Sweden-Number/dlls/wined3d/device.c

4966 lines
171 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"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Define the default light parameters as specified by MSDN. */
const struct wined3d_light WINED3D_default_light =
{
WINED3D_LIGHT_DIRECTIONAL, /* Type */
{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
0.0f, /* Range */
0.0f, /* Falloff */
0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
0.0f, /* Theta */
0.0f /* Phi */
};
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
{
switch(primitive_type)
{
case WINED3D_PT_POINTLIST:
return GL_POINTS;
case WINED3D_PT_LINELIST:
return GL_LINES;
case WINED3D_PT_LINESTRIP:
return GL_LINE_STRIP;
case WINED3D_PT_TRIANGLELIST:
return GL_TRIANGLES;
case WINED3D_PT_TRIANGLESTRIP:
return GL_TRIANGLE_STRIP;
case WINED3D_PT_TRIANGLEFAN:
return GL_TRIANGLE_FAN;
case WINED3D_PT_LINELIST_ADJ:
return GL_LINES_ADJACENCY_ARB;
case WINED3D_PT_LINESTRIP_ADJ:
return GL_LINE_STRIP_ADJACENCY_ARB;
case WINED3D_PT_TRIANGLELIST_ADJ:
return GL_TRIANGLES_ADJACENCY_ARB;
case WINED3D_PT_TRIANGLESTRIP_ADJ:
return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
default:
FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
return GL_NONE;
}
}
static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
{
switch(primitive_type)
{
case GL_POINTS:
return WINED3D_PT_POINTLIST;
case GL_LINES:
return WINED3D_PT_LINELIST;
case GL_LINE_STRIP:
return WINED3D_PT_LINESTRIP;
case GL_TRIANGLES:
return WINED3D_PT_TRIANGLELIST;
case GL_TRIANGLE_STRIP:
return WINED3D_PT_TRIANGLESTRIP;
case GL_TRIANGLE_FAN:
return WINED3D_PT_TRIANGLEFAN;
case GL_LINES_ADJACENCY_ARB:
return WINED3D_PT_LINELIST_ADJ;
case GL_LINE_STRIP_ADJACENCY_ARB:
return WINED3D_PT_LINESTRIP_ADJ;
case GL_TRIANGLES_ADJACENCY_ARB:
return WINED3D_PT_TRIANGLELIST_ADJ;
case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
return WINED3D_PT_TRIANGLESTRIP_ADJ;
default:
FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
return WINED3D_PT_UNDEFINED;
}
}
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
TRACE("Adding context %p.\n", context);
if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
sizeof(*new_array) * (device->context_count + 1));
if (!new_array)
{
ERR("Failed to grow the context array.\n");
return FALSE;
}
new_array[device->context_count++] = context;
device->contexts = new_array;
return TRUE;
}
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
BOOL found = FALSE;
UINT i;
TRACE("Removing context %p.\n", context);
for (i = 0; i < device->context_count; ++i)
{
if (device->contexts[i] == context)
{
found = TRUE;
break;
}
}
if (!found)
{
ERR("Context %p doesn't exist in context array.\n", context);
return;
}
if (!--device->context_count)
{
HeapFree(GetProcessHeap(), 0, device->contexts);
device->contexts = NULL;
return;
}
memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
if (!new_array)
{
ERR("Failed to shrink context array. Oh well.\n");
return;
}
device->contexts = new_array;
}
void device_switch_onscreen_ds(struct wined3d_device *device,
struct wined3d_context *context, struct wined3d_surface *depth_stencil)
{
if (device->onscreen_depth_stencil)
{
surface_load_ds_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB,
device->onscreen_depth_stencil->ds_current_size.cx,
device->onscreen_depth_stencil->ds_current_size.cy);
wined3d_surface_decref(device->onscreen_depth_stencil);
}
device->onscreen_depth_stencil = depth_stencil;
wined3d_surface_incref(device->onscreen_depth_stencil);
}
static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
{
/* partial draw rect */
if (draw_rect->left || draw_rect->top
|| draw_rect->right < target->resource.width
|| draw_rect->bottom < target->resource.height)
return FALSE;
/* partial clear rect */
if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
|| clear_rect->right < target->resource.width
|| clear_rect->bottom < target->resource.height))
return FALSE;
return TRUE;
}
static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
{
RECT current_rect, r;
if (ds->locations & WINED3D_LOCATION_DISCARDED)
{
/* Depth buffer was discarded, make it entirely current in its new location since
* there is no other place where we would get data anyway. */
SetRect(out_rect, 0, 0, ds->resource.width, ds->resource.height);
return;
}
if (ds->locations & location)
SetRect(&current_rect, 0, 0,
ds->ds_current_size.cx,
ds->ds_current_size.cy);
else
SetRectEmpty(&current_rect);
IntersectRect(&r, draw_rect, &current_rect);
if (EqualRect(&r, draw_rect))
{
/* current_rect ⊇ draw_rect, modify only. */
SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
return;
}
if (EqualRect(&r, &current_rect))
{
/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
if (!clear_rect)
{
/* Full clear, modify only. */
*out_rect = *draw_rect;
return;
}
IntersectRect(&r, draw_rect, clear_rect);
if (EqualRect(&r, draw_rect))
{
/* clear_rect ⊇ draw_rect, modify only. */
*out_rect = *draw_rect;
return;
}
}
/* Full load. */
surface_load_ds_location(ds, context, location);
SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
float depth, DWORD stencil)
{
struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
struct wined3d_surface *depth_stencil = fb->depth_stencil
? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
const struct wined3d_gl_info *gl_info;
UINT drawable_width, drawable_height;
struct wined3d_context *context;
GLbitfield clear_mask = 0;
BOOL render_offscreen;
unsigned int i;
RECT ds_rect;
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
* for the cleared parts, and the untouched parts.
*
* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
* checking all this if the dest surface is in the drawable anyway. */
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
{
for (i = 0; i < rt_count; ++i)
{
struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
if (rt)
surface_load_location(rt, rt->container->resource.draw_binding);
}
}
context = context_acquire(device, target);
if (!context->valid)
{
context_release(context);
WARN("Invalid context, skipping clear.\n");
return;
}
gl_info = context->gl_info;
if (target)
{
render_offscreen = context->render_offscreen;
surface_get_drawable_size(target, context, &drawable_width, &drawable_height);
}
else
{
render_offscreen = TRUE;
drawable_width = depth_stencil->pow2Width;
drawable_height = depth_stencil->pow2Height;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, depth_stencil);
prepare_ds_clear(depth_stencil, context, location,
draw_rect, rect_count, clear_rect, &ds_rect);
}
if (!context_apply_clear_state(context, device, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return;
}
/* Only set the values up once, as they are not changing. */
if (flags & WINED3DCLEAR_STENCIL)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
gl_info->gl_ops.gl.p_glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
gl_info->gl_ops.gl.p_glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
}
if (flags & WINED3DCLEAR_TARGET)
{
for (i = 0; i < rt_count; ++i)
{
struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
if (rt)
{
surface_validate_location(rt, rt->container->resource.draw_binding);
surface_invalidate_location(rt, ~rt->container->resource.draw_binding);
}
}
gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
}
if (!clear_rect)
{
if (render_offscreen)
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
else
{
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
}
checkGLcall("glScissor");
gl_info->gl_ops.gl.p_glClear(clear_mask);
checkGLcall("glClear");
}
else
{
RECT current_rect;
/* Now process each rect in turn. */
for (i = 0; i < rect_count; ++i)
{
/* Note that GL uses lower left, width/height. */
IntersectRect(&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);
}
checkGLcall("glScissor");
gl_info->gl_ops.gl.p_glClear(clear_mask);
checkGLcall("glClear");
}
}
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
&& target->container->swapchain && target->container->swapchain->front_buffer == target->container))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
}
ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
{
ULONG refcount = InterlockedIncrement(&device->ref);
TRACE("%p increasing refcount to %u.\n", device, refcount);
return refcount;
}
ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
{
ULONG refcount = InterlockedDecrement(&device->ref);
TRACE("%p decreasing refcount to %u.\n", device, refcount);
if (!refcount)
{
UINT i;
wined3d_cs_destroy(device->cs);
if (device->recording && wined3d_stateblock_decref(device->recording))
FIXME("Something's still holding the recording stateblock.\n");
device->recording = NULL;
state_cleanup(&device->state);
for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
{
HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
device->multistate_funcs[i] = NULL;
}
if (!list_empty(&device->resources))
{
struct wined3d_resource *resource;
FIXME("Device released with resources still bound, acceptable but unexpected.\n");
LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
{
FIXME("Leftover resource %p with type %s (%#x).\n",
resource, debug_d3dresourcetype(resource->type), resource->type);
}
}
if (device->contexts)
ERR("Context array not freed!\n");
if (device->hardwareCursor)
DestroyCursor(device->hardwareCursor);
device->hardwareCursor = 0;
wined3d_decref(device->wined3d);
device->wined3d = NULL;
HeapFree(GetProcessHeap(), 0, device);
TRACE("Freed device %p.\n", device);
}
return refcount;
}
UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->swapchain_count;
}
struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
{
TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
if (swapchain_idx >= device->swapchain_count)
{
WARN("swapchain_idx %u >= swapchain_count %u.\n",
swapchain_idx, device->swapchain_count);
return NULL;
}
return device->swapchains[swapchain_idx];
}
static void device_load_logo(struct wined3d_device *device, const char *filename)
{
struct wined3d_color_key color_key;
struct wined3d_resource_desc desc;
struct wined3d_surface *surface;
HBITMAP hbm;
BITMAP bm;
HRESULT hr;
HDC dcb = NULL, dcs = NULL;
hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
if(hbm)
{
GetObjectA(hbm, sizeof(BITMAP), &bm);
dcb = CreateCompatibleDC(NULL);
if(!dcb) goto out;
SelectObject(dcb, hbm);
}
else
{
/* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
* couldn't be loaded
*/
memset(&bm, 0, sizeof(bm));
bm.bmWidth = 32;
bm.bmHeight = 32;
}
desc.resource_type = WINED3D_RTYPE_TEXTURE;
desc.format = WINED3DFMT_B5G6R5_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.pool = WINED3D_POOL_DEFAULT;
desc.width = bm.bmWidth;
desc.height = bm.bmHeight;
desc.depth = 1;
desc.size = 0;
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
NULL, &wined3d_null_parent_ops, &device->logo_texture)))
{
ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
goto out;
}
surface = surface_from_resource(wined3d_texture_get_sub_resource(device->logo_texture, 0));
if (dcb)
{
if (FAILED(hr = wined3d_surface_getdc(surface, &dcs)))
goto out;
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
wined3d_surface_releasedc(surface, dcs);
color_key.color_space_low_value = 0;
color_key.color_space_high_value = 0;
wined3d_texture_set_color_key(device->logo_texture, WINEDDCKEY_SRCBLT, &color_key);
}
else
{
const RECT rect = {0, 0, surface->resource.width, surface->resource.height};
const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
/* Fill the surface with a white color to show that wined3d is there */
surface_color_fill(surface, &rect, &c);
}
out:
if (dcb) DeleteDC(dcb);
if (hbm) DeleteObject(hbm);
}
/* Context activation is done by the caller. */
static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
unsigned int i, j, count;
/* Under DirectX you can sample even if no texture is bound, whereas
* OpenGL will only allow that when a valid texture is bound.
