5245 lines
180 KiB
C
5245 lines
180 KiB
C
/*
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* Copyright 2002 Lionel Ulmer
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2006-2008 Henri Verbeet
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* Copyright 2007 Andrew Riedi
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* Define the default light parameters as specified by MSDN. */
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const struct wined3d_light WINED3D_default_light =
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{
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WINED3D_LIGHT_DIRECTIONAL, /* Type */
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{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
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{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
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{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
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0.0f, /* Range */
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0.0f, /* Falloff */
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0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
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0.0f, /* Theta */
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0.0f /* Phi */
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};
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/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
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* actually have the same values in GL and D3D. */
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GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
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{
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switch(primitive_type)
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{
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case WINED3D_PT_POINTLIST:
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return GL_POINTS;
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case WINED3D_PT_LINELIST:
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return GL_LINES;
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case WINED3D_PT_LINESTRIP:
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return GL_LINE_STRIP;
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case WINED3D_PT_TRIANGLELIST:
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return GL_TRIANGLES;
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case WINED3D_PT_TRIANGLESTRIP:
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return GL_TRIANGLE_STRIP;
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case WINED3D_PT_TRIANGLEFAN:
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return GL_TRIANGLE_FAN;
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case WINED3D_PT_LINELIST_ADJ:
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return GL_LINES_ADJACENCY_ARB;
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case WINED3D_PT_LINESTRIP_ADJ:
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return GL_LINE_STRIP_ADJACENCY_ARB;
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case WINED3D_PT_TRIANGLELIST_ADJ:
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return GL_TRIANGLES_ADJACENCY_ARB;
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case WINED3D_PT_TRIANGLESTRIP_ADJ:
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return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
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default:
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FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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case WINED3D_PT_UNDEFINED:
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return ~0u;
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}
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}
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static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
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{
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switch(primitive_type)
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{
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case GL_POINTS:
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return WINED3D_PT_POINTLIST;
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case GL_LINES:
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return WINED3D_PT_LINELIST;
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case GL_LINE_STRIP:
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return WINED3D_PT_LINESTRIP;
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case GL_TRIANGLES:
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return WINED3D_PT_TRIANGLELIST;
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case GL_TRIANGLE_STRIP:
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return WINED3D_PT_TRIANGLESTRIP;
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case GL_TRIANGLE_FAN:
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return WINED3D_PT_TRIANGLEFAN;
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case GL_LINES_ADJACENCY_ARB:
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return WINED3D_PT_LINELIST_ADJ;
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case GL_LINE_STRIP_ADJACENCY_ARB:
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return WINED3D_PT_LINESTRIP_ADJ;
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case GL_TRIANGLES_ADJACENCY_ARB:
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return WINED3D_PT_TRIANGLELIST_ADJ;
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case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
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return WINED3D_PT_TRIANGLESTRIP_ADJ;
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default:
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FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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case ~0u:
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return WINED3D_PT_UNDEFINED;
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}
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}
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BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_context **new_array;
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TRACE("Adding context %p.\n", context);
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if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
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else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
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sizeof(*new_array) * (device->context_count + 1));
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if (!new_array)
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{
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ERR("Failed to grow the context array.\n");
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return FALSE;
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}
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new_array[device->context_count++] = context;
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device->contexts = new_array;
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return TRUE;
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}
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void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
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{
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struct wined3d_context **new_array;
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BOOL found = FALSE;
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UINT i;
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TRACE("Removing context %p.\n", context);
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for (i = 0; i < device->context_count; ++i)
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{
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if (device->contexts[i] == context)
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{
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found = TRUE;
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break;
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}
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}
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if (!found)
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{
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ERR("Context %p doesn't exist in context array.\n", context);
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return;
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}
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if (!--device->context_count)
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{
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HeapFree(GetProcessHeap(), 0, device->contexts);
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device->contexts = NULL;
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return;
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}
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memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
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new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
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if (!new_array)
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{
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ERR("Failed to shrink context array. Oh well.\n");
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return;
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}
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device->contexts = new_array;
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}
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void device_switch_onscreen_ds(struct wined3d_device *device,
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struct wined3d_context *context, struct wined3d_surface *depth_stencil)
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{
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if (device->onscreen_depth_stencil)
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{
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surface_load_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
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surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB,
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device->onscreen_depth_stencil->ds_current_size.cx,
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device->onscreen_depth_stencil->ds_current_size.cy);
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wined3d_texture_decref(device->onscreen_depth_stencil->container);
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}
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device->onscreen_depth_stencil = depth_stencil;
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wined3d_texture_incref(device->onscreen_depth_stencil->container);
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}
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static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
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{
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unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
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unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
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/* partial draw rect */
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if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
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return FALSE;
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/* partial clear rect */
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if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
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|| clear_rect->right < width || clear_rect->bottom < height))
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return FALSE;
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return TRUE;
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}
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static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
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DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
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{
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struct wined3d_texture_sub_resource *sub_resource = surface_get_sub_resource(ds);
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RECT current_rect, r;
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if (sub_resource->locations & WINED3D_LOCATION_DISCARDED)
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{
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/* Depth buffer was discarded, make it entirely current in its new location since
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* there is no other place where we would get data anyway. */
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SetRect(out_rect, 0, 0,
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wined3d_texture_get_level_width(ds->container, ds->texture_level),
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wined3d_texture_get_level_height(ds->container, ds->texture_level));
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return;
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}
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if (sub_resource->locations & location)
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SetRect(¤t_rect, 0, 0,
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ds->ds_current_size.cx,
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ds->ds_current_size.cy);
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else
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SetRectEmpty(¤t_rect);
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IntersectRect(&r, draw_rect, ¤t_rect);
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if (EqualRect(&r, draw_rect))
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{
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/* current_rect ⊇ draw_rect, modify only. */
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SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
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return;
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}
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if (EqualRect(&r, ¤t_rect))
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{
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/* draw_rect ⊇ current_rect, test if we're doing a full clear. */
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if (!rect_count)
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{
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/* Full clear, modify only. */
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*out_rect = *draw_rect;
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return;
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}
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IntersectRect(&r, draw_rect, clear_rect);
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if (EqualRect(&r, draw_rect))
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{
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/* clear_rect ⊇ draw_rect, modify only. */
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*out_rect = *draw_rect;
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return;
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}
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}
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/* Full load. */
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surface_load_location(ds, context, location);
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SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
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}
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void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
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UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
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float depth, DWORD stencil)
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{
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struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
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struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
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struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
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const struct wined3d_state *state = &device->state;
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const struct wined3d_gl_info *gl_info;
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UINT drawable_width, drawable_height;
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struct wined3d_color corrected_color;
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struct wined3d_context *context;
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GLbitfield clear_mask = 0;
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BOOL render_offscreen;
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unsigned int i;
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RECT ds_rect;
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context = context_acquire(device, target);
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if (!context->valid)
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{
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context_release(context);
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WARN("Invalid context, skipping clear.\n");
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return;
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}
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gl_info = context->gl_info;
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/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
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* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
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* for the cleared parts, and the untouched parts.
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*
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* If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
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* anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
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* the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
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* checking all this if the dest surface is in the drawable anyway. */
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for (i = 0; i < rt_count; ++i)
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{
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struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
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struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv);
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if (rt && rtv->format->id != WINED3DFMT_NULL)
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{
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if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
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surface_load_location(rt, context, rtv->resource->draw_binding);
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else
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wined3d_texture_prepare_location(rt->container, rtv->sub_resource_idx,
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context, rtv->resource->draw_binding);
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}
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}
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if (target)
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{
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render_offscreen = context->render_offscreen;
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surface_get_drawable_size(target, context, &drawable_width, &drawable_height);
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}
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else
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{
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render_offscreen = TRUE;
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drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container,
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depth_stencil->texture_level);
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drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container,
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depth_stencil->texture_level);
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}
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if (depth_stencil && render_offscreen)
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wined3d_texture_prepare_location(depth_stencil->container,
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dsv->sub_resource_idx, context, dsv->resource->draw_binding);
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if (flags & WINED3DCLEAR_ZBUFFER)
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{
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DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
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device_switch_onscreen_ds(device, context, depth_stencil);
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prepare_ds_clear(depth_stencil, context, location,
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draw_rect, rect_count, clear_rect, &ds_rect);
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}
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if (!context_apply_clear_state(context, state, rt_count, fb))
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{
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context_release(context);
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WARN("Failed to apply clear state, skipping clear.\n");
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return;
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}
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/* Only set the values up once, as they are not changing. */
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if (flags & WINED3DCLEAR_STENCIL)
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{
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if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
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{
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gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
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}
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gl_info->gl_ops.gl.p_glStencilMask(~0U);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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gl_info->gl_ops.gl.p_glClearStencil(stencil);
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checkGLcall("glClearStencil");
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clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
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}
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if (flags & WINED3DCLEAR_ZBUFFER)
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{
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DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
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gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
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gl_info->gl_ops.gl.p_glClearDepth(depth);
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checkGLcall("glClearDepth");
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clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
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}
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if (flags & WINED3DCLEAR_TARGET)
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{
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for (i = 0; i < rt_count; ++i)
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{
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struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
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struct wined3d_texture *texture;
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if (!rtv)
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continue;
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if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
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{
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FIXME("Not supported on buffer resources.\n");
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continue;
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}
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texture = texture_from_resource(rtv->resource);
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wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
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wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
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}
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if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
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{
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if (rt_count > 1)
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WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
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"support, this might cause graphical issues.\n");
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corrected_color.r = color->r < wined3d_srgb_const1[0]
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? color->r * wined3d_srgb_const0[3]
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: pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
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- wined3d_srgb_const0[2];
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corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
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corrected_color.g = color->g < wined3d_srgb_const1[0]
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? color->g * wined3d_srgb_const0[3]
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: pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
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- wined3d_srgb_const0[2];
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corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
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corrected_color.b = color->b < wined3d_srgb_const1[0]
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? color->b * wined3d_srgb_const0[3]
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: pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
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- wined3d_srgb_const0[2];
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corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
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color = &corrected_color;
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}
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|
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gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
|
|
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
|
|
gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
|
|
checkGLcall("glClearColor");
|
|
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
if (!rect_count)
|
|
{
|
|
if (render_offscreen)
|
|
{
|
|
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
|
|
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
|
|
}
|
|
else
|
|
{
|
|
gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
|
|
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
|
|
}
|
|
checkGLcall("glScissor");
|
|
gl_info->gl_ops.gl.p_glClear(clear_mask);
|
|
checkGLcall("glClear");
|
|
}
|
|
else
|
|
{
|
|
RECT current_rect;
|
|
|
|
/* Now process each rect in turn. */
|
|
for (i = 0; i < rect_count; ++i)
|
|
{
|
|
/* Note that GL uses lower left, width/height. */
|
|
IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
|
|
|
|
TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
|
|
wine_dbgstr_rect(&clear_rect[i]),
|
|
wine_dbgstr_rect(¤t_rect));
|
|
|
|
/* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
|
|
* The rectangle is not cleared, no error is returned, but further rectangles are
|
|
* still cleared if they are valid. */
|
|
if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
|
|
{
|
|
TRACE("Rectangle with negative dimensions, ignoring.\n");
|
|
continue;
|
|
}
|
|
|
|
if (render_offscreen)
|
|
{
|
|
gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
|
|
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
|
|
}
|
|
else
|
|
{
|
|
gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
|
|
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
|
|
}
|
|
checkGLcall("glScissor");
|
|
|
|
gl_info->gl_ops.gl.p_glClear(clear_mask);
|
|
checkGLcall("glClear");
|
|
}
|
|
}
|
|
|
|
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
|
|
&& target->container->swapchain && target->container->swapchain->front_buffer == target->container))
|
|
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
|
|
{
|
|
ULONG refcount = InterlockedIncrement(&device->ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", device, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
|
|
|
|
ERR("Leftover sampler %p.\n", sampler);
|
|
}
|
|
|
|
ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
|
|
{
|
|
ULONG refcount = InterlockedDecrement(&device->ref);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", device, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
UINT i;
|
|
|
|
wined3d_cs_destroy(device->cs);
|
|
|
|
if (device->recording && wined3d_stateblock_decref(device->recording))
|
|
FIXME("Something's still holding the recording stateblock.\n");
|
|
device->recording = NULL;
|
|
|
|
state_cleanup(&device->state);
|
|
|
|
for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
|
|
device->multistate_funcs[i] = NULL;
|
|
}
|
|
|
|
if (!list_empty(&device->resources))
|
|
{
|
|
struct wined3d_resource *resource;
|
|
|
|
FIXME("Device released with resources still bound, acceptable but unexpected.\n");
|
|
|
|
LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
|
|
{
|
|
FIXME("Leftover resource %p with type %s (%#x).\n",
|
|
resource, debug_d3dresourcetype(resource->type), resource->type);
|
|
}
|
|
}
|
|
|
|
if (device->contexts)
|
|
ERR("Context array not freed!\n");
|
|
if (device->hardwareCursor)
|
|
DestroyCursor(device->hardwareCursor);
|
|
device->hardwareCursor = 0;
|
|
|
|
wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
|
|
|
|
wined3d_decref(device->wined3d);
|
|
device->wined3d = NULL;
|
|
HeapFree(GetProcessHeap(), 0, device);
|
|
TRACE("Freed device %p.\n", device);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->swapchain_count;
|
|
}
|
|
|
|
struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
|
|
{
|
|
TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
|
|
|
|
if (swapchain_idx >= device->swapchain_count)
|
|
{
|
|
WARN("swapchain_idx %u >= swapchain_count %u.\n",
|
|
swapchain_idx, device->swapchain_count);
|
|
return NULL;
|
|
}
|
|
|
|
return device->swapchains[swapchain_idx];
|
|
}
|
|
|
|
static void device_load_logo(struct wined3d_device *device, const char *filename)
|
|
{
|
|
struct wined3d_color_key color_key;
|
|
struct wined3d_resource_desc desc;
|
|
HBITMAP hbm;
|
|
BITMAP bm;
|
|
HRESULT hr;
|
|
HDC dcb = NULL, dcs = NULL;
|
|
|
|
hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
|
|
if(hbm)
|
|
{
|
|
GetObjectA(hbm, sizeof(BITMAP), &bm);
|
|
dcb = CreateCompatibleDC(NULL);
|
|
if(!dcb) goto out;
|
|
SelectObject(dcb, hbm);
|
|
}
|
|
else
|
|
{
|
|
/* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
|
|
* couldn't be loaded
|
|
*/
|
|
memset(&bm, 0, sizeof(bm));
|
|
bm.bmWidth = 32;
|
|
bm.bmHeight = 32;
|
|
}
|
|
|
|
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
|
|
desc.format = WINED3DFMT_B5G6R5_UNORM;
|
|
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
|
|
desc.multisample_quality = 0;
|
|
desc.usage = WINED3DUSAGE_DYNAMIC;
|
|
desc.pool = WINED3D_POOL_DEFAULT;
|
|
desc.width = bm.bmWidth;
|
|
desc.height = bm.bmHeight;
|
|
desc.depth = 1;
|
|
desc.size = 0;
|
|
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
|
|
NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
|
|
{
|
|
ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
|
|
goto out;
|
|
}
|
|
|
|
if (dcb)
|
|
{
|
|
if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
|
|
goto out;
|
|
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
|
|
wined3d_texture_release_dc(device->logo_texture, 0, dcs);
|
|
|
|
color_key.color_space_low_value = 0;
|
|
color_key.color_space_high_value = 0;
|
|
wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
|
|
}
|
|
else
|
|
{
|
|
const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
const RECT rect = {0, 0, desc.width, desc.height};
|
|
struct wined3d_surface *surface;
|
|
|
|
/* Fill the surface with a white color to show that wined3d is there */
|
|
surface = device->logo_texture->sub_resources[0].u.surface;
|
|
surface_color_fill(surface, &rect, &c);
|
|
}
|
|
|
|
out:
|
|
if (dcb) DeleteDC(dcb);
|
|
if (hbm) DeleteObject(hbm);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
unsigned int i, j, count;
|
|
/* Under DirectX you can sample even if no texture is bound, whereas
|
|
* OpenGL will only allow that when a valid texture is bound.
