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
wined3d_device_set_depth_stencil_view(device, NULL);
if (reset_state)
{
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Enumerating resource %p.\n", resource);
if (FAILED(hr = callback(resource)))
return hr;
}
}
TRACE("New params:\n");
TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
TRACE("device_window %p\n", swapchain_desc->device_window);
TRACE("windowed %#x\n", swapchain_desc->windowed);
TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
if (swapchain_desc->enable_auto_depth_stencil)
TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
TRACE("flags %#x\n", swapchain_desc->flags);
TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET)
FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags);
if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
&& swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
&& swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
/* No special treatment of these parameters. Just store them */
current_desc->swap_effect = swapchain_desc->swap_effect;
current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
current_desc->refresh_rate = swapchain_desc->refresh_rate;
current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window)
{
TRACE("Changing the device window from %p to %p.\n",
current_desc->device_window, swapchain_desc->device_window);
current_desc->device_window = swapchain_desc->device_window;
swapchain_state->device_window = swapchain_desc->device_window;
wined3d_swapchain_set_window(swapchain, NULL);
}
backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width
|| swapchain_desc->backbuffer_height != current_desc->backbuffer_height;
windowed = current_desc->windowed;
if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode
|| mode || (!swapchain_desc->windowed && backbuffer_resized))
{
/* Switch from windowed to fullscreen. */
if (windowed && !swapchain_desc->windowed)
{
HWND focus_window = device->create_parms.focus_window;
if (!focus_window)
focus_window = swapchain->state.device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
return hr;
}
}
if (!(output = wined3d_swapchain_get_output(swapchain)))
{
ERR("Failed to get output from swapchain %p.\n", swapchain);
return E_FAIL;
}
if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state,
swapchain_desc, output, mode)))
return hr;
/* Switch from fullscreen to windowed. */
if (!windowed && swapchain_desc->windowed)
wined3d_device_release_focus_window(device);
}
else if (!swapchain_desc->windowed)
{
DWORD style = swapchain_state->style;
DWORD exstyle = swapchain_state->exstyle;
/* If we're in fullscreen, and the mode wasn't changed, we have to get
* the window back into the right position. Some applications
* (Battlefield 2, Guild Wars) move it and then call Reset() to clean
* up their mess. Guild Wars also loses the device during that. */
swapchain_state->style = 0;
swapchain_state->exstyle = 0;
wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window,
swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height);
swapchain_state->style = style;
swapchain_state->exstyle = exstyle;
}
if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
return hr;
if (swapchain_desc->flags != current_desc->flags)
{
current_desc->flags = swapchain_desc->flags;
update_swapchain_flags(swapchain->front_buffer);
for (i = 0; i < current_desc->backbuffer_count; ++i)
{
update_swapchain_flags(swapchain->back_buffers[i]);
}
}
if ((view = device->auto_depth_stencil_view))
{
device->auto_depth_stencil_view = NULL;
wined3d_rendertarget_view_decref(view);
}
if (current_desc->enable_auto_depth_stencil)
{
struct wined3d_resource_desc texture_desc;
struct wined3d_texture *texture;
TRACE("Creating the depth stencil buffer.\n");
texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
texture_desc.format = current_desc->auto_depth_stencil_format;
texture_desc.multisample_type = current_desc->multisample_type;
texture_desc.multisample_quality = current_desc->multisample_quality;
texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = current_desc->backbuffer_width;
texture_desc.height = current_desc->backbuffer_height;
texture_desc.depth = 1;
texture_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
device->device_parent, &texture_desc, 0, &texture)))
{
ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
view_desc.format_id = texture->resource.format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
wined3d_texture_decref(texture);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
}
if ((view = device->back_buffer_view))
{
device->back_buffer_view = NULL;
wined3d_rendertarget_view_decref(view);
}
if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
{
struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
view_desc.format_id = back_buffer->format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
}
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
if (reset_state)
{
TRACE("Resetting state.\n");
wined3d_cs_emit_reset_state(device->cs);
state_cleanup(&device->state);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
if (device->d3d_initialized)
device->adapter->adapter_ops->adapter_uninit_3d(device);
memset(&device->state, 0, sizeof(device->state));
state_init(&device->state, &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device_init_swapchain_state(device, swapchain);
if (wined3d_settings.logo)
device_load_logo(device, wined3d_settings.logo);
}
else
{
if ((view = device->back_buffer_view))
wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
if ((view = device->auto_depth_stencil_view))
wined3d_device_set_depth_stencil_view(device, view);
}
if (device->d3d_initialized && reset_state)
hr = device->adapter->adapter_ops->adapter_init_3d(device);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
* first use
*/
return hr;
}
HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
{
TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
return WINED3D_OK;
}
void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
struct wined3d_device_creation_parameters *parameters)
{
TRACE("device %p, parameters %p.\n", device, parameters);
*parameters = device->create_parms;
}
struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->wined3d;
}
enum wined3d_feature_level CDECL wined3d_device_get_feature_level(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->feature_level;
}
void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
device, swapchain_idx, flags, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
}