* We emulate this by creating dummy textures and binding them
* to each texture stage when the currently set D3D texture is NULL. */
count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
for (i = 0; i < count; ++i)
{
DWORD color = 0x000000ff;
/* Make appropriate texture active */
context_active_texture(context, gl_info, i);
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
checkGLcall("glGenTextures");
TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
checkGLcall("glBindTexture");
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
checkGLcall("glTexImage2D");
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
checkGLcall("glGenTextures");
TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
checkGLcall("glBindTexture");
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
checkGLcall("glTexImage2D");
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
checkGLcall("glGenTextures");
TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
checkGLcall("glBindTexture");
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
checkGLcall("glTexImage3D");
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
checkGLcall("glGenTextures");
TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
checkGLcall("glBindTexture");
for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
{
gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
checkGLcall("glTexImage2D");
}
}
}
}
/* Context activation is done by the caller. */
static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
{
unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
}
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
}
gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
}
static LONG fullscreen_style(LONG style)
{
/* Make sure the window is managed, otherwise we won't get keyboard input. */
style |= WS_POPUP | WS_SYSMENU;
style &= ~(WS_CAPTION | WS_THICKFRAME);
return style;
}
static LONG fullscreen_exstyle(LONG exstyle)
{
/* Filter out window decorations. */
exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
return exstyle;
}
void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
{
BOOL filter_messages;
LONG style, exstyle;
TRACE("Setting up window %p for fullscreen mode.\n", window);
if (device->style || device->exStyle)
{
ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
window, device->style, device->exStyle);
}
device->style = GetWindowLongW(window, GWL_STYLE);
device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
style = fullscreen_style(device->style);
exstyle = fullscreen_exstyle(device->exStyle);
TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
device->style, device->exStyle, style, exstyle);
filter_messages = device->filter_messages;
device->filter_messages = TRUE;
SetWindowLongW(window, GWL_STYLE, style);
SetWindowLongW(window, GWL_EXSTYLE, exstyle);
SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
device->filter_messages = filter_messages;
}
void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
{
BOOL filter_messages;
LONG style, exstyle;
if (!device->style && !device->exStyle) return;
style = GetWindowLongW(window, GWL_STYLE);
exstyle = GetWindowLongW(window, GWL_EXSTYLE);
/* These flags are set by wined3d_device_setup_fullscreen_window, not the
* application, and we want to ignore them in the test below, since it's
* not the application's fault that they changed. Additionally, we want to
* preserve the current status of these flags (i.e. don't restore them) to
* more closely emulate the behavior of Direct3D, which leaves these flags
* alone when returning to windowed mode. */
device->style ^= (device->style ^ style) & WS_VISIBLE;
device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
TRACE("Restoring window style of window %p to %08x, %08x.\n",
window, device->style, device->exStyle);
filter_messages = device->filter_messages;
device->filter_messages = TRUE;
/* Only restore the style if the application didn't modify it during the
* fullscreen phase. Some applications change it before calling Reset()
* when switching between windowed and fullscreen modes (HL2), some
* depend on the original style (Eve Online). */
if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
{
SetWindowLongW(window, GWL_STYLE, device->style);
SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
}
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
device->filter_messages = filter_messages;
/* Delete the old values. */
device->style = 0;
device->exStyle = 0;
}
HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
{
TRACE("device %p, window %p.\n", device, window);
if (!wined3d_register_window(window, device))
{
ERR("Failed to register window %p.\n", window);
return E_FAIL;
}
InterlockedExchangePointer((void **)&device->focus_window, window);
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
return WINED3D_OK;
}
void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
if (device->focus_window) wined3d_unregister_window(device->focus_window);
InterlockedExchangePointer((void **)&device->focus_window, NULL);
}
static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
unsigned int i;
if (device->fb.render_targets)
{
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
if (device->back_buffer_view)
wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
}
wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
}
HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
struct wined3d_swapchain_desc *swapchain_desc)
{
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct wined3d_swapchain *swapchain = NULL;
struct wined3d_context *context;
DWORD clear_flags = 0;
HRESULT hr;
TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
if (device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
if (device->wined3d->flags & WINED3D_NO3D)
return WINED3DERR_INVALIDCALL;
device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
TRACE("Shader private data couldn't be allocated\n");
goto err_out;
}
if (FAILED(hr = device->blitter->alloc_private(device)))
{
TRACE("Blitter private data couldn't be allocated\n");
goto err_out;
}
/* Setup the implicit swapchain. This also initializes a context. */
TRACE("Creating implicit swapchain\n");
hr = device->device_parent->ops->create_swapchain(device->device_parent,
swapchain_desc, &swapchain);
if (FAILED(hr))
{
WARN("Failed to create implicit swapchain\n");
goto err_out;
}
if (swapchain_desc->backbuffer_count && FAILED(hr = wined3d_rendertarget_view_create_from_surface(
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)),
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
goto err_out;
}
device->swapchain_count = 1;
device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
if (!device->swapchains)
{
ERR("Out of memory!\n");
goto err_out;
}
device->swapchains[0] = swapchain;
device_init_swapchain_state(device, swapchain);
context = context_acquire(device,
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
create_dummy_textures(device, context);
device->contexts[0]->last_was_rhw = 0;
switch (wined3d_settings.offscreen_rendering_mode)
{
case ORM_FBO:
device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
break;
case ORM_BACKBUFFER:
{
if (context_get_current()->aux_buffers > 0)
{
TRACE("Using auxiliary buffer for offscreen rendering\n");
device->offscreenBuffer = GL_AUX0;
}
else
{
TRACE("Using back buffer for offscreen rendering\n");
device->offscreenBuffer = GL_BACK;
}
}
}
TRACE("All defaults now set up, leaving 3D init.\n");
context_release(context);
/* Clear the screen */
if (swapchain->back_buffers && swapchain->back_buffers[0])
clear_flags |= WINED3DCLEAR_TARGET;
if (swapchain_desc->enable_auto_depth_stencil)
clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
if (clear_flags)
wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
device->d3d_initialized = TRUE;
if (wined3d_settings.logo)
device_load_logo(device, wined3d_settings.logo);
return WINED3D_OK;
err_out:
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
HeapFree(GetProcessHeap(), 0, device->swapchains);
device->swapchain_count = 0;
if (device->back_buffer_view)
wined3d_rendertarget_view_decref(device->back_buffer_view);
if (swapchain)
wined3d_swapchain_decref(swapchain);
if (device->blit_priv)
device->blitter->free_private(device);
if (device->shader_priv)
device->shader_backend->shader_free_private(device);
return hr;
}
HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
struct wined3d_swapchain_desc *swapchain_desc)
{
struct wined3d_swapchain *swapchain = NULL;
HRESULT hr;
TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
/* Setup the implicit swapchain */
TRACE("Creating implicit swapchain\n");
hr = device->device_parent->ops->create_swapchain(device->device_parent,
swapchain_desc, &swapchain);
if (FAILED(hr))
{
WARN("Failed to create implicit swapchain\n");
goto err_out;
}
device->swapchain_count = 1;
device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
if (!device->swapchains)
{
ERR("Out of memory!\n");
goto err_out;
}
device->swapchains[0] = swapchain;
return WINED3D_OK;
err_out:
wined3d_swapchain_decref(swapchain);
return hr;
}
HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_surface *surface;
UINT i;
TRACE("device %p.\n", device);
if (!device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
/* I don't think that the interface guarantees that the device is destroyed from the same thread
* it was created. Thus make sure a context is active for the glDelete* calls
*/
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (device->logo_texture)
wined3d_texture_decref(device->logo_texture);
if (device->cursor_texture)
wined3d_texture_decref(device->cursor_texture);
state_unbind_resources(&device->state);
/* Unload resources */
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
resource->resource_ops->resource_unload(resource);
}
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
* private data, it might contain opengl pointers
*/
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, gl_info);
/* Release the buffers (with sanity checks)*/
if (device->onscreen_depth_stencil)
{
surface = device->onscreen_depth_stencil;
device->onscreen_depth_stencil = NULL;
wined3d_surface_decref(surface);
}
if (device->fb.depth_stencil)
{
struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
TRACE("Releasing depth/stencil view %p.\n", view);
device->fb.depth_stencil = NULL;
wined3d_rendertarget_view_decref(view);
}
if (device->auto_depth_stencil_view)
{
struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
device->auto_depth_stencil_view = NULL;
if (wined3d_rendertarget_view_decref(view))
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
for (i = 0; i < gl_info->limits.buffers; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
if (device->back_buffer_view)
{
wined3d_rendertarget_view_decref(device->back_buffer_view);
device->back_buffer_view = NULL;
}
context_release(context);
for (i = 0; i < device->swapchain_count; ++i)
{
TRACE("Releasing the implicit swapchain %u.\n", i);
if (wined3d_swapchain_decref(device->swapchains[i]))
FIXME("Something's still holding the implicit swapchain.\n");
}
HeapFree(GetProcessHeap(), 0, device->swapchains);
device->swapchains = NULL;
device->swapchain_count = 0;
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
device->fb.render_targets = NULL;
device->d3d_initialized = FALSE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
{
unsigned int i;
for (i = 0; i < device->swapchain_count; ++i)
{
TRACE("Releasing the implicit swapchain %u.\n", i);
if (wined3d_swapchain_decref(device->swapchains[i]))
FIXME("Something's still holding the implicit swapchain.\n");
}
HeapFree(GetProcessHeap(), 0, device->swapchains);
device->swapchains = NULL;
device->swapchain_count = 0;
return WINED3D_OK;
}
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
*
* There is no way to deactivate thread safety once it is enabled.