|
|
* We emulate this by creating dummy textures and binding them
|
|
* to each texture stage when the currently set D3D texture is NULL. */
|
|
|
|
count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
static const DWORD d3d10_color = 0x00000000;
|
|
static const DWORD color = 0x000000ff;
|
|
|
|
/* Make appropriate texture active */
|
|
context_active_texture(context, gl_info, i);
|
|
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
|
|
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
|
|
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
|
|
checkGLcall("glTexImage2D");
|
|
|
|
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
|
{
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
|
|
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
|
|
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
|
|
checkGLcall("glTexImage2D");
|
|
}
|
|
|
|
if (gl_info->supported[EXT_TEXTURE3D])
|
|
{
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
|
|
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
|
|
checkGLcall("glTexImage3D");
|
|
}
|
|
|
|
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
|
|
{
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
|
|
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
|
|
{
|
|
gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
|
|
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
|
|
checkGLcall("glTexImage2D");
|
|
}
|
|
}
|
|
|
|
if (gl_info->supported[EXT_TEXTURE_ARRAY])
|
|
{
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d_array[i]);
|
|
checkGLcall("glGenTextures");
|
|
TRACE("Dummy 2D array texture %u given name %u.\n", i, device->dummy_texture_2d_array[i]);
|
|
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_texture_2d_array[i]);
|
|
checkGLcall("glBindTexture");
|
|
|
|
GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
|
|
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &d3d10_color));
|
|
checkGLcall("glTexImage3D");
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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[EXT_TEXTURE_ARRAY])
|
|
{
|
|
gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d_array);
|
|
checkGLcall("glDeleteTextures(count, device->dummy_texture_2d_array)");
|
|
}
|
|
|
|
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_2d_array, 0, count * sizeof(*device->dummy_texture_2d_array));
|
|
memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
|
|
memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
|
|
memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
|
|
memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void create_default_sampler(struct wined3d_device *device)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
/*
|
|
* In SM4+ shaders there is a separation between resources and samplers. Some of shader
|
|
* instructions allow to access resources without using samplers.
|
|
* In GLSL resources are always accessed through sampler or image variables. The default
|
|
* sampler object is used to emulate the direct resource access when there is no sampler state
|
|
* to use.
|
|
*/
|
|
|
|
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
|
|
{
|
|
GL_EXTCALL(glGenSamplers(1, &device->default_sampler));
|
|
checkGLcall("glGenSamplers");
|
|
GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
|
|
GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST));
|
|
checkGLcall("glSamplerParameteri");
|
|
}
|
|
else
|
|
{
|
|
device->default_sampler = 0;
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void destroy_default_sampler(struct wined3d_device *device)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
if (gl_info->supported[ARB_SAMPLER_OBJECTS])
|
|
{
|
|
GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler));
|
|
checkGLcall("glDeleteSamplers");
|
|
}
|
|
|
|
device->default_sampler = 0;
|
|
}
|
|
|
|
static LONG fullscreen_style(LONG style)
|
|
{
|
|
/* Make sure the window is managed, otherwise we won't get keyboard input. */
|
|
style |= WS_POPUP | WS_SYSMENU;
|
|
style &= ~(WS_CAPTION | WS_THICKFRAME);
|
|
|
|
return style;
|
|
}
|
|
|
|
static LONG fullscreen_exstyle(LONG exstyle)
|
|
{
|
|
/* Filter out window decorations. */
|
|
exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
|
|
|
|
return exstyle;
|
|
}
|
|
|
|
void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
|
|
{
|
|
BOOL filter_messages;
|
|
LONG style, exstyle;
|
|
|
|
TRACE("Setting up window %p for fullscreen mode.\n", window);
|
|
|
|
if (device->style || device->exStyle)
|
|
{
|
|
ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
|
|
window, device->style, device->exStyle);
|
|
}
|
|
|
|
device->style = GetWindowLongW(window, GWL_STYLE);
|
|
device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
|
|
|
style = fullscreen_style(device->style);
|
|
exstyle = fullscreen_exstyle(device->exStyle);
|
|
|
|
TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
|
|
device->style, device->exStyle, style, exstyle);
|
|
|
|
filter_messages = device->filter_messages;
|
|
device->filter_messages = TRUE;
|
|
|
|
SetWindowLongW(window, GWL_STYLE, style);
|
|
SetWindowLongW(window, GWL_EXSTYLE, exstyle);
|
|
SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
|
|
|
|
device->filter_messages = filter_messages;
|
|
}
|
|
|
|
void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
|
|
{
|
|
BOOL filter_messages;
|
|
LONG style, exstyle;
|
|
|
|
if (!device->style && !device->exStyle) return;
|
|
|
|
style = GetWindowLongW(window, GWL_STYLE);
|
|
exstyle = GetWindowLongW(window, GWL_EXSTYLE);
|
|
|
|
/* These flags are set by wined3d_device_setup_fullscreen_window, not the
|
|
* application, and we want to ignore them in the test below, since it's
|
|
* not the application's fault that they changed. Additionally, we want to
|
|
* preserve the current status of these flags (i.e. don't restore them) to
|
|
* more closely emulate the behavior of Direct3D, which leaves these flags
|
|
* alone when returning to windowed mode. */
|
|
device->style ^= (device->style ^ style) & WS_VISIBLE;
|
|
device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
|
|
|
|
TRACE("Restoring window style of window %p to %08x, %08x.\n",
|
|
window, device->style, device->exStyle);
|
|
|
|
filter_messages = device->filter_messages;
|
|
device->filter_messages = TRUE;
|
|
|
|
/* Only restore the style if the application didn't modify it during the
|
|
* fullscreen phase. Some applications change it before calling Reset()
|
|
* when switching between windowed and fullscreen modes (HL2), some
|
|
* depend on the original style (Eve Online). */
|
|
if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
|
|
{
|
|
SetWindowLongW(window, GWL_STYLE, device->style);
|
|
SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
|
|
}
|
|
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
|
|
|
|
device->filter_messages = filter_messages;
|
|
|
|
/* Delete the old values. */
|
|
device->style = 0;
|
|
device->exStyle = 0;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
|
|
{
|
|
TRACE("device %p, window %p.\n", device, window);
|
|
|
|
if (!wined3d_register_window(window, device))
|
|
{
|
|
ERR("Failed to register window %p.\n", window);
|
|
return E_FAIL;
|
|
}
|
|
|
|
InterlockedExchangePointer((void **)&device->focus_window, window);
|
|
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (device->focus_window) wined3d_unregister_window(device->focus_window);
|
|
InterlockedExchangePointer((void **)&device->focus_window, NULL);
|
|
}
|
|
|
|
static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
|
|
{
|
|
BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
|
|
unsigned int i;
|
|
|
|
if (device->fb.render_targets)
|
|
{
|
|
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
|
|
{
|
|
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
|
|
}
|
|
if (device->back_buffer_view)
|
|
wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
|
|
}
|
|
|
|
wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
|
|
wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
|
|
struct wined3d_swapchain_desc *swapchain_desc)
|
|
{
|
|
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_swapchain *swapchain = NULL;
|
|
struct wined3d_context *context;
|
|
DWORD clear_flags = 0;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
|
|
|
|
if (device->d3d_initialized)
|
|
return WINED3DERR_INVALIDCALL;
|
|
if (device->wined3d->flags & WINED3D_NO3D)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
|
sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
|
|
|
|
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
|
|
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
|
|
{
|
|
TRACE("Shader private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
if (FAILED(hr = device->blitter->alloc_private(device)))
|
|
{
|
|
TRACE("Blitter private data couldn't be allocated\n");
|
|
goto err_out;
|
|
}
|
|
|
|
/* Setup the implicit swapchain. This also initializes a context. */
|
|
TRACE("Creating implicit swapchain\n");
|
|
hr = device->device_parent->ops->create_swapchain(device->device_parent,
|
|
swapchain_desc, &swapchain);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create implicit swapchain\n");
|
|
goto err_out;
|
|
}
|
|
|
|
if (swapchain_desc->backbuffer_count)
|
|
{
|
|
struct wined3d_rendertarget_view_desc view_desc;
|
|
|
|
view_desc.format_id = swapchain_desc->backbuffer_format;
|
|
view_desc.u.texture.level_idx = 0;
|
|
view_desc.u.texture.layer_idx = 0;
|
|
view_desc.u.texture.layer_count = 1;
|
|
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource,
|
|
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
|
|
{
|
|
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
|
|
goto err_out;
|
|
}
|
|
}
|
|
|
|
device->swapchain_count = 1;
|
|
device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
|
|
if (!device->swapchains)
|
|
{
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
device->swapchains[0] = swapchain;
|
|
device_init_swapchain_state(device, swapchain);
|
|
|
|
context = context_acquire(device, swapchain->front_buffer->sub_resources[0].u.surface);
|
|
|
|
create_dummy_textures(device, context);
|
|
create_default_sampler(device);
|
|
|
|
device->contexts[0]->last_was_rhw = 0;
|
|
|
|
TRACE("All defaults now set up, leaving 3D init.\n");
|
|
|
|
context_release(context);
|
|
|
|
/* Clear the screen */
|
|
if (swapchain->back_buffers && swapchain->back_buffers[0])
|
|
clear_flags |= WINED3DCLEAR_TARGET;
|
|
if (swapchain_desc->enable_auto_depth_stencil)
|
|
clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
|
|
if (clear_flags)
|
|
wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
|
|
|
|
device->d3d_initialized = TRUE;
|
|
|
|
if (wined3d_settings.logo)
|
|
device_load_logo(device, wined3d_settings.logo);
|
|
return WINED3D_OK;
|
|
|
|
err_out:
|
|
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
|
|
HeapFree(GetProcessHeap(), 0, device->swapchains);
|
|
device->swapchain_count = 0;
|
|
if (device->back_buffer_view)
|
|
wined3d_rendertarget_view_decref(device->back_buffer_view);
|
|
if (swapchain)
|
|
wined3d_swapchain_decref(swapchain);
|
|
if (device->blit_priv)
|
|
device->blitter->free_private(device);
|
|
if (device->shader_priv)
|
|
device->shader_backend->shader_free_private(device);
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
|
|
struct wined3d_swapchain_desc *swapchain_desc)
|
|
{
|
|
struct wined3d_swapchain *swapchain = NULL;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
|
|
|
|
/* Setup the implicit swapchain */
|
|
TRACE("Creating implicit swapchain\n");
|
|
hr = device->device_parent->ops->create_swapchain(device->device_parent,
|
|
swapchain_desc, &swapchain);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create implicit swapchain\n");
|
|
goto err_out;
|
|
}
|
|
|
|
device->swapchain_count = 1;
|
|
device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
|
|
if (!device->swapchains)
|
|
{
|
|
ERR("Out of memory!\n");
|
|
goto err_out;
|
|
}
|
|
device->swapchains[0] = swapchain;
|
|
return WINED3D_OK;
|
|
|
|
err_out:
|
|
wined3d_swapchain_decref(swapchain);
|
|
return hr;
|
|
}
|
|
|
|
static void device_free_sampler(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