void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, ramp %p.\n",
device, swapchain_idx, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
}
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
wined3d_not_from_cs(device->cs);
list_add_head(&device->resources, &resource->resource_list_entry);
}
static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
wined3d_not_from_cs(device->cs);
list_remove(&resource->resource_list_entry);
}
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
{
enum wined3d_resource_type type = resource->type;
struct wined3d_rendertarget_view *rtv;
unsigned int i;
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
if (device->d3d_initialized)
{
for (i = 0; i < ARRAY_SIZE(device->state.fb.render_targets); ++i)
{
if ((rtv = device->state.fb.render_targets[i]) && rtv->resource == resource)
ERR("Resource %p is still in use as render target %u.\n", resource, i);
}
if ((rtv = device->state.fb.depth_stencil) && rtv->resource == resource)
ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
}
switch (type)
{
case WINED3D_RTYPE_TEXTURE_1D:
case WINED3D_RTYPE_TEXTURE_2D:
case WINED3D_RTYPE_TEXTURE_3D:
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (&device->state.textures[i]->resource == resource)
{
ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
device->state.textures[i] = NULL;
}
}
break;
case WINED3D_RTYPE_BUFFER:
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
{
if (&device->state.streams[i].buffer->resource == resource)
{
ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
device->state.streams[i].buffer = NULL;
}
}
if (&device->state.index_buffer->resource == resource)
{
ERR("Buffer resource %p is still in use as index buffer.\n", resource);
device->state.index_buffer = NULL;
}
break;
default:
break;
}
/* Remove the resource from the resourceStore */
device_resource_remove(device, resource);
TRACE("Resource released.\n");
}
static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
return memcmp(&sampler->desc, key, sizeof(sampler->desc));
}
static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
return memcmp(&state->desc, key, sizeof(state->desc));
}
static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
return memcmp(&state->desc, key, sizeof(state->desc));
}
static BOOL wined3d_select_feature_level(const struct wined3d_adapter *adapter,
const enum wined3d_feature_level *levels, unsigned int level_count,
enum wined3d_feature_level *selected_level)
{
const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
unsigned int i;
for (i = 0; i < level_count; ++i)
{
if (levels[i] && d3d_info->feature_level >= levels[i])
{
*selected_level = levels[i];
return TRUE;
}
}
FIXME_(winediag)("None of the requested D3D feature levels is supported on this GPU "
"with the current shader backend.\n");
return FALSE;
}
HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
struct wined3d_device_parent *device_parent)
{
struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx];
const struct wined3d_fragment_pipe_ops *fragment_pipeline;
const struct wined3d_vertex_pipe_ops *vertex_pipeline;
unsigned int i;
HRESULT hr;
if (!wined3d_select_feature_level(adapter, levels, level_count, &device->feature_level))
return E_FAIL;
TRACE("Device feature level %s.\n", wined3d_debug_feature_level(device->feature_level));
device->ref = 1;
device->wined3d = wined3d;
wined3d_incref(device->wined3d);
device->adapter = adapter;
device->device_parent = device_parent;
list_init(&device->resources);
list_init(&device->shaders);
device->surface_alignment = surface_alignment;
/* Save the creation parameters. */
device->create_parms.adapter_idx = adapter_idx;
device->create_parms.device_type = device_type;
device->create_parms.focus_window = focus_window;
device->create_parms.flags = flags;
device->shader_backend = adapter->shader_backend;
vertex_pipeline = adapter->vertex_pipe;
fragment_pipeline = adapter->fragment_pipe;
wine_rb_init(&device->samplers, wined3d_sampler_compare);
wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare);
wine_rb_init(&device->blend_states, wined3d_blend_state_compare);
if (vertex_pipeline->vp_states && fragment_pipeline->states
&& FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs,
&adapter->d3d_info, adapter->gl_info.supported, vertex_pipeline,
fragment_pipeline, misc_state_template)))
{
ERR("Failed to compile state table, hr %#x.\n", hr);
wine_rb_destroy(&device->samplers, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
wined3d_decref(device->wined3d);
return hr;
}
state_init(&device->state, &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
device->max_frame_latency = 3;
if (!(device->cs = wined3d_cs_create(device)))
{
WARN("Failed to create command stream.\n");
state_cleanup(&device->state);
hr = E_FAIL;
goto err;
}
return WINED3D_OK;
err:
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);
}
wine_rb_destroy(&device->samplers, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
wined3d_decref(device->wined3d);
return hr;
}
void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
{
unsigned int representative, i, idx, shift;
struct wined3d_context *context;
wined3d_from_cs(device->cs);
if (STATE_IS_COMPUTE(state_id))
{
for (i = 0; i < device->context_count; ++i)
context_invalidate_compute_state(device->contexts[i], state_id);
return;
}
representative = device->state_table[state_id].representative;
idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
}
}
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
{
if (message == WM_DESTROY)
{
TRACE("unregister window %p.\n", window);
wined3d_unregister_window(window);
if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
ERR("Window %p is not the focus window for device %p.\n", window, device);
}
else if (message == WM_DISPLAYCHANGE)
{
device->device_parent->ops->mode_changed(device->device_parent);
}
else if (message == WM_ACTIVATEAPP)
{
unsigned int i = device->swapchain_count;
/* Deactivating the implicit swapchain may cause the application
* (e.g. Deus Ex: GOTY) to destroy the device, so take care to
* deactivate the implicit swapchain last, and to avoid accessing the
* "device" pointer afterwards. */
while (i--)
wined3d_swapchain_activate(device->swapchains[i], wparam);
}
else if (message == WM_SYSCOMMAND)
{
if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
{
if (unicode)
DefWindowProcW(window, message, wparam, lparam);
else
DefWindowProcA(window, message, wparam, lparam);
}
}
if (unicode)
return CallWindowProcW(proc, window, message, wparam, lparam);
else
return CallWindowProcA(proc, window, message, wparam, lparam);
}