*/
void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
/* For now just store the flag (needed in case of ddraw). */
device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
}
UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
wine_dbgstr_longlong(device->adapter->vram_bytes),
wine_dbgstr_longlong(device->adapter->vram_bytes_used),
wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
}
void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
struct wined3d_buffer *buffer, UINT offset)
{
struct wined3d_stream_output *stream;
struct wined3d_buffer *prev_buffer;
TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
if (idx >= MAX_STREAM_OUT)
{
WARN("Invalid stream output %u.\n", idx);
return;
}
stream = &device->update_state->stream_output[idx];
prev_buffer = stream->buffer;
if (buffer)
wined3d_buffer_incref(buffer);
stream->buffer = buffer;
stream->offset = offset;
if (!device->recording)
wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
UINT idx, UINT *offset)
{
TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
if (idx >= MAX_STREAM_OUT)
{
WARN("Invalid stream output %u.\n", idx);
return NULL;
}
*offset = device->state.stream_output[idx].offset;
return device->state.stream_output[idx].buffer;
}
HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
struct wined3d_buffer *buffer, UINT offset, UINT stride)
{
struct wined3d_stream_state *stream;
struct wined3d_buffer *prev_buffer;
TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
device, stream_idx, buffer, offset, stride);
if (stream_idx >= MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
else if (offset & 0x3)
{
WARN("Offset %u is not 4 byte aligned.\n", offset);
return WINED3DERR_INVALIDCALL;
}
stream = &device->update_state->streams[stream_idx];
prev_buffer = stream->buffer;
if (device->recording)
device->recording->changed.streamSource |= 1 << stream_idx;
if (prev_buffer == buffer
&& stream->stride == stride
&& stream->offset == offset)
{
TRACE("Application is setting the old values over, nothing to do.\n");
return WINED3D_OK;
}
stream->buffer = buffer;
if (buffer)
{
stream->stride = stride;
stream->offset = offset;
}
if (buffer)
wined3d_buffer_incref(buffer);
if (!device->recording)
wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
{
const struct wined3d_stream_state *stream;
TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
device, stream_idx, buffer, offset, stride);
if (stream_idx >= MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
stream = &device->state.streams[stream_idx];
*buffer = stream->buffer;
if (*buffer)
wined3d_buffer_incref(*buffer);
if (offset)
*offset = stream->offset;
*stride = stream->stride;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
{
struct wined3d_stream_state *stream;
UINT old_flags, old_freq;
TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
/* Verify input. At least in d3d9 this is invalid. */
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
{
WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
{
WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (!divider)
{
WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
stream = &device->update_state->streams[stream_idx];
old_flags = stream->flags;
old_freq = stream->frequency;
stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
stream->frequency = divider & 0x7fffff;
if (device->recording)
device->recording->changed.streamFreq |= 1 << stream_idx;
else if (stream->frequency != old_freq || stream->flags != old_flags)
wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
UINT stream_idx, UINT *divider)
{
const struct wined3d_stream_state *stream;
TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
stream = &device->state.streams[stream_idx];
*divider = stream->flags | stream->frequency;
TRACE("Returning %#x.\n", *divider);
return WINED3D_OK;
}
void CDECL wined3d_device_set_transform(struct wined3d_device *device,
enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n",
device, debug_d3dtstype(d3dts), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
/* Handle recording of state blocks. */
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
device->recording->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
device->update_state->transforms[d3dts] = *matrix;
return;
}
/* If the new matrix is the same as the current one,
* we cut off any further processing. this seems to be a reasonable
* optimization because as was noticed, some apps (warcraft3 for example)
* tend towards setting the same matrix repeatedly for some reason.
*
* From here on we assume that the new matrix is different, wherever it matters. */
if (!memcmp(&device->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
{
TRACE("The application is setting the same matrix over again.\n");
return;
}
device->state.transforms[d3dts] = *matrix;
wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
}
void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
enum wined3d_transform_state state, struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
*matrix = device->state.transforms[state];
}
void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
{
const struct wined3d_matrix *mat;
struct wined3d_matrix temp;
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
* below means it will be recorded in a state block change, but it
* works regardless where it is recorded.
* If this is found to be wrong, change to StateBlock. */
if (state > HIGHEST_TRANSFORMSTATE)
{
WARN("Unhandled transform state %#x.\n", state);
return;
}
mat = &device->update_state->transforms[state];
multiply_matrix(&temp, mat, matrix);
/* Apply change via set transform - will reapply to eg. lights this way. */
wined3d_device_set_transform(device, state, &temp);
}
/* Note lights are real special cases. Although the device caps state only
* e.g. 8 are supported, you can reference any indexes you want as long as
* that number max are enabled at any one point in time. Therefore since the
* indices can be anything, we need a hashmap of them. However, this causes
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light)
{
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
struct wined3d_light_info *object = NULL;
struct list *e;
float rho;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
/* Check the parameter range. Need for speed most wanted sets junk lights
* which confuse the GL driver. */
if (!light)
return WINED3DERR_INVALIDCALL;
switch (light->type)
{
case WINED3D_LIGHT_POINT:
case WINED3D_LIGHT_SPOT:
case WINED3D_LIGHT_PARALLELPOINT:
case WINED3D_LIGHT_GLSPOT:
/* Incorrect attenuation values can cause the gl driver to crash.
* Happens with Need for speed most wanted. */
if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
{
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Ignores attenuation */
break;
default:
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
{
object = LIST_ENTRY(e, struct wined3d_light_info, entry);
if (object->OriginalIndex == light_idx)
break;
object = NULL;
}
if (!object)
{
TRACE("Adding new light\n");
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
object->glIndex = -1;
object->OriginalIndex = light_idx;
}
/* Initialize the object. */
TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
light_idx, light->type,
light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
light->specular.r, light->specular.g, light->specular.b, light->specular.a,
light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
light->direction.x, light->direction.y, light->direction.z);
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
light->range, light->falloff, light->theta, light->phi);
/* Update the live definitions if the light is currently assigned a glIndex. */
if (object->glIndex != -1 && !device->recording)
{
if (object->OriginalParms.type != light->type)
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
}
/* Save away the information. */
object->OriginalParms = *light;
switch (light->type)
{
case WINED3D_LIGHT_POINT:
/* Position */
object->lightPosn[0] = light->position.x;
object->lightPosn[1] = light->position.y;
object->lightPosn[2] = light->position.z;
object->lightPosn[3] = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
object->lightPosn[0] = -light->direction.x;
object->lightPosn[1] = -light->direction.y;
object->lightPosn[2] = -light->direction.z;
object->lightPosn[3] = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3D_LIGHT_SPOT:
/* Position */
object->lightPosn[0] = light->position.x;
object->lightPosn[1] = light->position.y;
object->lightPosn[2] = light->position.z;
object->lightPosn[3] = 1.0f;
/* Direction */
object->lightDirn[0] = light->direction.x;
object->lightDirn[1] = light->direction.y;
object->lightDirn[2] = light->direction.z;
object->lightDirn[3] = 1.0f;
/* opengl-ish and d3d-ish spot lights use too different models
* for the light "intensity" as a function of the angle towards
* the main light direction, so we only can approximate very
* roughly. However, spot lights are rather rarely used in games
* (if ever used at all). Furthermore if still used, probably
* nobody pays attention to such details. */
if (!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;
default:
FIXME("Unrecognized light type %#x.\n", light->type);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
UINT light_idx, struct wined3d_light *light)
{
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
struct wined3d_light_info *light_info = NULL;
struct list *e;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
{
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
if (light_info->OriginalIndex == light_idx)
break;
light_info = NULL;
}
if (!light_info)
{
TRACE("Light information requested but light not defined\n");
return WINED3DERR_INVALIDCALL;
}
*light = light_info->OriginalParms;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
{
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
struct wined3d_light_info *light_info = NULL;
struct list *e;
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
{
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
if (light_info->OriginalIndex == light_idx)
break;
light_info = NULL;
}
TRACE("Found light %p.\n", light_info);
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
if (!light_info)
{
TRACE("Light enabled requested but light not defined, so defining one!\n");
wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
/* Search for it again! Should be fairly quick as near head of list. */
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
{
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
if (light_info->OriginalIndex == light_idx)
break;
light_info = NULL;
}
if (!light_info)
{
FIXME("Adding default lights has failed dismally\n");
return WINED3DERR_INVALIDCALL;
}
}
if (!enable)
{
if (light_info->glIndex != -1)
{
if (!device->recording)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
}
device->update_state->lights[light_info->glIndex] = NULL;
light_info->glIndex = -1;
}
else
{
TRACE("Light already disabled, nothing to do\n");
}
light_info->enabled = FALSE;
}
else
{
light_info->enabled = TRUE;
if (light_info->glIndex != -1)
{
TRACE("Nothing to do as light was enabled\n");
}
else
{
unsigned int i;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* Find a free GL light. */
for (i = 0; i < gl_info->limits.lights; ++i)
{
if (!device->update_state->lights[i])
{
device->update_state->lights[i] = light_info;
light_info->glIndex = i;
break;
}
}
if (light_info->glIndex == -1)
{
/* Our tests show that Windows returns D3D_OK in this situation, even with
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
* is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
* as well for those lights.