|
|
|
|
wined3d_sampler_decref(sampler);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
|
|
{
|
|
struct wined3d_resource *resource, *cursor;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
struct wined3d_surface *surface;
|
|
UINT i;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (!device->d3d_initialized)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
/* I don't think that the interface guarantees that the device is destroyed from the same thread
|
|
* it was created. Thus make sure a context is active for the glDelete* calls
|
|
*/
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
|
|
if (device->logo_texture)
|
|
wined3d_texture_decref(device->logo_texture);
|
|
if (device->cursor_texture)
|
|
wined3d_texture_decref(device->cursor_texture);
|
|
|
|
state_unbind_resources(&device->state);
|
|
|
|
/* Unload resources */
|
|
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
|
|
{
|
|
TRACE("Unloading resource %p.\n", resource);
|
|
resource->resource_ops->resource_unload(resource);
|
|
}
|
|
|
|
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
|
|
|
|
/* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
|
|
* private data, it might contain opengl pointers
|
|
*/
|
|
if (device->depth_blt_texture)
|
|
{
|
|
gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
|
|
device->depth_blt_texture = 0;
|
|
}
|
|
|
|
/* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
|
|
device->blitter->free_private(device);
|
|
device->shader_backend->shader_free_private(device);
|
|
destroy_dummy_textures(device, gl_info);
|
|
destroy_default_sampler(device);
|
|
|
|
/* Release the context again as soon as possible. In particular,
|
|
* releasing the render target views below may release the last reference
|
|
* to the swapchain associated with this context, which in turn will
|
|
* destroy the context. */
|
|
context_release(context);
|
|
|
|
/* Release the buffers (with sanity checks)*/
|
|
if (device->onscreen_depth_stencil)
|
|
{
|
|
surface = device->onscreen_depth_stencil;
|
|
device->onscreen_depth_stencil = NULL;
|
|
wined3d_texture_decref(surface->container);
|
|
}
|
|
|
|
if (device->fb.depth_stencil)
|
|
{
|
|
struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
|
|
|
|
TRACE("Releasing depth/stencil view %p.\n", view);
|
|
|
|
device->fb.depth_stencil = NULL;
|
|
wined3d_rendertarget_view_decref(view);
|
|
}
|
|
|
|
if (device->auto_depth_stencil_view)
|
|
{
|
|
struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
|
|
|
|
device->auto_depth_stencil_view = NULL;
|
|
if (wined3d_rendertarget_view_decref(view))
|
|
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
|
|
}
|
|
|
|
for (i = 0; i < gl_info->limits.buffers; ++i)
|
|
{
|
|
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
|
|
}
|
|
if (device->back_buffer_view)
|
|
{
|
|
wined3d_rendertarget_view_decref(device->back_buffer_view);
|
|
device->back_buffer_view = NULL;
|
|
}
|
|
|
|
for (i = 0; i < device->swapchain_count; ++i)
|
|
{
|
|
TRACE("Releasing the implicit swapchain %u.\n", i);
|
|
if (wined3d_swapchain_decref(device->swapchains[i]))
|
|
FIXME("Something's still holding the implicit swapchain.\n");
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, device->swapchains);
|
|
device->swapchains = NULL;
|
|
device->swapchain_count = 0;
|
|
|
|
HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
|
|
device->fb.render_targets = NULL;
|
|
|
|
device->d3d_initialized = FALSE;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < device->swapchain_count; ++i)
|
|
{
|
|
TRACE("Releasing the implicit swapchain %u.\n", i);
|
|
if (wined3d_swapchain_decref(device->swapchains[i]))
|
|
FIXME("Something's still holding the implicit swapchain.\n");
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, device->swapchains);
|
|
device->swapchains = NULL;
|
|
device->swapchain_count = 0;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
|
|
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
|
|
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
|
|
*
|
|
* There is no way to deactivate thread safety once it is enabled.
|
|
*/
|
|
void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
/* For now just store the flag (needed in case of ddraw). */
|
|
device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
|
|
}
|
|
|
|
UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
|
|
wine_dbgstr_longlong(device->adapter->vram_bytes),
|
|
wine_dbgstr_longlong(device->adapter->vram_bytes_used),
|
|
wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
|
|
|
|
return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
|
|
struct wined3d_buffer *buffer, UINT offset)
|
|
{
|
|
struct wined3d_stream_output *stream;
|
|
struct wined3d_buffer *prev_buffer;
|
|
|
|
TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
|
|
|
|
if (idx >= MAX_STREAM_OUT)
|
|
{
|
|
WARN("Invalid stream output %u.\n", idx);
|
|
return;
|
|
}
|
|
|
|
stream = &device->update_state->stream_output[idx];
|
|
prev_buffer = stream->buffer;
|
|
|
|
if (buffer)
|
|
wined3d_buffer_incref(buffer);
|
|
stream->buffer = buffer;
|
|
stream->offset = offset;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
|
|
if (prev_buffer)
|
|
wined3d_buffer_decref(prev_buffer);
|
|
}
|
|
|
|
struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
|
|
UINT idx, UINT *offset)
|
|
{
|
|
TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
|
|
|
|
if (idx >= MAX_STREAM_OUT)
|
|
{
|
|
WARN("Invalid stream output %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
if (offset)
|
|
*offset = device->state.stream_output[idx].offset;
|
|
return device->state.stream_output[idx].buffer;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
|
|
struct wined3d_buffer *buffer, UINT offset, UINT stride)
|
|
{
|
|
struct wined3d_stream_state *stream;
|
|
struct wined3d_buffer *prev_buffer;
|
|
|
|
TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
|
|
device, stream_idx, buffer, offset, stride);
|
|
|
|
if (stream_idx >= MAX_STREAMS)
|
|
{
|
|
WARN("Stream index %u out of range.\n", stream_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
else if (offset & 0x3)
|
|
{
|
|
WARN("Offset %u is not 4 byte aligned.\n", offset);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
stream = &device->update_state->streams[stream_idx];
|
|
prev_buffer = stream->buffer;
|
|
|
|
if (device->recording)
|
|
device->recording->changed.streamSource |= 1u << stream_idx;
|
|
|
|
if (prev_buffer == buffer
|
|
&& stream->stride == stride
|
|
&& stream->offset == offset)
|
|
{
|
|
TRACE("Application is setting the old values over, nothing to do.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
stream->buffer = buffer;
|
|
if (buffer)
|
|
{
|
|
stream->stride = stride;
|
|
stream->offset = offset;
|
|
wined3d_buffer_incref(buffer);
|
|
}
|
|
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
|
|
if (prev_buffer)
|
|
wined3d_buffer_decref(prev_buffer);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
|
|
UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
|
|
{
|
|
const struct wined3d_stream_state *stream;
|
|
|
|
TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
|
|
device, stream_idx, buffer, offset, stride);
|
|
|
|
if (stream_idx >= MAX_STREAMS)
|
|
{
|
|
WARN("Stream index %u out of range.\n", stream_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
stream = &device->state.streams[stream_idx];
|
|
*buffer = stream->buffer;
|
|
if (offset)
|
|
*offset = stream->offset;
|
|
*stride = stream->stride;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
|
|
{
|
|
struct wined3d_stream_state *stream;
|
|
UINT old_flags, old_freq;
|
|
|
|
TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
|
|
|
|
/* Verify input. At least in d3d9 this is invalid. */
|
|
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
|
|
{
|
|
WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
|
|
{
|
|
WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (!divider)
|
|
{
|
|
WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
stream = &device->update_state->streams[stream_idx];
|
|
old_flags = stream->flags;
|
|
old_freq = stream->frequency;
|
|
|
|
stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
|
|
stream->frequency = divider & 0x7fffff;
|
|
|
|
if (device->recording)
|
|
device->recording->changed.streamFreq |= 1u << stream_idx;
|
|
else if (stream->frequency != old_freq || stream->flags != old_flags)
|
|
wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
|
|
UINT stream_idx, UINT *divider)
|
|
{
|
|
const struct wined3d_stream_state *stream;
|
|
|
|
TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
|
|
|
|
stream = &device->state.streams[stream_idx];
|
|
*divider = stream->flags | stream->frequency;
|
|
|
|
TRACE("Returning %#x.\n", *divider);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_transform(struct wined3d_device *device,
|
|
enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
|
|
{
|
|
TRACE("device %p, state %s, matrix %p.\n",
|
|
device, debug_d3dtstype(d3dts), matrix);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
|
|
|
|
/* Handle recording of state blocks. */
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything.\n");
|
|
device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
|
|
device->update_state->transforms[d3dts] = *matrix;
|
|
return;
|
|
}
|
|
|
|
/* If the new matrix is the same as the current one,
|
|
* we cut off any further processing. this seems to be a reasonable
|
|
* optimization because as was noticed, some apps (warcraft3 for example)
|
|
* tend towards setting the same matrix repeatedly for some reason.
|
|
*
|
|
* From here on we assume that the new matrix is different, wherever it matters. */
|
|
if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
|
|
{
|
|
TRACE("The application is setting the same matrix over again.\n");
|
|
return;
|
|
}
|
|
|
|
device->state.transforms[d3dts] = *matrix;
|
|
wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
|
|
enum wined3d_transform_state state, struct wined3d_matrix *matrix)
|
|
{
|
|
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
|
|
|
|
*matrix = device->state.transforms[state];
|
|
}
|
|
|
|
void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
|
|
enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
|
|
{
|
|
const struct wined3d_matrix *mat;
|
|
struct wined3d_matrix temp;
|
|
|
|
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
|
|
|
|
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
|
|
* below means it will be recorded in a state block change, but it
|
|
* works regardless where it is recorded.
|
|
* If this is found to be wrong, change to StateBlock. */
|
|
if (state > HIGHEST_TRANSFORMSTATE)
|
|
{
|
|
WARN("Unhandled transform state %#x.\n", state);
|
|
return;
|
|
}
|
|
|
|
mat = &device->update_state->transforms[state];
|
|
multiply_matrix(&temp, mat, matrix);
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way. */
|
|
wined3d_device_set_transform(device, state, &temp);
|
|
}
|
|
|
|
/* Note lights are real special cases. Although the device caps state only
|
|
* e.g. 8 are supported, you can reference any indexes you want as long as
|
|
* that number max are enabled at any one point in time. Therefore since the
|
|
* indices can be anything, we need a hashmap of them. However, this causes
|
|
* stateblock problems. When capturing the state block, I duplicate the
|
|
* hashmap, but when recording, just build a chain pretty much of commands to
|
|
* be replayed. */
|
|
HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
|
|
UINT light_idx, const struct wined3d_light *light)
|
|
{
|
|
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
struct wined3d_light_info *object = NULL;
|
|
struct list *e;
|
|
float rho;
|
|
|
|
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
|
|
|
|
/* Check the parameter range. Need for speed most wanted sets junk lights
|
|
* which confuse the GL driver. */
|
|
if (!light)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
switch (light->type)
|
|
{
|
|
case WINED3D_LIGHT_POINT:
|
|
case WINED3D_LIGHT_SPOT:
|
|
case WINED3D_LIGHT_GLSPOT:
|
|
/* Incorrect attenuation values can cause the gl driver to crash.
|
|
* Happens with Need for speed most wanted. */
|
|
if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
|
|
{
|
|
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
break;
|
|
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
case WINED3D_LIGHT_PARALLELPOINT:
|
|
/* Ignores attenuation */
|
|
break;
|
|
|
|
default:
|
|
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
|
|
{
|
|
object = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
|
if (object->OriginalIndex == light_idx)
|
|
break;
|
|
object = NULL;
|
|
}
|
|
|
|
if (!object)
|
|
{
|
|
TRACE("Adding new light\n");
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
return E_OUTOFMEMORY;
|
|
|
|
list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
|
|
object->glIndex = -1;
|
|
object->OriginalIndex = light_idx;
|
|
}
|
|
|
|
/* Initialize the object. */
|
|
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
|
|
"position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
|
|
"range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
|
|
light_idx, light->type, debug_color(&light->diffuse),
|
|
debug_color(&light->specular), debug_color(&light->ambient),
|
|
light->position.x, light->position.y, light->position.z,
|
|
light->direction.x, light->direction.y, light->direction.z,
|
|
light->range, light->falloff, light->theta, light->phi);
|
|
|
|
/* Update the live definitions if the light is currently assigned a glIndex. */
|
|
if (object->glIndex != -1 && !device->recording)
|
|
{
|
|
if (object->OriginalParms.type != light->type)
|
|
device_invalidate_state(device, STATE_LIGHT_TYPE);
|
|
device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
|
|
}
|
|
|
|
/* Save away the information. */
|
|
object->OriginalParms = *light;
|
|
|
|
switch (light->type)
|
|
{
|
|
case WINED3D_LIGHT_POINT:
|
|
/* Position */
|
|
object->position.x = light->position.x;
|
|
object->position.y = light->position.y;
|
|
object->position.z = light->position.z;
|
|
object->position.w = 1.0f;
|
|
object->cutoff = 180.0f;
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
/* Direction */
|
|
object->direction.x = -light->direction.x;
|
|
object->direction.y = -light->direction.y;
|
|
object->direction.z = -light->direction.z;
|
|
object->direction.w = 0.0f;
|
|
object->exponent = 0.0f;
|
|
object->cutoff = 180.0f;
|
|
break;
|
|
|
|
case WINED3D_LIGHT_SPOT:
|
|
/* Position */
|
|
object->position.x = light->position.x;
|
|
object->position.y = light->position.y;
|
|
object->position.z = light->position.z;
|
|
object->position.w = 1.0f;
|
|
|
|
/* Direction */
|
|
object->direction.x = light->direction.x;
|
|
object->direction.y = light->direction.y;
|
|
object->direction.z = light->direction.z;
|
|
object->direction.w = 0.0f;
|
|
|
|
/* opengl-ish and d3d-ish spot lights use too different models
|
|
* for the light "intensity" as a function of the angle towards
|
|
* the main light direction, so we only can approximate very
|
|
* roughly. However, spot lights are rather rarely used in games
|
|
* (if ever used at all). Furthermore if still used, probably
|
|
* nobody pays attention to such details. */
|
|
if (!light->falloff)
|
|
{
|
|
/* Falloff = 0 is easy, because d3d's and opengl's spot light
|
|
* equations have the falloff resp. exponent parameter as an
|
|
* exponent, so the spot light lighting will always be 1.0 for
|
|
* both of them, and we don't have to care for the rest of the
|
|
* rather complex calculation. */
|
|
object->exponent = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
|
|
if (rho < 0.0001f)
|
|
rho = 0.0001f;
|
|
object->exponent = -0.3f / logf(cosf(rho / 2));
|
|
}
|
|
|
|
if (object->exponent > 128.0f)
|
|
object->exponent = 128.0f;
|
|
|
|
object->cutoff = (float)(light->phi * 90 / M_PI);
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case WINED3D_LIGHT_PARALLELPOINT:
|
|
object->position.x = light->position.x;
|
|
object->position.y = light->position.y;
|
|
object->position.z = light->position.z;
|
|
object->position.w = 1.0f;
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized light type %#x.\n", light->type);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
|
|
UINT light_idx, struct wined3d_light *light)
|
|
{
|
|
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
struct wined3d_light_info *light_info = NULL;
|
|
struct list *e;
|
|
|
|
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
|
|
|
|
LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
|
|
{
|
|
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
|
if (light_info->OriginalIndex == light_idx)
|
|
break;
|
|
light_info = NULL;
|
|
}
|
|
|
|
if (!light_info)
|
|
{
|
|
TRACE("Light information requested but light not defined\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*light = light_info->OriginalParms;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
|
|
{
|
|
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
struct wined3d_light_info *light_info = NULL;
|
|
struct list *e;
|
|
|
|
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
|
|
|
|
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
|
|
{
|
|
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
|
if (light_info->OriginalIndex == light_idx)
|
|
break;
|
|
light_info = NULL;
|
|
}
|
|
TRACE("Found light %p.\n", light_info);
|
|
|
|
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
|
|
if (!light_info)
|
|
{
|
|
TRACE("Light enabled requested but light not defined, so defining one!\n");
|
|
wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
|
|
|
|
/* Search for it again! Should be fairly quick as near head of list. */
|
|
LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
|
|
{
|
|
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
|
if (light_info->OriginalIndex == light_idx)
|
|
break;
|
|
light_info = NULL;
|
|
}
|
|
if (!light_info)
|
|
{
|
|
FIXME("Adding default lights has failed dismally\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
if (!enable)
|
|
{
|
|
if (light_info->glIndex != -1)
|
|
{
|
|
if (!device->recording)
|
|
{
|
|
device_invalidate_state(device, STATE_LIGHT_TYPE);
|
|
device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
|
|
}
|
|
|
|
device->update_state->lights[light_info->glIndex] = NULL;
|
|
light_info->glIndex = -1;
|
|
}
|
|
else
|
|
{
|
|
TRACE("Light already disabled, nothing to do\n");
|
|
}
|
|
light_info->enabled = FALSE;
|
|
}
|
|
else
|
|
{
|
|
light_info->enabled = TRUE;
|
|
if (light_info->glIndex != -1)
|
|
{
|
|
TRACE("Nothing to do as light was enabled\n");
|
|
}
|
|
else
|
|
{
|
|
unsigned int i;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
/* Find a free GL light. */
|
|
for (i = 0; i < gl_info->limits.lights; ++i)
|
|
{
|
|
if (!device->update_state->lights[i])
|
|
{
|
|
device->update_state->lights[i] = light_info;
|
|
light_info->glIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
if (light_info->glIndex == -1)
|
|
{
|
|
/* Our tests show that Windows returns D3D_OK in this situation, even with
|
|
* D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
|
|
* is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
|
|
* as well for those lights.
|
|
*
|
|
* TODO: Test how this affects rendering. */
|
|
WARN("Too many concurrently active lights\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* i == light_info->glIndex */
|
|
if (!device->recording)
|
|
{
|
|
device_invalidate_state(device, STATE_LIGHT_TYPE);
|
|
device_invalidate_state(device, STATE_ACTIVELIGHT(i));
|
|
}
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
|
|
{
|
|
UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
|
|
struct wined3d_light_info *light_info = NULL;
|
|
struct list *e;
|
|
|
|
TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
|
|
|
|
LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
|
|
{
|
|
light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
|
if (light_info->OriginalIndex == light_idx)
|
|
break;
|
|
light_info = NULL;
|
|
}
|
|
|
|
if (!light_info)
|
|
{
|
|
TRACE("Light enabled state requested but light not defined.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* true is 128 according to SetLightEnable */
|
|
*enable = light_info->enabled ? 128 : 0;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
|
|
UINT plane_idx, const struct wined3d_vec4 *plane)
|
|
{
|
|
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
|
|
|
|
/* Validate plane_idx. */
|
|
if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
|
|
{
|
|
TRACE("Application has requested clipplane this device doesn't support.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (device->recording)
|
|
device->recording->changed.clipplane |= 1u << plane_idx;
|
|
|
|
if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
|
|
{
|
|
TRACE("Application is setting old values over, nothing to do.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
device->update_state->clip_planes[plane_idx] = *plane;
|
|
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
|
|
UINT plane_idx, struct wined3d_vec4 *plane)
|
|
{
|
|
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
|
|
|
|
/* Validate plane_idx. */
|
|
if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
|
|
{
|
|
TRACE("Application has requested clipplane this device doesn't support.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*plane = device->state.clip_planes[plane_idx];
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
|
|
const struct wined3d_clip_status *clip_status)
|
|
{
|
|
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
|
|
|
|
if (!clip_status)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
|
|
struct wined3d_clip_status *clip_status)
|
|
{
|
|
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
|
|
|
|
if (!clip_status)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
|
|
{
|
|
TRACE("device %p, material %p.\n", device, material);
|
|
|
|
device->update_state->material = *material;
|
|
|
|
if (device->recording)
|
|
device->recording->changed.material = TRUE;
|
|
else
|
|
wined3d_cs_emit_set_material(device->cs, material);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
|
|
{
|
|
TRACE("device %p, material %p.\n", device, material);
|
|
|
|
*material = device->state.material;
|
|
|
|
TRACE("diffuse %s\n", debug_color(&material->diffuse));
|
|
TRACE("ambient %s\n", debug_color(&material->ambient));
|
|
TRACE("specular %s\n", debug_color(&material->specular));
|
|
TRACE("emissive %s\n", debug_color(&material->emissive));
|
|
TRACE("power %.8e.\n", material->power);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
|
|
struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
|
|
{
|
|
enum wined3d_format_id prev_format;
|
|
struct wined3d_buffer *prev_buffer;
|
|
|
|
TRACE("device %p, buffer %p, format %s.\n",
|
|
device, buffer, debug_d3dformat(format_id));
|
|
|
|
prev_buffer = device->update_state->index_buffer;
|
|
prev_format = device->update_state->index_format;
|
|
|
|
device->update_state->index_buffer = buffer;
|
|
device->update_state->index_format = format_id;
|
|
|
|
if (device->recording)
|
|
device->recording->changed.indices = TRUE;
|
|
|
|
if (prev_buffer == buffer && prev_format == format_id)
|
|
return;
|
|
|
|
if (buffer)
|
|
wined3d_buffer_incref(buffer);
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id);
|
|
if (prev_buffer)
|
|
wined3d_buffer_decref(prev_buffer);
|
|
}
|
|
|
|
struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
|
|
enum wined3d_format_id *format)
|
|
{
|
|
TRACE("device %p, format %p.\n", device, format);
|
|
|
|
*format = device->state.index_format;
|
|
return device->state.index_buffer;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
|
|
{
|
|
TRACE("device %p, base_index %d.\n", device, base_index);
|
|
|
|
device->update_state->base_vertex_index = base_index;
|
|
}
|
|
|
|
INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->state.base_vertex_index;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
|
|
{
|
|
TRACE("device %p, viewport %p.\n", device, viewport);
|
|
TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
|
|
viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
|
|
|
|
device->update_state->viewport = *viewport;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything\n");
|
|
device->recording->changed.viewport = TRUE;
|
|
return;
|
|
}
|
|
|
|
wined3d_cs_emit_set_viewport(device->cs, viewport);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
|
|
{
|
|
TRACE("device %p, viewport %p.\n", device, viewport);
|
|
|
|
*viewport = device->state.viewport;
|
|
}
|
|
|
|
static void resolve_depth_buffer(struct wined3d_state *state)
|
|
{
|
|
struct wined3d_texture *dst_texture = state->textures[0];
|
|
struct wined3d_rendertarget_view *src_view;
|
|
RECT src_rect, dst_rect;
|
|
|
|
if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|
|
|| !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
|
|
return;
|
|
|
|
if (!(src_view = state->fb->depth_stencil))
|
|
return;
|
|
if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
FIXME("Not supported on buffer resources.\n");
|
|
return;
|
|
}
|
|
|
|
SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
|
|
SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
|
|
wined3d_texture_blt(dst_texture, 0, &dst_rect, texture_from_resource(src_view->resource),
|
|
src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
|
|
enum wined3d_render_state state, DWORD value)
|
|
{
|
|
DWORD old_value;
|
|
|
|
TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
|
|
|
|
if (state > WINEHIGHEST_RENDER_STATE)
|
|
{
|
|
WARN("Unhandled render state %#x.\n", state);
|
|
return;
|
|
}
|
|
|
|
old_value = device->state.render_states[state];
|
|
device->update_state->render_states[state] = value;
|
|
|
|
/* Handle recording of state blocks. */
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything.\n");
|
|
device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
|
|
return;
|
|
}
|
|
|
|
/* Compared here and not before the assignment to allow proper stateblock recording. */
|
|
if (value == old_value)
|
|
TRACE("Application is setting the old value over, nothing to do.\n");
|
|
else
|
|
wined3d_cs_emit_set_render_state(device->cs, state, value);
|
|
|
|
if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
|
|
{
|
|
TRACE("RESZ multisampled depth buffer resolve triggered.\n");
|
|
resolve_depth_buffer(&device->state);
|
|
}
|
|
}
|
|
|
|
DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
|
|
{
|
|
TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
|
|
|
|
return device->state.render_states[state];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
|
|
UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
|
|
{
|
|
DWORD old_value;
|
|
|
|
TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
|
|
device, sampler_idx, debug_d3dsamplerstate(state), value);
|
|
|
|
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
|
|
sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
|
|
if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
|
|
{
|
|
WARN("Invalid sampler %u.\n", sampler_idx);
|
|
return; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
|
|
old_value = device->state.sampler_states[sampler_idx][state];
|
|
device->update_state->sampler_states[sampler_idx][state] = value;
|
|
|
|
/* Handle recording of state blocks. */
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything.\n");
|
|
device->recording->changed.samplerState[sampler_idx] |= 1u << state;
|
|
return;
|
|
}
|
|
|
|
if (old_value == value)
|
|
{
|
|
TRACE("Application is setting the old value over, nothing to do.\n");
|
|
return;
|
|
}
|
|
|
|
wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
|
|
}
|
|
|
|
DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
|
|
UINT sampler_idx, enum wined3d_sampler_state state)
|
|
{
|
|
TRACE("device %p, sampler_idx %u, state %s.\n",
|
|
device, sampler_idx, debug_d3dsamplerstate(state));
|
|
|
|
if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
|
|
sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
|
|
if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
|
|
{
|
|
WARN("Invalid sampler %u.\n", sampler_idx);