*
* TODO: Test how this affects rendering. */
WARN("Too many concurrently active lights\n");
return WINED3D_OK;
}
/* i == light_info->glIndex */
if (!device->recording)
{
device_invalidate_state(device, STATE_LIGHT_TYPE);
device_invalidate_state(device, STATE_ACTIVELIGHT(i));
}
}
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
{
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
struct wined3d_light_info *light_info = NULL;
struct list *e;
TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
{
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
if (light_info->OriginalIndex == light_idx)
break;
light_info = NULL;
}
if (!light_info)
{
TRACE("Light enabled state requested but light not defined.\n");
return WINED3DERR_INVALIDCALL;
}
/* true is 128 according to SetLightEnable */
*enable = light_info->enabled ? 128 : 0;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
UINT plane_idx, const struct wined3d_vec4 *plane)
{
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
/* Validate plane_idx. */
if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->recording)
device->recording->changed.clipplane |= 1 << plane_idx;
if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
{
TRACE("Application is setting old values over, nothing to do.\n");
return WINED3D_OK;
}
device->update_state->clip_planes[plane_idx] = *plane;
if (!device->recording)
wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
UINT plane_idx, struct wined3d_vec4 *plane)
{
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
/* Validate plane_idx. */
if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support.\n");
return WINED3DERR_INVALIDCALL;
}
*plane = device->state.clip_planes[plane_idx];
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
const struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
device->update_state->material = *material;
if (device->recording)
device->recording->changed.material = TRUE;
else
wined3d_cs_emit_set_material(device->cs, material);
}
void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
*material = device->state.material;
TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
material->diffuse.r, material->diffuse.g,
material->diffuse.b, material->diffuse.a);
TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
material->ambient.r, material->ambient.g,
material->ambient.b, material->ambient.a);
TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
material->specular.r, material->specular.g,
material->specular.b, material->specular.a);
TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
material->emissive.r, material->emissive.g,
material->emissive.b, material->emissive.a);
TRACE("power %.8e.\n", material->power);
}
void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
{
enum wined3d_format_id prev_format;
struct wined3d_buffer *prev_buffer;
TRACE("device %p, buffer %p, format %s.\n",
device, buffer, debug_d3dformat(format_id));
prev_buffer = device->update_state->index_buffer;
prev_format = device->update_state->index_format;
device->update_state->index_buffer = buffer;
device->update_state->index_format = format_id;
if (device->recording)
device->recording->changed.indices = TRUE;
if (prev_buffer == buffer && prev_format == format_id)
return;
if (buffer)
wined3d_buffer_incref(buffer);
if (!device->recording)
wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
enum wined3d_format_id *format)
{
TRACE("device %p, format %p.\n", device, format);
*format = device->state.index_format;
return device->state.index_buffer;
}
void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
{
TRACE("device %p, base_index %d.\n", device, base_index);
device->update_state->base_vertex_index = base_index;
}
INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.base_vertex_index;
}
void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
{
TRACE("device %p, viewport %p.\n", device, viewport);
TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
device->update_state->viewport = *viewport;
/* Handle recording of state blocks */
if (device->recording)
{
TRACE("Recording... not performing anything\n");
device->recording->changed.viewport = TRUE;
return;
}
wined3d_cs_emit_set_viewport(device->cs, viewport);
}
void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
{
TRACE("device %p, viewport %p.\n", device, viewport);
*viewport = device->state.viewport;
}
static void resolve_depth_buffer(struct wined3d_state *state)
{
struct wined3d_texture *texture = state->textures[0];
struct wined3d_surface *depth_stencil, *surface;
if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE
|| !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
return;
surface = surface_from_resource(texture->sub_resources[0]);
if (!(depth_stencil = wined3d_rendertarget_view_get_surface(state->fb->depth_stencil)))
return;
wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
}
void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
enum wined3d_render_state state, DWORD value)
{
DWORD old_value = device->state.render_states[state];
TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
device->update_state->render_states[state] = value;
/* Handle recording of state blocks. */
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
device->recording->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
return;
}
/* Compared here and not before the assignment to allow proper stateblock recording. */
if (value == old_value)
TRACE("Application is setting the old value over, nothing to do.\n");
else
wined3d_cs_emit_set_render_state(device->cs, state, value);
if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
{
TRACE("RESZ multisampled depth buffer resolve triggered.\n");
resolve_depth_buffer(&device->state);
}
}
DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
{
TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
return device->state.render_states[state];
}
void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
{
DWORD old_value;
TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
device, sampler_idx, debug_d3dsamplerstate(state), value);
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
{
WARN("Invalid sampler %u.\n", sampler_idx);
return; /* Windows accepts overflowing this array ... we do not. */
}
old_value = device->state.sampler_states[sampler_idx][state];
device->update_state->sampler_states[sampler_idx][state] = value;
/* Handle recording of state blocks. */
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
device->recording->changed.samplerState[sampler_idx] |= 1 << state;
return;
}
if (old_value == value)
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
}
DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
UINT sampler_idx, enum wined3d_sampler_state state)
{
TRACE("device %p, sampler_idx %u, state %s.\n",
device, sampler_idx, debug_d3dsamplerstate(state));
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
{
WARN("Invalid sampler %u.\n", sampler_idx);
return 0; /* Windows accepts overflowing this array ... we do not. */
}
return device->state.sampler_states[sampler_idx][state];
}
void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
{
TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
if (device->recording)
device->recording->changed.scissorRect = TRUE;
if (EqualRect(&device->update_state->scissor_rect, rect))
{
TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
return;
}
CopyRect(&device->update_state->scissor_rect, rect);
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
return;
}
wined3d_cs_emit_set_scissor_rect(device->cs, rect);
}
void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
{
TRACE("device %p, rect %p.\n", device, rect);
*rect = device->state.scissor_rect;
TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
}
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
struct wined3d_vertex_declaration *declaration)
{
struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
TRACE("device %p, declaration %p.\n", device, declaration);
if (device->recording)
device->recording->changed.vertexDecl = TRUE;
if (declaration == prev)
return;
if (declaration)
wined3d_vertex_declaration_incref(declaration);
device->update_state->vertex_declaration = declaration;
if (!device->recording)
wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
if (prev)
wined3d_vertex_declaration_decref(prev);
}
struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.vertex_declaration;
}
void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
TRACE("device %p, shader %p.\n", device, shader);
if (device->recording)
device->recording->changed.vertexShader = TRUE;
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
if (!device->recording)
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
}
static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
{
struct wined3d_buffer *prev;
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return;
}
prev = device->update_state->cb[type][idx];
if (buffer == prev)
return;
if (buffer)
wined3d_buffer_incref(buffer);
device->update_state->cb[type][idx] = buffer;
if (!device->recording)
wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
if (prev)
wined3d_buffer_decref(prev);
}
void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return NULL;
}
return device->state.cb[WINED3D_SHADER_TYPE_VERTEX][idx];
}
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
{
struct wined3d_shader_resource_view *prev;
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return;
}
prev = device->update_state->shader_resource_view[type][idx];
if (view == prev)
return;
if (view)
wined3d_shader_resource_view_incref(view);
device->update_state->shader_resource_view[type][idx] = view;
if (!device->recording)
wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
if (prev)
wined3d_shader_resource_view_decref(prev);
}
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_VERTEX][idx];
}
static void wined3d_device_set_sampler(struct wined3d_device *device,
enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
{
struct wined3d_sampler *prev;
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return;
}
prev = device->update_state->sampler[type][idx];
if (sampler == prev)
return;
if (sampler)
wined3d_sampler_incref(sampler);
device->update_state->sampler[type][idx] = sampler;
if (!device->recording)
wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
if (prev)
wined3d_sampler_decref(prev);
}
void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return device->state.sampler[WINED3D_SHADER_TYPE_VERTEX][idx];
}
static void device_invalidate_shader_constants(const struct wined3d_device *device, DWORD mask)
{
UINT i;
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->constant_update_mask |= mask;
}
}
HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
UINT start_register, const BOOL *constants, UINT bool_count)
{
UINT count = min(bool_count, MAX_CONST_B - start_register);
UINT i;
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
device, start_register, constants, bool_count);
if (!constants || start_register >= MAX_CONST_B)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->vs_consts_b[start_register], constants, count * sizeof(BOOL));
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
if (device->recording)
{
for (i = start_register; i < count + start_register; ++i)
device->recording->changed.vertexShaderConstantsB |= (1 << i);
}
else
{
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_B);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
UINT start_register, BOOL *constants, UINT bool_count)
{
UINT count = min(bool_count, MAX_CONST_B - start_register);
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
device, start_register, constants, bool_count);
if (!constants || start_register >= MAX_CONST_B)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.vs_consts_b[start_register], count * sizeof(BOOL));
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
UINT start_register, const int *constants, UINT vector4i_count)
{
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
UINT i;
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
device, start_register, constants, vector4i_count);
if (!constants || start_register >= MAX_CONST_I)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
for (i = 0; i < count; ++i)
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
if (device->recording)
{
for (i = start_register; i < count + start_register; ++i)
device->recording->changed.vertexShaderConstantsI |= (1 << i);
}
else
{
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_I);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
UINT start_register, int *constants, UINT vector4i_count)
{
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
device, start_register, constants, vector4i_count);
if (!constants || start_register >= MAX_CONST_I)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
UINT start_register, const float *constants, UINT vector4f_count)
{
UINT i;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
device, start_register, constants, vector4f_count);
/* Specifically test start_register > limit to catch MAX_UINT overflows
* when adding start_register + vector4f_count. */
if (!constants
|| start_register + vector4f_count > d3d_info->limits.vs_uniform_count
|| start_register > d3d_info->limits.vs_uniform_count)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->vs_consts_f[start_register * 4],
constants, vector4f_count * sizeof(float) * 4);
if (TRACE_ON(d3d))
{
for (i = 0; i < vector4f_count; ++i)
TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
if (device->recording)
memset(device->recording->changed.vertexShaderConstantsF + start_register, 1,
sizeof(*device->recording->changed.vertexShaderConstantsF) * vector4f_count);
else
device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
UINT start_register, float *constants, UINT vector4f_count)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register);
TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
device, start_register, constants, vector4f_count);
if (!constants || count < 0)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
return WINED3D_OK;
}
void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
TRACE("device %p, shader %p.\n", device, shader);
if (device->recording)
device->recording->changed.pixelShader = TRUE;
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
if (!device->recording)
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
}
void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return NULL;
}
return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx];
}
void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_PIXEL][idx];
}
void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return device->state.sampler[WINED3D_SHADER_TYPE_PIXEL][idx];
}
HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
UINT start_register, const BOOL *constants, UINT bool_count)
{
UINT count = min(bool_count, MAX_CONST_B - start_register);
UINT i;
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
device, start_register, constants, bool_count);
if (!constants || start_register >= MAX_CONST_B)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->ps_consts_b[start_register], constants, count * sizeof(BOOL));
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
if (device->recording)
{
for (i = start_register; i < count + start_register; ++i)
device->recording->changed.pixelShaderConstantsB |= (1 << i);
}
else
{
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_B);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
UINT start_register, BOOL *constants, UINT bool_count)
{
UINT count = min(bool_count, MAX_CONST_B - start_register);
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
device, start_register, constants, bool_count);
if (!constants || start_register >= MAX_CONST_B)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.ps_consts_b[start_register], count * sizeof(BOOL));
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
UINT start_register, const int *constants, UINT vector4i_count)
{
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
UINT i;
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
device, start_register, constants, vector4i_count);
if (!constants || start_register >= MAX_CONST_I)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
for (i = 0; i < count; ++i)
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
if (device->recording)
{
for (i = start_register; i < count + start_register; ++i)
device->recording->changed.pixelShaderConstantsI |= (1 << i);
}
else
{
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_I);
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
UINT start_register, int *constants, UINT vector4i_count)
{
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
device, start_register, constants, vector4i_count);
if (!constants || start_register >= MAX_CONST_I)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
UINT start_register, const float *constants, UINT vector4f_count)
{
UINT i;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
device, start_register, constants, vector4f_count);
/* Specifically test start_register > limit to catch MAX_UINT overflows
* when adding start_register + vector4f_count. */
if (!constants
|| start_register + vector4f_count > d3d_info->limits.ps_uniform_count
|| start_register > d3d_info->limits.ps_uniform_count)
return WINED3DERR_INVALIDCALL;
memcpy(&device->update_state->ps_consts_f[start_register * 4],
constants, vector4f_count * sizeof(float) * 4);
if (TRACE_ON(d3d))
{
for (i = 0; i < vector4f_count; ++i)
TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
constants[i * 4], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
if (device->recording)
memset(device->recording->changed.pixelShaderConstantsF + start_register, 1,
sizeof(*device->recording->changed.pixelShaderConstantsF) * vector4f_count);
else
device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
UINT start_register, float *constants, UINT vector4f_count)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register);
TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
device, start_register, constants, vector4f_count);
if (!constants || count < 0)
return WINED3DERR_INVALIDCALL;
memcpy(constants, &device->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
return WINED3D_OK;
}
void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
{
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
TRACE("device %p, shader %p.\n", device, shader);
if (device->recording || shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
if (prev)
wined3d_shader_decref(prev);
}
struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
}
void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
{
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
}
struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return NULL;
}
return device->state.cb[WINED3D_SHADER_TYPE_GEOMETRY][idx];
}
void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
UINT idx, struct wined3d_shader_resource_view *view)
{
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
}
struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_GEOMETRY][idx];
}
void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
{
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
}
struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
{
TRACE("device %p, idx %u.\n", device, idx);
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return device->state.sampler[WINED3D_SHADER_TYPE_GEOMETRY][idx];
}
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
DWORD DestFVF)
{
struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
struct wined3d_viewport vp;
UINT vertex_size;
unsigned int i;
BYTE *dest_ptr;
BOOL doClip;
DWORD numTextures;
HRESULT hr;
if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
{
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
}
if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
{
ERR("Source has no position mask\n");
return WINED3DERR_INVALIDCALL;
}
if (device->state.render_states[WINED3D_RS_CLIPPING])
{
static BOOL warned = FALSE;
/*
* The clipping code is not quite correct. Some things need
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
* so disable clipping for now.