|
|
return 0; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
|
|
return device->state.sampler_states[sampler_idx][state];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
|
|
{
|
|
TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
|
|
|
|
if (device->recording)
|
|
device->recording->changed.scissorRect = TRUE;
|
|
|
|
if (EqualRect(&device->update_state->scissor_rect, rect))
|
|
{
|
|
TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
|
|
return;
|
|
}
|
|
CopyRect(&device->update_state->scissor_rect, rect);
|
|
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything.\n");
|
|
return;
|
|
}
|
|
|
|
wined3d_cs_emit_set_scissor_rect(device->cs, rect);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
|
|
{
|
|
TRACE("device %p, rect %p.\n", device, rect);
|
|
|
|
*rect = device->state.scissor_rect;
|
|
TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
|
|
}
|
|
|
|
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
|
|
struct wined3d_vertex_declaration *declaration)
|
|
{
|
|
struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
|
|
|
|
TRACE("device %p, declaration %p.\n", device, declaration);
|
|
|
|
if (device->recording)
|
|
device->recording->changed.vertexDecl = TRUE;
|
|
|
|
if (declaration == prev)
|
|
return;
|
|
|
|
if (declaration)
|
|
wined3d_vertex_declaration_incref(declaration);
|
|
device->update_state->vertex_declaration = declaration;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
|
|
if (prev)
|
|
wined3d_vertex_declaration_decref(prev);
|
|
}
|
|
|
|
struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->state.vertex_declaration;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
|
|
TRACE("device %p, shader %p.\n", device, shader);
|
|
|
|
if (device->recording)
|
|
device->recording->changed.vertexShader = TRUE;
|
|
|
|
if (shader == prev)
|
|
return;
|
|
|
|
if (shader)
|
|
wined3d_shader_incref(shader);
|
|
device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
|
|
if (prev)
|
|
wined3d_shader_decref(prev);
|
|
}
|
|
|
|
struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
}
|
|
|
|
static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
|
|
enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
|
|
{
|
|
struct wined3d_buffer *prev;
|
|
|
|
if (idx >= MAX_CONSTANT_BUFFERS)
|
|
{
|
|
WARN("Invalid constant buffer index %u.\n", idx);
|
|
return;
|
|
}
|
|
|
|
prev = device->update_state->cb[type][idx];
|
|
if (buffer == prev)
|
|
return;
|
|
|
|
if (buffer)
|
|
wined3d_buffer_incref(buffer);
|
|
device->update_state->cb[type][idx] = buffer;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
|
|
if (prev)
|
|
wined3d_buffer_decref(prev);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
|
|
|
|
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
|
|
}
|
|
|
|
struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_CONSTANT_BUFFERS)
|
|
{
|
|
WARN("Invalid constant buffer index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.cb[WINED3D_SHADER_TYPE_VERTEX][idx];
|
|
}
|
|
|
|
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
|
|
enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
|
|
{
|
|
struct wined3d_shader_resource_view *prev;
|
|
|
|
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
|
|
{
|
|
WARN("Invalid view index %u.\n", idx);
|
|
return;
|
|
}
|
|
|
|
prev = device->update_state->shader_resource_view[type][idx];
|
|
if (view == prev)
|
|
return;
|
|
|
|
if (view)
|
|
wined3d_shader_resource_view_incref(view);
|
|
device->update_state->shader_resource_view[type][idx] = view;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
|
|
if (prev)
|
|
wined3d_shader_resource_view_decref(prev);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
|
|
UINT idx, struct wined3d_shader_resource_view *view)
|
|
{
|
|
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
|
|
|
|
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
|
|
}
|
|
|
|
struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
|
|
UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
|
|
{
|
|
WARN("Invalid view index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_VERTEX][idx];
|
|
}
|
|
|
|
static void wined3d_device_set_sampler(struct wined3d_device *device,
|
|
enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
|
|
{
|
|
struct wined3d_sampler *prev;
|
|
|
|
if (idx >= MAX_SAMPLER_OBJECTS)
|
|
{
|
|
WARN("Invalid sampler index %u.\n", idx);
|
|
return;
|
|
}
|
|
|
|
prev = device->update_state->sampler[type][idx];
|
|
if (sampler == prev)
|
|
return;
|
|
|
|
if (sampler)
|
|
wined3d_sampler_incref(sampler);
|
|
device->update_state->sampler[type][idx] = sampler;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
|
|
if (prev)
|
|
wined3d_sampler_decref(prev);
|
|
}
|
|
|
|
void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
|
|
{
|
|
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
|
|
|
|
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
|
|
}
|
|
|
|
struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SAMPLER_OBJECTS)
|
|
{
|
|
WARN("Invalid sampler index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.sampler[WINED3D_SHADER_TYPE_VERTEX][idx];
|
|
}
|
|
|
|
static void device_invalidate_shader_constants(const struct wined3d_device *device, DWORD mask)
|
|
{
|
|
UINT i;
|
|
|
|
for (i = 0; i < device->context_count; ++i)
|
|
{
|
|
device->contexts[i]->constant_update_mask |= mask;
|
|
}
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
|
|
UINT start_register, const BOOL *constants, UINT bool_count)
|
|
{
|
|
UINT count = min(bool_count, MAX_CONST_B - start_register);
|
|
UINT i;
|
|
|
|
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
|
|
device, start_register, constants, bool_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->vs_consts_b[start_register], constants, count * sizeof(BOOL));
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
|
|
|
|
if (device->recording)
|
|
{
|
|
for (i = start_register; i < count + start_register; ++i)
|
|
device->recording->changed.vertexShaderConstantsB |= (1u << i);
|
|
}
|
|
else
|
|
{
|
|
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_B);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
|
|
UINT start_register, BOOL *constants, UINT bool_count)
|
|
{
|
|
UINT count = min(bool_count, MAX_CONST_B - start_register);
|
|
|
|
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
|
|
device, start_register, constants, bool_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.vs_consts_b[start_register], count * sizeof(BOOL));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
|
|
UINT start_register, const int *constants, UINT vector4i_count)
|
|
{
|
|
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
|
|
UINT i;
|
|
|
|
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
|
|
device, start_register, constants, vector4i_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
|
|
constants[i * 4], constants[i * 4 + 1],
|
|
constants[i * 4 + 2], constants[i * 4 + 3]);
|
|
|
|
if (device->recording)
|
|
{
|
|
for (i = start_register; i < count + start_register; ++i)
|
|
device->recording->changed.vertexShaderConstantsI |= (1u << i);
|
|
}
|
|
else
|
|
{
|
|
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_I);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
|
|
UINT start_register, int *constants, UINT vector4i_count)
|
|
{
|
|
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
|
|
|
|
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
|
|
device, start_register, constants, vector4i_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
unsigned int i;
|
|
|
|
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
|
|
device, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
|
|
|| count > d3d_info->limits.vs_uniform_count - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
|
|
if (TRACE_ON(d3d))
|
|
{
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
|
|
}
|
|
|
|
if (device->recording)
|
|
memset(&device->recording->changed.vertexShaderConstantsF[start_idx], 1,
|
|
count * sizeof(*device->recording->changed.vertexShaderConstantsF));
|
|
else
|
|
device->shader_backend->shader_update_float_vertex_constants(device, start_idx, count);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
|
|
unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
|
|
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
|
|
device, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
|
|
|| count > d3d_info->limits.vs_uniform_count - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
|
|
TRACE("device %p, shader %p.\n", device, shader);
|
|
|
|
if (device->recording)
|
|
device->recording->changed.pixelShader = TRUE;
|
|
|
|
if (shader == prev)
|
|
return;
|
|
|
|
if (shader)
|
|
wined3d_shader_incref(shader);
|
|
device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
|
|
if (prev)
|
|
wined3d_shader_decref(prev);
|
|
}
|
|
|
|
struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
|
|
|
|
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
|
|
}
|
|
|
|
struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_CONSTANT_BUFFERS)
|
|
{
|
|
WARN("Invalid constant buffer index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
|
|
UINT idx, struct wined3d_shader_resource_view *view)
|
|
{
|
|
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
|
|
|
|
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
|
|
}
|
|
|
|
struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
|
|
UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
|
|
{
|
|
WARN("Invalid view index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_PIXEL][idx];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
|
|
{
|
|
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
|
|
|
|
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
|
|
}
|
|
|
|
struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SAMPLER_OBJECTS)
|
|
{
|
|
WARN("Invalid sampler index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.sampler[WINED3D_SHADER_TYPE_PIXEL][idx];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
|
|
UINT start_register, const BOOL *constants, UINT bool_count)
|
|
{
|
|
UINT count = min(bool_count, MAX_CONST_B - start_register);
|
|
UINT i;
|
|
|
|
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
|
|
device, start_register, constants, bool_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->ps_consts_b[start_register], constants, count * sizeof(BOOL));
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
|
|
|
|
if (device->recording)
|
|
{
|
|
for (i = start_register; i < count + start_register; ++i)
|
|
device->recording->changed.pixelShaderConstantsB |= (1u << i);
|
|
}
|
|
else
|
|
{
|
|
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_B);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
|
|
UINT start_register, BOOL *constants, UINT bool_count)
|
|
{
|
|
UINT count = min(bool_count, MAX_CONST_B - start_register);
|
|
|
|
TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
|
|
device, start_register, constants, bool_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_B)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.ps_consts_b[start_register], count * sizeof(BOOL));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
|
|
UINT start_register, const int *constants, UINT vector4i_count)
|
|
{
|
|
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
|
|
UINT i;
|
|
|
|
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
|
|
device, start_register, constants, vector4i_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
|
|
constants[i * 4], constants[i * 4 + 1],
|
|
constants[i * 4 + 2], constants[i * 4 + 3]);
|
|
|
|
if (device->recording)
|
|
{
|
|
for (i = start_register; i < count + start_register; ++i)
|
|
device->recording->changed.pixelShaderConstantsI |= (1u << i);
|
|
}
|
|
else
|
|
{
|
|
device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_I);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
|
|
UINT start_register, int *constants, UINT vector4i_count)
|
|
{
|
|
UINT count = min(vector4i_count, MAX_CONST_I - start_register);
|
|
|
|
TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
|
|
device, start_register, constants, vector4i_count);
|
|
|
|
if (!constants || start_register >= MAX_CONST_I)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
|
|
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
unsigned int i;
|
|
|
|
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
|
|
device, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
|
|
|| count > d3d_info->limits.ps_uniform_count - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
|
|
if (TRACE_ON(d3d))
|
|
{
|
|
for (i = 0; i < count; ++i)
|
|
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
|
|
}
|
|
|
|
if (device->recording)
|
|
memset(&device->recording->changed.pixelShaderConstantsF[start_idx], 1,
|
|
count * sizeof(*device->recording->changed.pixelShaderConstantsF));
|
|
else
|
|
device->shader_backend->shader_update_float_pixel_constants(device, start_idx, count);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
|
|
unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
|
|
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
|
|
device, start_idx, count, constants);
|
|
|
|
if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
|
|
|| count > d3d_info->limits.ps_uniform_count - start_idx)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
|
|
TRACE("device %p, shader %p.\n", device, shader);
|
|
|
|
if (device->recording || shader == prev)
|
|
return;
|
|
if (shader)
|
|
wined3d_shader_incref(shader);
|
|
device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
|
|
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
|
|
if (prev)
|
|
wined3d_shader_decref(prev);
|
|
}
|
|
|
|
struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
|
|
|
|
wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
|
|
}
|
|
|
|
struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_CONSTANT_BUFFERS)
|
|
{
|
|
WARN("Invalid constant buffer index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.cb[WINED3D_SHADER_TYPE_GEOMETRY][idx];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
|
|
UINT idx, struct wined3d_shader_resource_view *view)
|
|
{
|
|
TRACE("device %p, idx %u, view %p.\n", device, idx, view);
|
|
|
|
wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
|
|
}
|
|
|
|
struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
|
|
UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
|
|
{
|
|
WARN("Invalid view index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.shader_resource_view[WINED3D_SHADER_TYPE_GEOMETRY][idx];
|
|
}
|
|
|
|
void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
|
|
{
|
|
TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
|
|
|
|
wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
|
|
}
|
|
|
|
struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
|
|
{
|
|
TRACE("device %p, idx %u.\n", device, idx);
|
|
|
|
if (idx >= MAX_SAMPLER_OBJECTS)
|
|
{
|
|
WARN("Invalid sampler index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
|
|
return device->state.sampler[WINED3D_SHADER_TYPE_GEOMETRY][idx];
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
|
|
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
|
|
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
|
|
DWORD DestFVF)
|
|
{
|
|
struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
|
|
struct wined3d_viewport vp;
|
|
UINT vertex_size;
|
|
unsigned int i;
|
|
BYTE *dest_ptr;
|
|
BOOL doClip;
|
|
DWORD numTextures;
|
|
HRESULT hr;
|
|
|
|
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
|
|
{
|
|
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
|
|
}
|
|
|
|
if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
|
|
{
|
|
ERR("Source has no position mask\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (device->state.render_states[WINED3D_RS_CLIPPING])
|
|
{
|
|
static BOOL warned = FALSE;
|
|
/*
|
|
* The clipping code is not quite correct. Some things need
|
|
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
|
|
* so disable clipping for now.