* (The graphics in Half-Life are broken, and my processvertices
* test crashes with IDirect3DDevice3)
doClip = TRUE;
*/
doClip = FALSE;
if(!warned) {
warned = TRUE;
FIXME("Clipping is broken and disabled for now\n");
}
}
else
doClip = FALSE;
vertex_size = get_flexible_vertex_size(DestFVF);
if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
{
WARN("Failed to map buffer, hr %#x.\n", hr);
return hr;
}
wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
TRACE("View mat:\n");
TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
TRACE("Proj mat:\n");
TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
TRACE("World mat:\n");
TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
/* Get the viewport */
wined3d_device_get_viewport(device, &vp);
TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
for (i = 0; i < dwCount; i+= 1) {
unsigned int tex_index;
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)(element->data.addr + i * element->stride);
float x, y, z, rhw;
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
/* Multiplication with world, view and projection matrix */
x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
/* WARNING: The following things are taken from d3d7 and were not yet checked
* against d3d8 or d3d9!
*/
/* Clipping conditions: From msdn
*
* A vertex is clipped if it does not match the following requirements
* -rhw < x <= rhw
* -rhw < y <= rhw
* 0 < z <= rhw
* 0 < rhw ( Not in d3d7, but tested in d3d7)
*
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
*
*/
if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
( rhw > eps ) ) ) {
/* "Normal" viewport transformation (not clipped)
* 1) The values are divided by rhw
* 2) The y axis is negative, so multiply it with -1
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
* 4) Multiply x with Width/2 and add Width/2
* 5) The same for the height
* 6) Add the viewpoint X and Y to the 2D coordinates and
* The minimum Z value to z
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
*
* Well, basically it's simply a linear transformation into viewport
* coordinates
*/
x /= rhw;
y /= rhw;
z /= rhw;
y *= -1;
x *= vp.width / 2;
y *= vp.height / 2;
z *= vp.max_z - vp.min_z;
x += vp.width / 2 + vp.x;
y += vp.height / 2 + vp.y;
z += vp.min_z;
rhw = 1 / rhw;
} else {
/* That vertex got clipped
* Contrary to OpenGL it is not dropped completely, it just
* undergoes a different calculation.
*/
TRACE("Vertex got clipped\n");
x += rhw;
y += rhw;
x /= 2;
y /= 2;
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
* outside of the main vertex buffer memory. That needs some more
* investigation...
*/
}
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
( (float *) dest_ptr)[0] = x;
( (float *) dest_ptr)[1] = y;
( (float *) dest_ptr)[2] = z;
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
dest_ptr += 3 * sizeof(float);
if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
dest_ptr += sizeof(float);
}
if (DestFVF & WINED3DFVF_PSIZE)
dest_ptr += sizeof(DWORD);
if (DestFVF & WINED3DFVF_NORMAL)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
const float *normal = (const float *)(element->data.addr + i * element->stride);
/* AFAIK this should go into the lighting information */
FIXME("Didn't expect the destination to have a normal\n");
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
}
if (DestFVF & WINED3DFVF_DIFFUSE)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
{
static BOOL warned = FALSE;
if(!warned) {
ERR("No diffuse color in source, but destination has one\n");
warned = TRUE;
}
*( (DWORD *) dest_ptr) = 0xffffffff;
dest_ptr += sizeof(DWORD);
}
else
{
copy_and_next(dest_ptr, color_d, sizeof(DWORD));
}
}
if (DestFVF & WINED3DFVF_SPECULAR)
{
/* What's the color value in the feedback buffer? */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
{
static BOOL warned = FALSE;
if(!warned) {
ERR("No specular color in source, but destination has one\n");
warned = TRUE;
}
*(DWORD *)dest_ptr = 0xff000000;
dest_ptr += sizeof(DWORD);
}
else
{
copy_and_next(dest_ptr, color_s, sizeof(DWORD));
}
}
for (tex_index = 0; tex_index < numTextures; ++tex_index)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
{
ERR("No source texture, but destination requests one\n");
dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
}
else
{
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
}
}
}
wined3d_buffer_unmap(dest);
return WINED3D_OK;
}
#undef copy_and_next
HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
{
struct wined3d_state *state = &device->state;
struct wined3d_stream_info stream_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_shader *vs;
unsigned int i;
HRESULT hr;
WORD map;
TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
"dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
device, src_start_idx, dst_idx, vertex_count,
dst_buffer, declaration, flags, dst_fvf);
if (declaration)
FIXME("Output vertex declaration not implemented yet.\n");
/* Need any context to write to the vbo. */
context = context_acquire(device, NULL);
gl_info = context->gl_info;
vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
context_stream_info_from_declaration(context, state, &stream_info);
state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
/* We can't convert FROM a VBO, and vertex buffers used to source into
* process_vertices() are unlikely to ever be used for drawing. Release
* VBOs in those buffers and fix up the stream_info structure.
*
* Also apply the start index. */
for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
{
struct wined3d_stream_info_element *e;
struct wined3d_buffer *buffer;
if (!(map & 1))
continue;
e = &stream_info.elements[i];
buffer = state->streams[e->stream_idx].buffer;
e->data.buffer_object = 0;
e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
if (buffer->buffer_object)
{
GL_EXTCALL(glDeleteBuffersARB(1, &buffer->buffer_object));
buffer->buffer_object = 0;
}
if (e->data.addr)
e->data.addr += e->stride * src_start_idx;
}
hr = process_vertices_strided(device, dst_idx, vertex_count,
&stream_info, dst_buffer, flags, dst_fvf);
context_release(context);
return hr;
}
void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
UINT stage, enum wined3d_texture_stage_state state, DWORD value)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
DWORD old_value;
TRACE("device %p, stage %u, state %s, value %#x.\n",
device, stage, debug_d3dtexturestate(state), value);
if (state > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid state %#x passed.\n", state);
return;
}
if (stage >= d3d_info->limits.ffp_blend_stages)
{
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
stage, d3d_info->limits.ffp_blend_stages - 1);
return;
}
old_value = device->update_state->texture_states[stage][state];
device->update_state->texture_states[stage][state] = value;
if (device->recording)
{
TRACE("Recording... not performing anything.\n");
device->recording->changed.textureState[stage] |= 1 << state;
return;
}
/* Checked after the assignments to allow proper stateblock recording. */
if (old_value == value)
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
}
DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
UINT stage, enum wined3d_texture_stage_state state)
{
TRACE("device %p, stage %u, state %s.\n",
device, stage, debug_d3dtexturestate(state));
if (state > WINED3D_HIGHEST_TEXTURE_STATE)
{
WARN("Invalid state %#x passed.\n", state);
return 0;
}
return device->state.texture_states[stage][state];
}
HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
UINT stage, struct wined3d_texture *texture)
{
struct wined3d_texture *prev;
TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
/* Windows accepts overflowing this array... we do not. */
if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return WINED3D_OK;
}
if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
{
WARN("Rejecting attempt to set scratch texture.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->recording)
device->recording->changed.textures |= 1 << stage;
prev = device->update_state->textures[stage];
TRACE("Previous texture %p.\n", prev);
if (texture == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return WINED3D_OK;
}
TRACE("Setting new texture to %p.\n", texture);
device->update_state->textures[stage] = texture;
if (texture)
wined3d_texture_incref(texture);
if (!device->recording)
wined3d_cs_emit_set_texture(device->cs, stage, texture);
if (prev)
wined3d_texture_decref(prev);
return WINED3D_OK;
}
struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
{
TRACE("device %p, stage %u.\n", device, stage);
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return NULL; /* Windows accepts overflowing this array ... we do not. */
}
return device->state.textures[stage];
}
HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
{
TRACE("device %p, caps %p.\n", device, caps);
return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
device->create_parms.device_type, caps);
}
HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
device, swapchain_idx, mode, rotation);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
}
HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
{
struct wined3d_stateblock *stateblock;
HRESULT hr;
TRACE("device %p.\n", device);
if (device->recording)
return WINED3DERR_INVALIDCALL;
hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
if (FAILED(hr))
return hr;
device->recording = stateblock;
device->update_state = &stateblock->state;
TRACE("Recording stateblock %p.\n", stateblock);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
struct wined3d_stateblock **stateblock)
{
struct wined3d_stateblock *object = device->recording;
TRACE("device %p, stateblock %p.\n", device, stateblock);
if (!device->recording)
{
WARN("Not recording.\n");
*stateblock = NULL;
return WINED3DERR_INVALIDCALL;
}
stateblock_init_contained_states(object);
*stateblock = object;
device->recording = NULL;
device->update_state = &device->state;
TRACE("Returning stateblock %p.\n", *stateblock);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
{
/* At the moment we have no need for any functionality at the beginning
* of a scene. */
TRACE("device %p.\n", device);
if (device->inScene)
{
WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
device->inScene = TRUE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
{
struct wined3d_context *context;
TRACE("device %p.\n", device);
if (!device->inScene)
{
WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
context = context_acquire(device, NULL);
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
context->gl_info->gl_ops.gl.p_glFlush();
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
* fails. */
context_release(context);
device->inScene = FALSE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
{
UINT i;
TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
dst_window_override, dirty_region, flags);
for (i = 0; i < device->swapchain_count; ++i)
{
wined3d_swapchain_present(device->swapchains[i], src_rect,
dst_rect, dst_window_override, dirty_region, flags);
}
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 {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
if (!rect_count && rects)
{
WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
return WINED3D_OK;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
if (!ds)
{
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
/* TODO: What about depth stencil buffers without stencil bits? */
return WINED3DERR_INVALIDCALL;
}
else if (flags & WINED3DCLEAR_TARGET)
{
if (ds->width < device->fb.render_targets[0]->width
|| ds->height < device->fb.render_targets[0]->height)
{
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
return WINED3D_OK;
}
}
}
wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
return WINED3D_OK;
}
void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
enum wined3d_primitive_type primitive_type)
{
GLenum gl_primitive_type, prev;
TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
prev = device->update_state->gl_primitive_type;
device->update_state->gl_primitive_type = gl_primitive_type;
if (device->recording)
device->recording->changed.primitive_type = TRUE;
else if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
}
void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
enum wined3d_primitive_type *primitive_type)
{
TRACE("device %p, primitive_type %p\n", device, primitive_type);
*primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
}
HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
{
TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
if (!device->state.vertex_declaration)
{
WARN("Called without a valid vertex declaration set.\n");
return WINED3DERR_INVALIDCALL;
}
if (device->state.load_base_vertex_index)
{
device->state.load_base_vertex_index = 0;
device_invalidate_state(device, STATE_BASEVERTEXINDEX);
}
wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, 0, 0, FALSE);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
if (!device->state.index_buffer)
{
/* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
* without an index buffer set. (The first time at least...)