|
|
* (The graphics in Half-Life are broken, and my processvertices
|
|
* test crashes with IDirect3DDevice3)
|
|
doClip = TRUE;
|
|
*/
|
|
doClip = FALSE;
|
|
if(!warned) {
|
|
warned = TRUE;
|
|
FIXME("Clipping is broken and disabled for now\n");
|
|
}
|
|
}
|
|
else
|
|
doClip = FALSE;
|
|
|
|
vertex_size = get_flexible_vertex_size(DestFVF);
|
|
if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
|
|
{
|
|
WARN("Failed to map buffer, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
|
|
wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
|
|
wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
|
|
|
|
TRACE("View mat:\n");
|
|
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
|
|
|
|
TRACE("Proj mat:\n");
|
|
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
|
|
|
|
TRACE("World mat:\n");
|
|
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
|
|
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
|
|
|
|
/* Get the viewport */
|
|
wined3d_device_get_viewport(device, &vp);
|
|
TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
|
|
vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
|
|
|
|
multiply_matrix(&mat,&view_mat,&world_mat);
|
|
multiply_matrix(&mat,&proj_mat,&mat);
|
|
|
|
numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
|
|
for (i = 0; i < dwCount; i+= 1) {
|
|
unsigned int tex_index;
|
|
|
|
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
|
|
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
|
|
/* The position first */
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
|
|
const float *p = (const float *)(element->data.addr + i * element->stride);
|
|
float x, y, z, rhw;
|
|
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
|
|
|
|
/* Multiplication with world, view and projection matrix. */
|
|
x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
|
|
y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
|
|
z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
|
|
rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
|
|
|
|
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
|
|
|
|
/* WARNING: The following things are taken from d3d7 and were not yet checked
|
|
* against d3d8 or d3d9!
|
|
*/
|
|
|
|
/* Clipping conditions: From msdn
|
|
*
|
|
* A vertex is clipped if it does not match the following requirements
|
|
* -rhw < x <= rhw
|
|
* -rhw < y <= rhw
|
|
* 0 < z <= rhw
|
|
* 0 < rhw ( Not in d3d7, but tested in d3d7)
|
|
*
|
|
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
|
|
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
|
|
*
|
|
*/
|
|
|
|
if( !doClip ||
|
|
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
|
|
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
|
|
( rhw > eps ) ) ) {
|
|
|
|
/* "Normal" viewport transformation (not clipped)
|
|
* 1) The values are divided by rhw
|
|
* 2) The y axis is negative, so multiply it with -1
|
|
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
|
|
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
|
|
* 4) Multiply x with Width/2 and add Width/2
|
|
* 5) The same for the height
|
|
* 6) Add the viewpoint X and Y to the 2D coordinates and
|
|
* The minimum Z value to z
|
|
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
|
|
*
|
|
* Well, basically it's simply a linear transformation into viewport
|
|
* coordinates
|
|
*/
|
|
|
|
x /= rhw;
|
|
y /= rhw;
|
|
z /= rhw;
|
|
|
|
y *= -1;
|
|
|
|
x *= vp.width / 2;
|
|
y *= vp.height / 2;
|
|
z *= vp.max_z - vp.min_z;
|
|
|
|
x += vp.width / 2 + vp.x;
|
|
y += vp.height / 2 + vp.y;
|
|
z += vp.min_z;
|
|
|
|
rhw = 1 / rhw;
|
|
} else {
|
|
/* That vertex got clipped
|
|
* Contrary to OpenGL it is not dropped completely, it just
|
|
* undergoes a different calculation.
|
|
*/
|
|
TRACE("Vertex got clipped\n");
|
|
x += rhw;
|
|
y += rhw;
|
|
|
|
x /= 2;
|
|
y /= 2;
|
|
|
|
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
|
|
* outside of the main vertex buffer memory. That needs some more
|
|
* investigation...
|
|
*/
|
|
}
|
|
|
|
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
|
|
|
|
|
|
( (float *) dest_ptr)[0] = x;
|
|
( (float *) dest_ptr)[1] = y;
|
|
( (float *) dest_ptr)[2] = z;
|
|
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
|
|
|
|
dest_ptr += 3 * sizeof(float);
|
|
|
|
if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
|
|
dest_ptr += sizeof(float);
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_PSIZE)
|
|
dest_ptr += sizeof(DWORD);
|
|
|
|
if (DestFVF & WINED3DFVF_NORMAL)
|
|
{
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
|
|
const float *normal = (const float *)(element->data.addr + i * element->stride);
|
|
/* AFAIK this should go into the lighting information */
|
|
FIXME("Didn't expect the destination to have a normal\n");
|
|
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_DIFFUSE)
|
|
{
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
|
|
const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
|
|
if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
|
|
{
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No diffuse color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*( (DWORD *) dest_ptr) = 0xffffffff;
|
|
dest_ptr += sizeof(DWORD);
|
|
}
|
|
else
|
|
{
|
|
copy_and_next(dest_ptr, color_d, sizeof(DWORD));
|
|
}
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_SPECULAR)
|
|
{
|
|
/* What's the color value in the feedback buffer? */
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
|
|
const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
|
|
if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
|
|
{
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No specular color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*(DWORD *)dest_ptr = 0xff000000;
|
|
dest_ptr += sizeof(DWORD);
|
|
}
|
|
else
|
|
{
|
|
copy_and_next(dest_ptr, color_s, sizeof(DWORD));
|
|
}
|
|
}
|
|
|
|
for (tex_index = 0; tex_index < numTextures; ++tex_index)
|
|
{
|
|
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
|
|
const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
|
|
if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
|
|
{
|
|
ERR("No source texture, but destination requests one\n");
|
|
dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
|
}
|
|
else
|
|
{
|
|
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
|
}
|
|
}
|
|
}
|
|
|
|
wined3d_buffer_unmap(dest);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
#undef copy_and_next
|
|
|
|
HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
|
|
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
|
|
const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
|
|
{
|
|
struct wined3d_state *state = &device->state;
|
|
struct wined3d_stream_info stream_info;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
struct wined3d_shader *vs;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
WORD map;
|
|
|
|
TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
|
|
"dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
|
|
device, src_start_idx, dst_idx, vertex_count,
|
|
dst_buffer, declaration, flags, dst_fvf);
|
|
|
|
if (declaration)
|
|
FIXME("Output vertex declaration not implemented yet.\n");
|
|
|
|
/* Need any context to write to the vbo. */
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
|
|
vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
|
|
context_stream_info_from_declaration(context, state, &stream_info);
|
|
state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
|
|
|
|
/* We can't convert FROM a VBO, and vertex buffers used to source into
|
|
* process_vertices() are unlikely to ever be used for drawing. Release
|
|
* VBOs in those buffers and fix up the stream_info structure.
|
|
*
|
|
* Also apply the start index. */
|
|
for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
|
|
{
|
|
struct wined3d_stream_info_element *e;
|
|
struct wined3d_buffer *buffer;
|
|
|
|
if (!(map & 1))
|
|
continue;
|
|
|
|
e = &stream_info.elements[i];
|
|
buffer = state->streams[e->stream_idx].buffer;
|
|
e->data.buffer_object = 0;
|
|
e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
|
|
if (buffer->buffer_object)
|
|
{
|
|
GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
|
|
buffer->buffer_object = 0;
|
|
}
|
|
if (e->data.addr)
|
|
e->data.addr += e->stride * src_start_idx;
|
|
}
|
|
|
|
hr = process_vertices_strided(device, dst_idx, vertex_count,
|
|
&stream_info, dst_buffer, flags, dst_fvf);
|
|
|
|
context_release(context);
|
|
|
|
return hr;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
|
|
UINT stage, enum wined3d_texture_stage_state state, DWORD value)
|
|
{
|
|
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
|
DWORD old_value;
|
|
|
|
TRACE("device %p, stage %u, state %s, value %#x.\n",
|
|
device, stage, debug_d3dtexturestate(state), value);
|
|
|
|
if (state > WINED3D_HIGHEST_TEXTURE_STATE)
|
|
{
|
|
WARN("Invalid state %#x passed.\n", state);
|
|
return;
|
|
}
|
|
|
|
if (stage >= d3d_info->limits.ffp_blend_stages)
|
|
{
|
|
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
|
|
stage, d3d_info->limits.ffp_blend_stages - 1);
|
|
return;
|
|
}
|
|
|
|
old_value = device->update_state->texture_states[stage][state];
|
|
device->update_state->texture_states[stage][state] = value;
|
|
|
|
if (device->recording)
|
|
{
|
|
TRACE("Recording... not performing anything.\n");
|
|
device->recording->changed.textureState[stage] |= 1u << state;
|
|
return;
|
|
}
|
|
|
|
/* Checked after the assignments to allow proper stateblock recording. */
|
|
if (old_value == value)
|
|
{
|
|
TRACE("Application is setting the old value over, nothing to do.\n");
|
|
return;
|
|
}
|
|
|
|
wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
|
|
}
|
|
|
|
DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
|
|
UINT stage, enum wined3d_texture_stage_state state)
|
|
{
|
|
TRACE("device %p, stage %u, state %s.\n",
|
|
device, stage, debug_d3dtexturestate(state));
|
|
|
|
if (state > WINED3D_HIGHEST_TEXTURE_STATE)
|
|
{
|
|
WARN("Invalid state %#x passed.\n", state);
|
|
return 0;
|
|
}
|
|
|
|
return device->state.texture_states[stage][state];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
|
|
UINT stage, struct wined3d_texture *texture)
|
|
{
|
|
struct wined3d_texture *prev;
|
|
|
|
TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
|
|
|
|
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
|
|
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
|
|
/* Windows accepts overflowing this array... we do not. */
|
|
if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
|
|
{
|
|
WARN("Ignoring invalid stage %u.\n", stage);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
WARN("Rejecting attempt to set scratch texture.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (device->recording)
|
|
device->recording->changed.textures |= 1u << stage;
|
|
|
|
prev = device->update_state->textures[stage];
|
|
TRACE("Previous texture %p.\n", prev);
|
|
|
|
if (texture == prev)
|
|
{
|
|
TRACE("App is setting the same texture again, nothing to do.\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("Setting new texture to %p.\n", texture);
|
|
device->update_state->textures[stage] = texture;
|
|
|
|
if (texture)
|
|
wined3d_texture_incref(texture);
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_texture(device->cs, stage, texture);
|
|
if (prev)
|
|
wined3d_texture_decref(prev);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
|
|
{
|
|
TRACE("device %p, stage %u.\n", device, stage);
|
|
|
|
if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
|
|
stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
|
|
|
if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
|
|
{
|
|
WARN("Ignoring invalid stage %u.\n", stage);
|
|
return NULL; /* Windows accepts overflowing this array ... we do not. */
|
|
}
|
|
|
|
return device->state.textures[stage];
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
|
|
{
|
|
TRACE("device %p, caps %p.\n", device, caps);
|
|
|
|
return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
|
|
device->create_parms.device_type, caps);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
|
|
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
|
|
{
|
|
struct wined3d_swapchain *swapchain;
|
|
|
|
TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
|
|
device, swapchain_idx, mode, rotation);
|
|
|
|
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
|
|
{
|
|
struct wined3d_stateblock *stateblock;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (device->recording)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
|
|
if (FAILED(hr))
|
|
return hr;
|
|
|
|
device->recording = stateblock;
|
|
device->update_state = &stateblock->state;
|
|
|
|
TRACE("Recording stateblock %p.\n", stateblock);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
|
|
struct wined3d_stateblock **stateblock)
|
|
{
|
|
struct wined3d_stateblock *object = device->recording;
|
|
|
|
TRACE("device %p, stateblock %p.\n", device, stateblock);
|
|
|
|
if (!device->recording)
|
|
{
|
|
WARN("Not recording.\n");
|
|