* D3D8 simply dies, but I doubt it can do much harm to return
* D3DERR_INVALIDCALL there as well. */
WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (!device->state.vertex_declaration)
{
WARN("Called without a valid vertex declaration set.\n");
return WINED3DERR_INVALIDCALL;
}
if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
device->state.load_base_vertex_index != device->state.base_vertex_index)
{
device->state.load_base_vertex_index = device->state.base_vertex_index;
device_invalidate_state(device, STATE_BASEVERTEXINDEX);
}
wined3d_cs_emit_draw(device->cs, start_idx, index_count, 0, 0, TRUE);
return WINED3D_OK;
}
void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
{
TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
wined3d_cs_emit_draw(device->cs, start_idx, index_count, start_instance, instance_count, TRUE);
}
/* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
static HRESULT device_update_volume(struct wined3d_device *device,
struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
{
struct wined3d_map_desc src;
HRESULT hr;
struct wined3d_bo_address data;
struct wined3d_context *context;
TRACE("device %p, src_volume %p, dst_volume %p.\n",
device, src_volume, dst_volume);
if (src_volume->resource.format != dst_volume->resource.format)
{
FIXME("Source and destination formats do not match.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_volume->resource.width != dst_volume->resource.width
|| src_volume->resource.height != dst_volume->resource.height
|| src_volume->resource.depth != dst_volume->resource.depth)
{
FIXME("Source and destination sizes do not match.\n");
return WINED3DERR_INVALIDCALL;
}
if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
return hr;
context = context_acquire(device, NULL);
wined3d_volume_load(dst_volume, context, FALSE);
data.buffer_object = 0;
data.addr = src.data;
wined3d_volume_upload_data(dst_volume, context, &data);
wined3d_volume_invalidate_location(dst_volume, ~WINED3D_LOCATION_TEXTURE_RGB);
context_release(context);
hr = wined3d_volume_unmap(src_volume);
return hr;
}
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
{
enum wined3d_resource_type type;
unsigned int level_count, i;
HRESULT hr;
struct wined3d_context *context;
TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
/* Verify that the source and destination textures are non-NULL. */
if (!src_texture || !dst_texture)
{
WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
{
WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
{
WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Verify that the source and destination textures are the same type. */
type = src_texture->resource.type;
if (dst_texture->resource.type != type)
{
WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Check that both textures have the identical numbers of levels. */
level_count = wined3d_texture_get_level_count(src_texture);
if (wined3d_texture_get_level_count(dst_texture) != level_count)
{
WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
/* Make sure that the destination texture is loaded. */
context = context_acquire(device, NULL);
wined3d_texture_load(dst_texture, context, FALSE);
context_release(context);
/* Update every surface level of the texture. */
switch (type)
{
case WINED3D_RTYPE_TEXTURE:
{
struct wined3d_surface *src_surface;
struct wined3d_surface *dst_surface;
for (i = 0; i < level_count; ++i)
{
src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("Failed to update surface, hr %#x.\n", hr);
return hr;
}
}
break;
}
case WINED3D_RTYPE_CUBE_TEXTURE:
{
struct wined3d_surface *src_surface;
struct wined3d_surface *dst_surface;
for (i = 0; i < level_count * 6; ++i)
{
src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("Failed to update surface, hr %#x.\n", hr);
return hr;
}
}
break;
}
case WINED3D_RTYPE_VOLUME_TEXTURE:
{
for (i = 0; i < level_count; ++i)
{
hr = device_update_volume(device,
volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
if (FAILED(hr))
{
WARN("Failed to update volume, hr %#x.\n", hr);
return hr;
}
}
break;
}
default:
FIXME("Unsupported texture type %#x.\n", type);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_surface *dst_surface)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
}
HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
{
const struct wined3d_state *state = &device->state;
struct wined3d_texture *texture;
DWORD i;
TRACE("device %p, num_passes %p.\n", device, num_passes);
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
texture = state->textures[i];
if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
&& state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
}
if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
|| state->render_states[WINED3D_RS_STENCILENABLE])
{
struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
{
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
return WINED3DERR_CONFLICTINGRENDERSTATE;
}
}
/* return a sensible default */
*num_passes = 1;
TRACE("returning D3D_OK\n");
return WINED3D_OK;
}
void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
{
static BOOL warned;
TRACE("device %p, software %#x.\n", device, software);
if (!warned)
{
FIXME("device %p, software %#x stub!\n", device, software);
warned = TRUE;
}
device->softwareVertexProcessing = software;
}
BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
TRACE("device %p stub!\n", device);
warned = TRUE;
}
return device->softwareVertexProcessing;
}
HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_raster_status *raster_status)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
device, swapchain_idx, raster_status);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_raster_status(swapchain, raster_status);
}
HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
{
static BOOL warned;
TRACE("device %p, segments %.8e.\n", device, segments);
if (segments != 0.0f)
{
if (!warned)
{
FIXME("device %p, segments %.8e stub!\n", device, segments);
warned = TRUE;
}
}
return WINED3D_OK;
}
float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
FIXME("device %p stub!\n", device);
warned = TRUE;
}
return 0.0f;
}
HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
struct wined3d_surface *src_surface, const RECT *src_rect,
struct wined3d_surface *dst_surface, const POINT *dst_point)
{
TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
device, src_surface, wine_dbgstr_rect(src_rect),
dst_surface, wine_dbgstr_point(dst_point));
if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
{
WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
src_surface, dst_surface);
return WINED3DERR_INVALIDCALL;
}
return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
}
void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
{
struct wined3d_surface *dst_surface, *src_surface;
struct wined3d_texture *dst_texture, *src_texture;
unsigned int i, count;
HRESULT hr;
TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
if (src_resource == dst_resource)
{
WARN("Source and destination are the same resource.\n");
return;
}
if (src_resource->type != dst_resource->type)
{
WARN("Resource types (%s / %s) don't match.\n",
debug_d3dresourcetype(dst_resource->type),
debug_d3dresourcetype(src_resource->type));
return;
}
if (src_resource->width != dst_resource->width
|| src_resource->height != dst_resource->height
|| src_resource->depth != dst_resource->depth)
{
WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
dst_resource->width, dst_resource->height, dst_resource->depth,
src_resource->width, src_resource->height, src_resource->depth);
return;
}
if (src_resource->format->id != dst_resource->format->id)
{
WARN("Resource formats (%s / %s) don't match.\n",
debug_d3dformat(dst_resource->format->id),
debug_d3dformat(src_resource->format->id));
return;
}
if (dst_resource->type != WINED3D_RTYPE_TEXTURE)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
return;
}
dst_texture = wined3d_texture_from_resource(dst_resource);
src_texture = wined3d_texture_from_resource(src_resource);
if (src_texture->layer_count != dst_texture->layer_count
|| src_texture->level_count != dst_texture->level_count)
{
WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
dst_texture->layer_count, dst_texture->level_count,
src_texture->layer_count, src_texture->level_count);
return;
}
count = dst_texture->layer_count * dst_texture->level_count;
for (i = 0; i < count; ++i)
{
dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
if (FAILED(hr = wined3d_surface_blt(dst_surface, NULL, src_surface, NULL, 0, NULL, WINED3D_TEXF_POINT)))
ERR("Failed to blit, subresource %u, hr %#x.\n", i, hr);
}
}
HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color)
{
struct wined3d_resource *resource;
RECT r;
TRACE("device %p, view %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
device, view, wine_dbgstr_rect(rect), color->r, color->g, color->b, color->a);
resource = view->resource;
if (resource->type != WINED3D_RTYPE_TEXTURE && resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
return WINED3DERR_INVALIDCALL;
}
if (view->depth > 1)
{
FIXME("Layered clears not implemented.\n");
return WINED3DERR_INVALIDCALL;
}
if (!rect)
{
SetRect(&r, 0, 0, view->width, view->height);
rect = &r;
}
resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), view->sub_resource_idx);
return surface_color_fill(surface_from_resource(resource), rect, color);
}
struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
unsigned int view_idx)
{
TRACE("device %p, view_idx %u.\n", device, view_idx);
if (view_idx >= device->adapter->gl_info.limits.buffers)
{
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
return NULL;
}
return device->fb.render_targets[view_idx];
}
struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->fb.depth_stencil;
}
HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
{
struct wined3d_rendertarget_view *prev;
TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
device, view_idx, view, set_viewport);
if (view_idx >= device->adapter->gl_info.limits.buffers)
{
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
return WINED3DERR_INVALIDCALL;
}
if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
{
WARN("View resource %p doesn't have render target usage.\n", view->resource);
return WINED3DERR_INVALIDCALL;
}
/* Set the viewport and scissor rectangles, if requested. Tests show that
* stateblock recording is ignored, the change goes directly into the
* primary stateblock. */
if (!view_idx && set_viewport)
{
struct wined3d_state *state = &device->state;
state->viewport.x = 0;
state->viewport.y = 0;
state->viewport.width = view->width;
state->viewport.height = view->height;
state->viewport.min_z = 0.0f;
state->viewport.max_z = 1.0f;
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
state->scissor_rect.top = 0;
state->scissor_rect.left = 0;
state->scissor_rect.right = view->width;
state->scissor_rect.bottom = view->height;
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
}
prev = device->fb.render_targets[view_idx];
if (view == prev)
return WINED3D_OK;
if (view)
wined3d_rendertarget_view_incref(view);
device->fb.render_targets[view_idx] = view;
wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
/* Release after the assignment, to prevent device_resource_released()
* from seeing the surface as still in use. */
if (prev)
wined3d_rendertarget_view_decref(prev);
return WINED3D_OK;
}
void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
{
struct wined3d_rendertarget_view *prev;
TRACE("device %p, view %p.\n", device, view);
prev = device->fb.depth_stencil;
if (prev == view)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
return;
}
if ((device->fb.depth_stencil = view))
wined3d_rendertarget_view_incref(view);
wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
if (prev)
wined3d_rendertarget_view_decref(prev);
}
static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
struct wined3d_surface *cursor_image)
{
struct wined3d_resource_desc desc;
struct wined3d_map_desc map_desc;
struct wined3d_texture *texture;
struct wined3d_surface *surface;
BYTE *src_data, *dst_data;
unsigned int src_pitch;
unsigned int i;
if (FAILED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
{
ERR("Failed to map source surface.\n");
return NULL;
}
src_pitch = map_desc.row_pitch;
src_data = map_desc.data;
desc.resource_type = WINED3D_RTYPE_TEXTURE;
desc.format = WINED3DFMT_B8G8R8A8_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.pool = WINED3D_POOL_DEFAULT;
desc.width = cursor_image->resource.width;
desc.height = cursor_image->resource.height;
desc.depth = 1;
desc.size = 0;
if (FAILED(wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
NULL, &wined3d_null_parent_ops, &texture)))
{
ERR("Failed to create cursor texture.\n");
wined3d_surface_unmap(cursor_image);
return NULL;
}
surface = surface_from_resource(wined3d_texture_get_sub_resource(texture, 0));
if (FAILED(wined3d_surface_map(surface, &map_desc, NULL, WINED3D_MAP_DISCARD)))
{
ERR("Failed to map destination surface.\n");
wined3d_texture_decref(texture);
wined3d_surface_unmap(cursor_image);
return NULL;
}
dst_data = map_desc.data;
for (i = 0; i < desc.height; ++i)
memcpy(&dst_data[map_desc.row_pitch * i], &src_data[src_pitch * i], desc.width * 4);
wined3d_surface_unmap(surface);
wined3d_surface_unmap(cursor_image);
return texture;
}
HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
{
TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
device, x_hotspot, y_hotspot, cursor_image);
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
if (cursor_image)
{
struct wined3d_display_mode mode;
struct wined3d_map_desc map_desc;
HRESULT hr;
/* MSDN: Cursor must be A8R8G8B8 */
if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
{
WARN("surface %p has an invalid format.\n", cursor_image);
return WINED3DERR_INVALIDCALL;
}
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
{
ERR("Failed to get display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
/* MSDN: Cursor must be smaller than the display mode */
if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
{
WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
cursor_image, cursor_image->resource.width, cursor_image->resource.height,
mode.width, mode.height);
return WINED3DERR_INVALIDCALL;
}
/* TODO: MSDN: Cursor sizes must be a power of 2 */
/* Do not store the surface's pointer because the application may
* release it after setting the cursor image. Windows doesn't
* addref the set surface, so we can't do this either without
* creating circular refcount dependencies. */
if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, cursor_image)))
{
ERR("Failed to create cursor texture.\n");
return WINED3DERR_INVALIDCALL;
}
device->cursorWidth = cursor_image->resource.width;
device->cursorHeight = cursor_image->resource.height;
if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
{
UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
ICONINFO cursorInfo;
DWORD *maskBits;
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. */
maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
memset(maskBits, 0xff, mask_size);
wined3d_surface_map(cursor_image, &map_desc, NULL,
WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
cursorInfo.fIcon = FALSE;
cursorInfo.xHotspot = x_hotspot;
cursorInfo.yHotspot = y_hotspot;
cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
1, 1, maskBits);
cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
1, 32, map_desc.data);
wined3d_surface_unmap(cursor_image);
/* Create our cursor and clean up. */
cursor = CreateIconIndirect(&cursorInfo);
if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
device->hardwareCursor = cursor;
if (device->bCursorVisible) SetCursor( cursor );
HeapFree(GetProcessHeap(), 0, maskBits);
}
}
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 (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
{
TRACE("Evicting %p.\n", resource);
resource->resource_ops->resource_unload(resource);
}
}
/* Invalidate stream sources, the buffer(s) may have been evicted. */
device_invalidate_state(device, STATE_STREAMSRC);
}
static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_resource *resource, *cursor;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_shader *shader;
context = context_acquire(device, NULL);
gl_info = context->gl_info;
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
resource->resource_ops->resource_unload(resource);
}
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
if (device->depth_blt_texture)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
device->depth_blt_texture = 0;
}
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
destroy_dummy_textures(device, gl_info);
context_release(context);
while (device->context_count)
{
swapchain_destroy_contexts(device->contexts[0]->swapchain);
}
HeapFree(GetProcessHeap(), 0, swapchain->context);
swapchain->context = NULL;
}
static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_context *context;
struct wined3d_surface *target;
HRESULT hr;
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
return hr;
}
if (FAILED(hr = device->blitter->alloc_private(device)))
{
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
device->shader_backend->shader_free_private(device);
return hr;
}
/* Recreate the primary swapchain's context */
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
if (!swapchain->context)
{
ERR("Failed to allocate memory for swapchain context array.\n");
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
return E_OUTOFMEMORY;
}
target = swapchain->back_buffers
? surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0))
: surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
{
WARN("Failed to create context.\n");
device->blitter->free_private(device);
device->shader_backend->shader_free_private(device);
HeapFree(GetProcessHeap(), 0, swapchain->context);
return E_FAIL;
}
swapchain->context[0] = context;
swapchain->num_contexts = 1;
create_dummy_textures(device, context);
context_release(context);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
wined3d_device_reset_cb callback, BOOL reset_state)
{
struct wined3d_resource *resource, *cursor;
struct wined3d_swapchain *swapchain;
struct wined3d_display_mode m;
BOOL DisplayModeChanged = FALSE;
BOOL update_desc = FALSE;
UINT backbuffer_width = swapchain_desc->backbuffer_width;
UINT backbuffer_height = swapchain_desc->backbuffer_height;
HRESULT hr = WINED3D_OK;
unsigned int i;
TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
{
ERR("Failed to get the first implicit swapchain.\n");
return WINED3DERR_INVALIDCALL;
}
if (reset_state)
{
if (device->logo_texture)
{
wined3d_texture_decref(device->logo_texture);
device->logo_texture = NULL;
}
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
state_unbind_resources(&device->state);
}
if (device->fb.render_targets)
{
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
}
}
wined3d_device_set_depth_stencil_view(device, NULL);
if (device->onscreen_depth_stencil)
{
wined3d_surface_decref(device->onscreen_depth_stencil);
device->onscreen_depth_stencil = NULL;
}
if (reset_state)
{
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Enumerating resource %p.\n", resource);
if (FAILED(hr = callback(resource)))
return hr;
}
}
/* Is it necessary to recreate the gl context? Actually every setting can be changed
* on an existing gl context, so there's no real need for recreation.