*stateblock = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
stateblock_init_contained_states(object);
|
|
|
|
*stateblock = object;
|
|
device->recording = NULL;
|
|
device->update_state = &device->state;
|
|
|
|
TRACE("Returning stateblock %p.\n", *stateblock);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
|
|
{
|
|
/* At the moment we have no need for any functionality at the beginning
|
|
* of a scene. */
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (device->inScene)
|
|
{
|
|
WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
device->inScene = TRUE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
|
|
{
|
|
struct wined3d_context *context;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (!device->inScene)
|
|
{
|
|
WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
context = context_acquire(device, NULL);
|
|
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
|
|
context->gl_info->gl_ops.gl.p_glFlush();
|
|
/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
|
|
* fails. */
|
|
context_release(context);
|
|
|
|
device->inScene = FALSE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
|
|
const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
|
|
{
|
|
TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
|
|
device, rect_count, rects, flags, debug_color(color), depth, stencil);
|
|
|
|
if (!rect_count && rects)
|
|
{
|
|
WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
|
|
{
|
|
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
|
|
if (!ds)
|
|
{
|
|
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
|
|
/* TODO: What about depth stencil buffers without stencil bits? */
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
else if (flags & WINED3DCLEAR_TARGET)
|
|
{
|
|
if (ds->width < device->fb.render_targets[0]->width
|
|
|| ds->height < device->fb.render_targets[0]->height)
|
|
{
|
|
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
|
|
return WINED3D_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_predication(struct wined3d_device *device,
|
|
struct wined3d_query *predicate, BOOL value)
|
|
{
|
|
struct wined3d_query *prev;
|
|
|
|
TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
|
|
|
|
prev = device->update_state->predicate;
|
|
if (predicate)
|
|
{
|
|
FIXME("Predicated rendering not implemented.\n");
|
|
wined3d_query_incref(predicate);
|
|
}
|
|
device->update_state->predicate = predicate;
|
|
device->update_state->predicate_value = value;
|
|
if (!device->recording)
|
|
wined3d_cs_emit_set_predication(device->cs, predicate, value);
|
|
if (prev)
|
|
wined3d_query_decref(prev);
|
|
}
|
|
|
|
struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
|
|
{
|
|
TRACE("device %p, value %p.\n", device, value);
|
|
|
|
*value = device->state.predicate_value;
|
|
return device->state.predicate;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
|
|
enum wined3d_primitive_type primitive_type)
|
|
{
|
|
GLenum gl_primitive_type, prev;
|
|
|
|
TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
|
|
|
|
gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
|
|
prev = device->update_state->gl_primitive_type;
|
|
device->update_state->gl_primitive_type = gl_primitive_type;
|
|
if (device->recording)
|
|
device->recording->changed.primitive_type = TRUE;
|
|
else if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
|
|
device_invalidate_state(device, STATE_POINT_ENABLE);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
|
|
enum wined3d_primitive_type *primitive_type)
|
|
{
|
|
TRACE("device %p, primitive_type %p\n", device, primitive_type);
|
|
|
|
*primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
|
|
|
|
TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
|
|
{
|
|
TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
|
|
|
|
if (!device->state.vertex_declaration)
|
|
{
|
|
WARN("Called without a valid vertex declaration set.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (device->state.load_base_vertex_index)
|
|
{
|
|
device->state.load_base_vertex_index = 0;
|
|
device_invalidate_state(device, STATE_BASEVERTEXINDEX);
|
|
}
|
|
|
|
wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, 0, 0, FALSE);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
|
|
UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
|
|
{
|
|
TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
|
|
device, start_vertex, vertex_count, start_instance, instance_count);
|
|
|
|
wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, start_instance, instance_count, FALSE);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
|
|
TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
|
|
|
|
if (!device->state.index_buffer)
|
|
{
|
|
/* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
|
|
* without an index buffer set. (The first time at least...)
|
|
* D3D8 simply dies, but I doubt it can do much harm to return
|
|
* D3DERR_INVALIDCALL there as well. */
|
|
WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!device->state.vertex_declaration)
|
|
{
|
|
WARN("Called without a valid vertex declaration set.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
|
|
device->state.load_base_vertex_index != device->state.base_vertex_index)
|
|
{
|
|
device->state.load_base_vertex_index = device->state.base_vertex_index;
|
|
device_invalidate_state(device, STATE_BASEVERTEXINDEX);
|
|
}
|
|
|
|
wined3d_cs_emit_draw(device->cs, start_idx, index_count, 0, 0, TRUE);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
|
|
UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
|
|
{
|
|
TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
|
|
device, start_idx, index_count, start_instance, instance_count);
|
|
|
|
wined3d_cs_emit_draw(device->cs, start_idx, index_count, start_instance, instance_count, TRUE);
|
|
}
|
|
|
|
static HRESULT wined3d_device_update_texture_3d(struct wined3d_device *device,
|
|
struct wined3d_texture *src_texture, unsigned int src_level,
|
|
struct wined3d_texture *dst_texture, unsigned int level_count)
|
|
{
|
|
struct wined3d_const_bo_address data;
|
|
struct wined3d_context *context;
|
|
struct wined3d_map_desc src;
|
|
HRESULT hr = WINED3D_OK;
|
|
unsigned int i;
|
|
|
|
TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
|
|
device, src_texture, src_level, dst_texture, level_count);
|
|
|
|
if (src_texture->resource.format != dst_texture->resource.format)
|
|
{
|
|
WARN("Source and destination formats do not match.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (wined3d_texture_get_level_width(src_texture, src_level) != dst_texture->resource.width
|
|
|| wined3d_texture_get_level_height(src_texture, src_level) != dst_texture->resource.height
|
|
|| wined3d_texture_get_level_depth(src_texture, src_level) != dst_texture->resource.depth)
|
|
{
|
|
WARN("Source and destination dimensions do not match.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
context = context_acquire(device, NULL);
|
|
|
|
/* Only a prepare, since we're uploading entire volumes. */
|
|
wined3d_texture_prepare_texture(dst_texture, context, FALSE);
|
|
wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
|
|
|
|
for (i = 0; i < level_count; ++i)
|
|
{
|
|
if (FAILED(hr = wined3d_resource_map(&src_texture->resource,
|
|
src_level + i, &src, NULL, WINED3D_MAP_READONLY)))
|
|
goto done;
|
|
|
|
data.buffer_object = 0;
|
|
data.addr = src.data;
|
|
wined3d_volume_upload_data(dst_texture, i, context, &data);
|
|
wined3d_texture_invalidate_location(dst_texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
|
|
|
|
if (FAILED(hr = wined3d_resource_unmap(&src_texture->resource, src_level + i)))
|
|
goto done;
|
|
}
|
|
|
|
done:
|
|
context_release(context);
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
|
|
struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
|
|
{
|
|
unsigned int src_size, dst_size, src_skip_levels = 0;
|
|
unsigned int layer_count, level_count, i, j;
|
|
enum wined3d_resource_type type;
|
|
HRESULT hr;
|
|
struct wined3d_context *context;
|
|
|
|
TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
|
|
|
|
/* Verify that the source and destination textures are non-NULL. */
|
|
if (!src_texture || !dst_texture)
|
|
{
|
|
WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
|
|
{
|
|
WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
|
|
{
|
|
WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Verify that the source and destination textures are the same type. */
|
|
type = src_texture->resource.type;
|
|
if (dst_texture->resource.type != type)
|
|
{
|
|
WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
layer_count = src_texture->layer_count;
|
|
if (layer_count != dst_texture->layer_count)
|
|
{
|
|
WARN("Source and destination have different layer counts.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
level_count = min(wined3d_texture_get_level_count(src_texture),
|
|
wined3d_texture_get_level_count(dst_texture));
|
|
|
|
src_size = max(src_texture->resource.width, src_texture->resource.height);
|
|
dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
|
|
if (type == WINED3D_RTYPE_TEXTURE_3D)
|
|
{
|
|
src_size = max(src_size, src_texture->resource.depth);
|
|
dst_size = max(dst_size, dst_texture->resource.depth);
|
|
}
|
|
while (src_size > dst_size)
|
|
{
|
|
src_size >>= 1;
|
|
++src_skip_levels;
|
|
}
|
|
|
|
/* Make sure that the destination texture is loaded. */
|
|
context = context_acquire(device, NULL);
|
|
wined3d_texture_load(dst_texture, context, FALSE);
|
|
context_release(context);
|
|
|
|
/* Update every surface level of the texture. */
|
|
switch (type)
|
|
{
|
|
case WINED3D_RTYPE_TEXTURE_2D:
|
|
{
|
|
unsigned int src_levels = src_texture->level_count;
|
|
unsigned int dst_levels = dst_texture->level_count;
|
|
struct wined3d_surface *src_surface;
|
|
struct wined3d_surface *dst_surface;
|
|
|
|
for (i = 0; i < layer_count; ++i)
|
|
{
|
|
for (j = 0; j < level_count; ++j)
|
|
{
|
|
src_surface = src_texture->sub_resources[i * src_levels + j + src_skip_levels].u.surface;
|
|
dst_surface = dst_texture->sub_resources[i * dst_levels + j].u.surface;
|
|
if (FAILED(hr = surface_upload_from_surface(dst_surface, NULL, src_surface, NULL)))
|
|
{
|
|
WARN("Failed to update surface, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
case WINED3D_RTYPE_TEXTURE_3D:
|
|
if (FAILED(hr = wined3d_device_update_texture_3d(device,
|
|
src_texture, src_skip_levels, dst_texture, level_count)))
|
|
WARN("Failed to update 3D texture, hr %#x.\n", hr);
|
|
return hr;
|
|
|
|
default:
|
|
FIXME("Unsupported texture type %#x.\n", type);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
|
|
{
|
|
const struct wined3d_state *state = &device->state;
|
|
struct wined3d_texture *texture;
|
|
DWORD i;
|
|
|
|
TRACE("device %p, num_passes %p.\n", device, num_passes);
|
|
|
|
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
|
{
|
|
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
|
|
{
|
|
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
|
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
|
}
|
|
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
|
|
{
|
|
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
|
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
|
}
|
|
|
|
texture = state->textures[i];
|
|
if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
|
|
|
|
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
|
|
{
|
|
WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
|
|
{
|
|
WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
|
|
&& state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
|
|
{
|
|
WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
|
|
return E_FAIL;
|
|
}
|
|
}
|
|
|
|
if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
|
|
|| state->render_states[WINED3D_RS_STENCILENABLE])
|
|
{
|
|
struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
|
|
struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
|
|
|
|
if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
|
|
{
|
|
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
|
|
return WINED3DERR_CONFLICTINGRENDERSTATE;
|
|
}
|
|
}
|
|
|
|
/* return a sensible default */
|
|
*num_passes = 1;
|
|
|
|
TRACE("returning D3D_OK\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
|
|
{
|
|
static BOOL warned;
|
|
|
|
TRACE("device %p, software %#x.\n", device, software);
|
|
|
|
if (!warned)
|
|
{
|
|
FIXME("device %p, software %#x stub!\n", device, software);
|
|
warned = TRUE;
|
|
}
|
|
|
|
device->softwareVertexProcessing = software;
|
|
}
|
|
|
|
BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
|
|
{
|
|
static BOOL warned;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (!warned)
|
|
{
|
|
TRACE("device %p stub!\n", device);
|
|
warned = TRUE;
|
|
}
|
|
|
|
return device->softwareVertexProcessing;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
|
|
UINT swapchain_idx, struct wined3d_raster_status *raster_status)
|
|
{
|
|
struct wined3d_swapchain *swapchain;
|
|
|
|
TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
|
|
device, swapchain_idx, raster_status);
|
|
|
|
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