*
* TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
*
* TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
*/
TRACE("New params:\n");
TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
TRACE("device_window %p\n", swapchain_desc->device_window);
TRACE("windowed %#x\n", swapchain_desc->windowed);
TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
if (swapchain_desc->enable_auto_depth_stencil)
TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
TRACE("flags %#x\n", swapchain_desc->flags);
TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
/* No special treatment of these parameters. Just store them */
swapchain->desc.swap_effect = swapchain_desc->swap_effect;
swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
swapchain->desc.flags = swapchain_desc->flags;
swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
swapchain->desc.swap_interval = swapchain_desc->swap_interval;
swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
/* What to do about these? */
if (swapchain_desc->backbuffer_count
&& swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
FIXME("Cannot change the back buffer count yet.\n");
if (swapchain_desc->device_window
&& swapchain_desc->device_window != swapchain->desc.device_window)
{
TRACE("Changing the device window from %p to %p.\n",
swapchain->desc.device_window, swapchain_desc->device_window);
swapchain->desc.device_window = swapchain_desc->device_window;
swapchain->device_window = swapchain_desc->device_window;
wined3d_swapchain_set_window(swapchain, NULL);
}
if (mode)
{
DisplayModeChanged = TRUE;
m = *mode;
}
else if (swapchain_desc->windowed)
{
m = swapchain->original_mode;
}
else
{
m.width = swapchain_desc->backbuffer_width;
m.height = swapchain_desc->backbuffer_height;
m.refresh_rate = swapchain_desc->refresh_rate;
m.format_id = swapchain_desc->backbuffer_format;
m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
}
if (!backbuffer_width || !backbuffer_height)
{
/* The application is requesting that either the swapchain width or
* height be set to the corresponding dimension in the window's
* client rect. */
RECT client_rect;
if (!swapchain_desc->windowed)
return WINED3DERR_INVALIDCALL;
if (!GetClientRect(swapchain->device_window, &client_rect))
{
ERR("Failed to get client rect, last error %#x.\n", GetLastError());
return WINED3DERR_INVALIDCALL;
}
if (!backbuffer_width)
backbuffer_width = client_rect.right;
if (!backbuffer_height)
backbuffer_height = client_rect.bottom;
}
if (backbuffer_width != swapchain->desc.backbuffer_width
|| backbuffer_height != swapchain->desc.backbuffer_height)
{
if (!swapchain_desc->windowed)
DisplayModeChanged = TRUE;
swapchain->desc.backbuffer_width = backbuffer_width;
swapchain->desc.backbuffer_height = backbuffer_height;
update_desc = TRUE;
}
if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
&& swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
{
swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
update_desc = TRUE;
}
if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
|| swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
{
swapchain->desc.multisample_type = swapchain_desc->multisample_type;
swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
update_desc = TRUE;
}
if (update_desc)
{
UINT i;
if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
{
if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
wined3d_texture_get_sub_resource(swapchain->back_buffers[i], 0)), swapchain->desc.backbuffer_width,
swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
return hr;
}
}
if (device->auto_depth_stencil_view)
{
wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
device->auto_depth_stencil_view = NULL;
}
if (swapchain->desc.enable_auto_depth_stencil)
{
struct wined3d_resource_desc surface_desc;
struct wined3d_surface *surface;
TRACE("Creating the depth stencil buffer\n");
surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
surface_desc.format = swapchain->desc.auto_depth_stencil_format;
surface_desc.multisample_type = swapchain->desc.multisample_type;
surface_desc.multisample_quality = swapchain->desc.multisample_quality;
surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
surface_desc.pool = WINED3D_POOL_DEFAULT;
surface_desc.width = swapchain->desc.backbuffer_width;
surface_desc.height = swapchain->desc.backbuffer_height;
surface_desc.depth = 1;
surface_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
device->device_parent, &surface_desc, &surface)))
{
ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
hr = wined3d_rendertarget_view_create_from_surface(surface,
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
wined3d_surface_decref(surface);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
}
if (device->back_buffer_view)
{
wined3d_rendertarget_view_decref(device->back_buffer_view);
device->back_buffer_view = NULL;
}
if (swapchain->desc.backbuffer_count && FAILED(hr = wined3d_rendertarget_view_create_from_surface(
surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)),
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
if (!swapchain_desc->windowed != !swapchain->desc.windowed
|| DisplayModeChanged)
{
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
{
WARN("Failed to set display mode, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
if (!swapchain_desc->windowed)
{
if (swapchain->desc.windowed)
{
HWND focus_window = device->create_parms.focus_window;
if (!focus_window)
focus_window = swapchain_desc->device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
return hr;
}
/* switch from windowed to fs */
wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
swapchain_desc->backbuffer_width,
swapchain_desc->backbuffer_height);
}
else
{
/* Fullscreen -> fullscreen mode change */
MoveWindow(swapchain->device_window, 0, 0,
swapchain_desc->backbuffer_width,
swapchain_desc->backbuffer_height,
TRUE);
}
}
else if (!swapchain->desc.windowed)
{
/* Fullscreen -> windowed switch */
wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
wined3d_device_release_focus_window(device);
}
swapchain->desc.windowed = swapchain_desc->windowed;
}
else if (!swapchain_desc->windowed)
{
DWORD style = device->style;
DWORD exStyle = device->exStyle;
/* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
* the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
* Reset to clear up their mess. Guild Wars also loses the device during that.
*/
device->style = 0;
device->exStyle = 0;
wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
swapchain_desc->backbuffer_width,
swapchain_desc->backbuffer_height);
device->style = style;
device->exStyle = exStyle;
}
if (reset_state)
{
TRACE("Resetting stateblock.\n");
if (device->recording)
{
wined3d_stateblock_decref(device->recording);
device->recording = NULL;
}
wined3d_cs_emit_reset_state(device->cs);
state_cleanup(&device->state);
if (device->d3d_initialized)
delete_opengl_contexts(device, swapchain);
if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info,
&device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
ERR("Failed to initialize device state, hr %#x.\n", hr);
device->update_state = &device->state;
device_init_swapchain_state(device, swapchain);
}
else if (device->back_buffer_view)
{
struct wined3d_rendertarget_view *view = device->back_buffer_view;
struct wined3d_state *state = &device->state;
wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
/* Note the min_z / max_z is not reset. */
state->viewport.x = 0;
state->viewport.y = 0;
state->viewport.width = view->width;
state->viewport.height = view->height;
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
state->scissor_rect.top = 0;
state->scissor_rect.left = 0;
state->scissor_rect.right = view->width;
state->scissor_rect.bottom = view->height;
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
}
swapchain_update_render_to_fbo(swapchain);
swapchain_update_draw_bindings(swapchain);
if (reset_state && device->d3d_initialized)
hr = create_primary_opengl_context(device, swapchain);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
* first use
*/
return hr;
}
HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
{
TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
return WINED3D_OK;
}
void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
struct wined3d_device_creation_parameters *parameters)
{
TRACE("device %p, parameters %p.\n", device, parameters);
*parameters = device->create_parms;
}
void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
device, swapchain_idx, flags, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
}
void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, ramp %p.\n",
device, swapchain_idx, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
}
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
list_add_head(&device->resources, &resource->resource_list_entry);
}
static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
list_remove(&resource->resource_list_entry);
}
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
{
enum wined3d_resource_type type = resource->type;
unsigned int i;
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
context_resource_released(device, resource, type);
switch (type)
{
case WINED3D_RTYPE_SURFACE:
{
struct wined3d_surface *surface = surface_from_resource(resource);
if (!device->d3d_initialized) break;
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
if (wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]) == surface)
{
ERR("Surface %p is still in use as render target %u.\n", surface, i);
device->fb.render_targets[i] = NULL;
}
}
if (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface)
{
ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
device->fb.depth_stencil = NULL;
}
}
break;
case WINED3D_RTYPE_TEXTURE:
case WINED3D_RTYPE_CUBE_TEXTURE:
case WINED3D_RTYPE_VOLUME_TEXTURE:
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
{
struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
if (device->state.textures[i] == texture)
{
ERR("Texture %p is still in use, stage %u.\n", texture, i);
device->state.textures[i] = NULL;
}
if (device->recording && device->update_state->textures[i] == texture)
{
ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
texture, device->recording, i);
device->update_state->textures[i] = NULL;
}
}
break;
case WINED3D_RTYPE_BUFFER:
{
struct wined3d_buffer *buffer = buffer_from_resource(resource);
for (i = 0; i < MAX_STREAMS; ++i)
{
if (device->state.streams[i].buffer == buffer)
{
ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
device->state.streams[i].buffer = NULL;
}
if (device->recording && device->update_state->streams[i].buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
buffer, device->recording, i);
device->update_state->streams[i].buffer = NULL;
}
}
if (device->state.index_buffer == buffer)
{
ERR("Buffer %p is still in use as index buffer.\n", buffer);
device->state.index_buffer = NULL;
}
if (device->recording && device->update_state->index_buffer == buffer)
{
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
buffer, device->recording);
device->update_state->index_buffer = NULL;
}
}
break;
default:
break;
}
/* Remove the resource from the resourceStore */
device_resource_remove(device, resource);
TRACE("Resource released.\n");
}
struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
{
struct wined3d_resource *resource;
TRACE("device %p, dc %p.\n", device, dc);
if (!dc)
return NULL;
LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
{
if (resource->type == WINED3D_RTYPE_SURFACE)
{
struct wined3d_surface *s = surface_from_resource(resource);
if (s->hDC == dc)
{
TRACE("Found surface %p for dc %p.\n", s, dc);
return s;
}
}
}
return NULL;
}
HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
BYTE surface_alignment, struct wined3d_device_parent *device_parent)
{
struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
const struct fragment_pipeline *fragment_pipeline;
const struct wined3d_vertex_pipe_ops *vertex_pipeline;
unsigned int i;
HRESULT hr;
device->ref = 1;
device->wined3d = wined3d;
wined3d_incref(device->wined3d);
device->adapter = wined3d->adapter_count ? adapter : NULL;
device->device_parent = device_parent;
list_init(&device->resources);
list_init(&device->shaders);
device->surface_alignment = surface_alignment;
/* Save the creation parameters. */
device->create_parms.adapter_idx = adapter_idx;
device->create_parms.device_type = device_type;
device->create_parms.focus_window = focus_window;
device->create_parms.flags = flags;
device->shader_backend = adapter->shader_backend;
vertex_pipeline = adapter->vertex_pipe;
fragment_pipeline = adapter->fragment_pipe;
if (vertex_pipeline->vp_states && fragment_pipeline->states
&& FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
&adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
fragment_pipeline, misc_state_template)))
{
ERR("Failed to compile state table, hr %#x.\n", hr);
wined3d_decref(device->wined3d);
return hr;
}
device->blitter = adapter->blitter;
if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info,
&adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
{
ERR("Failed to initialize device state, hr %#x.\n", hr);
goto err;
}
device->update_state = &device->state;
if (!(device->cs = wined3d_cs_create(device)))
{
WARN("Failed to create command stream.\n");
state_cleanup(&device->state);
hr = E_FAIL;
goto err;
}
return WINED3D_OK;
err:
for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
{
HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
}
wined3d_decref(device->wined3d);
return hr;
}
void device_invalidate_state(const struct wined3d_device *device, DWORD state)
{
DWORD rep = device->StateTable[state].representative;
struct wined3d_context *context;
DWORD idx;
BYTE shift;
UINT i;
for (i = 0; i < device->context_count; ++i)
{
context = device->contexts[i];
if(isStateDirty(context, rep)) continue;
context->dirtyArray[context->numDirtyEntries++] = rep;
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
context->isStateDirty[idx] |= (1 << shift);
}
}
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
{
if (device->filter_messages)
{
TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
window, message, wparam, lparam);
if (unicode)
return DefWindowProcW(window, message, wparam, lparam);
else
return DefWindowProcA(window, message, wparam, lparam);
}
if (message == WM_DESTROY)
{
TRACE("unregister window %p.\n", window);
wined3d_unregister_window(window);
if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
ERR("Window %p is not the focus window for device %p.\n", window, device);
}
else if (message == WM_DISPLAYCHANGE)
{
device->device_parent->ops->mode_changed(device->device_parent);
}
else if (message == WM_ACTIVATEAPP)
{
device->device_parent->ops->activate(device->device_parent, wparam);
}
if (unicode)
return CallWindowProcW(proc, window, message, wparam, lparam);
else
return CallWindowProcA(proc, window, message, wparam, lparam);
}