return wined3d_swapchain_get_raster_status(swapchain, raster_status);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
|
|
{
|
|
static BOOL warned;
|
|
|
|
TRACE("device %p, segments %.8e.\n", device, segments);
|
|
|
|
if (segments != 0.0f)
|
|
{
|
|
if (!warned)
|
|
{
|
|
FIXME("device %p, segments %.8e stub!\n", device, segments);
|
|
warned = TRUE;
|
|
}
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
|
|
{
|
|
static BOOL warned;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
if (!warned)
|
|
{
|
|
FIXME("device %p stub!\n", device);
|
|
warned = TRUE;
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
|
|
struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
|
|
{
|
|
struct wined3d_texture *dst_texture, *src_texture;
|
|
RECT dst_rect, src_rect;
|
|
unsigned int i, j;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
|
|
|
|
if (src_resource == dst_resource)
|
|
{
|
|
WARN("Source and destination are the same resource.\n");
|
|
return;
|
|
}
|
|
|
|
if (src_resource->type != dst_resource->type)
|
|
{
|
|
WARN("Resource types (%s / %s) don't match.\n",
|
|
debug_d3dresourcetype(dst_resource->type),
|
|
debug_d3dresourcetype(src_resource->type));
|
|
return;
|
|
}
|
|
|
|
if (src_resource->width != dst_resource->width
|
|
|| src_resource->height != dst_resource->height
|
|
|| src_resource->depth != dst_resource->depth)
|
|
{
|
|
WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
|
|
dst_resource->width, dst_resource->height, dst_resource->depth,
|
|
src_resource->width, src_resource->height, src_resource->depth);
|
|
return;
|
|
}
|
|
|
|
if (src_resource->format->id != dst_resource->format->id)
|
|
{
|
|
WARN("Resource formats (%s / %s) don't match.\n",
|
|
debug_d3dformat(dst_resource->format->id),
|
|
debug_d3dformat(src_resource->format->id));
|
|
return;
|
|
}
|
|
|
|
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
if (FAILED(hr = wined3d_buffer_copy(buffer_from_resource(dst_resource), 0,
|
|
buffer_from_resource(src_resource), 0,
|
|
dst_resource->size)))
|
|
ERR("Failed to copy buffer, hr %#x.\n", hr);
|
|
return;
|
|
}
|
|
|
|
if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
|
|
return;
|
|
}
|
|
|
|
dst_texture = texture_from_resource(dst_resource);
|
|
src_texture = texture_from_resource(src_resource);
|
|
|
|
if (src_texture->layer_count != dst_texture->layer_count
|
|
|| src_texture->level_count != dst_texture->level_count)
|
|
{
|
|
WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
|
|
dst_texture->layer_count, dst_texture->level_count,
|
|
src_texture->layer_count, src_texture->level_count);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < dst_texture->level_count; ++i)
|
|
{
|
|
SetRect(&dst_rect, 0, 0,
|
|
wined3d_texture_get_level_width(dst_texture, i),
|
|
wined3d_texture_get_level_height(dst_texture, i));
|
|
SetRect(&src_rect, 0, 0,
|
|
wined3d_texture_get_level_width(src_texture, i),
|
|
wined3d_texture_get_level_height(dst_texture, i));
|
|
for (j = 0; j < dst_texture->layer_count; ++j)
|
|
{
|
|
unsigned int idx = j * dst_texture->level_count + i;
|
|
|
|
if (FAILED(hr = wined3d_texture_blt(dst_texture, idx, &dst_rect,
|
|
src_texture, idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT)))
|
|
ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx, hr);
|
|
}
|
|
}
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
|
|
struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
|
|
unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
|
|
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
|
|
{
|
|
struct wined3d_texture *dst_texture, *src_texture;
|
|
RECT dst_rect, src_rect;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
|
|
"src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
|
|
device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
|
|
src_resource, src_sub_resource_idx, debug_box(src_box));
|
|
|
|
if (src_box && (src_box->left >= src_box->right
|
|
|| src_box->top >= src_box->bottom
|
|
|| src_box->front >= src_box->back))
|
|
{
|
|
WARN("Invalid box %s specified.\n", debug_box(src_box));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
|
|
{
|
|
WARN("Source and destination are the same sub-resource.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_resource->type != dst_resource->type)
|
|
{
|
|
WARN("Resource types (%s / %s) don't match.\n",
|
|
debug_d3dresourcetype(dst_resource->type),
|
|
debug_d3dresourcetype(src_resource->type));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_resource->format->id != dst_resource->format->id)
|
|
{
|
|
WARN("Resource formats (%s / %s) don't match.\n",
|
|
debug_d3dformat(dst_resource->format->id),
|
|
debug_d3dformat(src_resource->format->id));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
unsigned int src_offset, size;
|
|
|
|
if (dst_sub_resource_idx)
|
|
{
|
|
WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (src_sub_resource_idx)
|
|
{
|
|
WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (src_box)
|
|
{
|
|
src_offset = src_box->left;
|
|
size = src_box->right - src_box->left;
|
|
}
|
|
else
|
|
{
|
|
src_offset = 0;
|
|
size = src_resource->size;
|
|
}
|
|
|
|
if (src_offset > src_resource->size
|
|
|| size > src_resource->size - src_offset
|
|
|| dst_x > dst_resource->size
|
|
|| size > dst_resource->size - dst_x)
|
|
{
|
|
WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
|
|
dst_x, src_offset, size);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
return wined3d_buffer_copy(buffer_from_resource(dst_resource), dst_x,
|
|
buffer_from_resource(src_resource), src_offset, size);
|
|
}
|
|
|
|
if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
dst_texture = texture_from_resource(dst_resource);
|
|
src_texture = texture_from_resource(src_resource);
|
|
|
|
if (src_box)
|
|
{
|
|
SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
|
|
}
|
|
else
|
|
{
|
|
unsigned int level = src_sub_resource_idx % src_texture->level_count;
|
|
|
|
SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, level),
|
|
wined3d_texture_get_level_height(src_texture, level));
|
|
}
|
|
|
|
SetRect(&dst_rect, dst_x, dst_y, dst_x + (src_rect.right - src_rect.left),
|
|
dst_y + (src_rect.bottom - src_rect.top));
|
|
|
|
if (FAILED(hr = wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
|
|
src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT)))
|
|
WARN("Failed to blit, hr %#x.\n", hr);
|
|
|
|
return hr;
|
|
}
|
|
|
|
void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
|
|
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
|
|
unsigned int depth_pitch)
|
|
{
|
|
struct wined3d_texture_sub_resource *sub_resource;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_const_bo_address addr;
|
|
unsigned int width, height, level;
|
|
struct wined3d_context *context;
|
|
struct wined3d_texture *texture;
|
|
struct wined3d_surface *surface;
|
|
POINT dst_point;
|
|
RECT src_rect;
|
|
|
|
TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
|
|
device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
|
|
|
|
if (resource->type == WINED3D_RTYPE_BUFFER)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
HRESULT hr;
|
|
|
|
if (sub_resource_idx > 0)
|
|
{
|
|
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
|
|
return;
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_buffer_upload_data(buffer, box, data)))
|
|
WARN("Failed to update buffer data, hr %#x.\n", hr);
|
|
|
|
return;
|
|
}
|
|
|
|
if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
|
|
return;
|
|
}
|
|
|
|
texture = texture_from_resource(resource);
|
|
if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
|
|
{
|
|
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
|
|
return;
|
|
}
|
|
surface = sub_resource->u.surface;
|
|
|
|
level = sub_resource_idx % texture->level_count;
|
|
width = wined3d_texture_get_level_width(texture, level);
|
|
height = wined3d_texture_get_level_height(texture, level);
|
|
|
|
src_rect.left = 0;
|
|
src_rect.top = 0;
|
|
if (box)
|
|
{
|
|
if (box->left >= box->right || box->right > width
|
|
|| box->top >= box->bottom || box->bottom > height
|
|
|| box->front >= box->back)
|
|
{
|
|
WARN("Invalid box %s specified.\n", debug_box(box));
|
|
return;
|
|
}
|
|
|
|
src_rect.right = box->right - box->left;
|
|
src_rect.bottom = box->bottom - box->top;
|
|
dst_point.x = box->left;
|
|
dst_point.y = box->top;
|
|
}
|
|
else
|
|
{
|
|
src_rect.right = width;
|
|
src_rect.bottom = height;
|
|
dst_point.x = 0;
|
|
dst_point.y = 0;
|
|
}
|
|
|
|
addr.buffer_object = 0;
|
|
addr.addr = data;
|
|
|
|
context = context_acquire(resource->device, NULL);
|
|
gl_info = context->gl_info;
|
|
|
|
/* Only load the surface for partial updates. */
|
|
if (!dst_point.x && !dst_point.y && src_rect.right == width && src_rect.bottom == height)
|
|
wined3d_texture_prepare_texture(texture, context, FALSE);
|
|
else
|
|
surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
|
|
wined3d_texture_bind_and_dirtify(texture, context, FALSE);
|
|
|
|
wined3d_surface_upload_data(surface, gl_info, resource->format,
|
|
&src_rect, row_pitch, &dst_point, FALSE, &addr);
|
|
|
|
context_release(context);
|
|
|
|
wined3d_texture_validate_location(texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB);
|
|
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~WINED3D_LOCATION_TEXTURE_RGB);
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
|
|
struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
|
|
const struct wined3d_color *color, float depth, DWORD stencil)
|
|
{
|
|
const struct blit_shader *blitter;
|
|
struct wined3d_resource *resource;
|
|
enum wined3d_blit_op blit_op;
|
|
RECT r;
|
|
|
|
TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
|
|
device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
|
|
|
|
if (!flags)
|
|
return WINED3D_OK;
|
|
|
|
resource = view->resource;
|
|
if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
|
|
{
|
|
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (view->depth > 1)
|
|
{
|
|
FIXME("Layered clears not implemented.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!rect)
|
|
{
|
|
SetRect(&r, 0, 0, view->width, view->height);
|
|
rect = &r;
|
|
}
|
|
|
|
if (flags & WINED3DCLEAR_TARGET)
|
|
blit_op = WINED3D_BLIT_OP_COLOR_FILL;
|
|
else
|
|
blit_op = WINED3D_BLIT_OP_DEPTH_FILL;
|
|
|
|
if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info,
|
|
blit_op, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format)))
|
|
{
|
|
FIXME("No blitter is capable of performing the requested fill operation.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
|
|
return blitter->color_fill(device, view, rect, color);
|
|
else
|
|
return blitter->depth_fill(device, view, rect, flags, depth, stencil);
|
|
}
|
|
|
|
struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
|
|
unsigned int view_idx)
|
|
{
|
|
TRACE("device %p, view_idx %u.\n", device, view_idx);
|
|
|
|
if (view_idx >= device->adapter->gl_info.limits.buffers)
|
|
{
|
|
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
|
|
return NULL;
|
|
}
|
|
|
|
return device->fb.render_targets[view_idx];
|
|
}
|
|
|
|
struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->fb.depth_stencil;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
|
|
unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
|
|
{
|
|
struct wined3d_rendertarget_view *prev;
|
|
|
|
TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
|
|
device, view_idx, view, set_viewport);
|
|
|
|
if (view_idx >= device->adapter->gl_info.limits.buffers)
|
|
{
|
|
WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
|
|
{
|
|
WARN("View resource %p doesn't have render target usage.\n", view->resource);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Set the viewport and scissor rectangles, if requested. Tests show that
|
|
* stateblock recording is ignored, the change goes directly into the
|
|
* primary stateblock. */
|
|
if (!view_idx && set_viewport)
|
|
{
|
|
struct wined3d_state *state = &device->state;
|
|
|
|
state->viewport.x = 0;
|
|
state->viewport.y = 0;
|
|
state->viewport.width = view->width;
|
|
state->viewport.height = view->height;
|
|
state->viewport.min_z = 0.0f;
|
|
state->viewport.max_z = 1.0f;
|
|
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
|
|
|
|
state->scissor_rect.top = 0;
|
|
state->scissor_rect.left = 0;
|
|
state->scissor_rect.right = view->width;
|
|
state->scissor_rect.bottom = view->height;
|
|
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
|
|
}
|
|
|
|
|
|
prev = device->fb.render_targets[view_idx];
|
|
if (view == prev)
|
|
return WINED3D_OK;
|
|
|
|
if (view)
|
|
wined3d_rendertarget_view_incref(view);
|
|
device->fb.render_targets[view_idx] = view;
|
|
wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
|
|
/* Release after the assignment, to prevent device_resource_released()
|
|
* from seeing the surface as still in use. */
|
|
if (prev)
|
|
wined3d_rendertarget_view_decref(prev);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
|
|
{
|
|
struct wined3d_rendertarget_view *prev;
|
|
|
|
TRACE("device %p, view %p.\n", device, view);
|
|
|
|
prev = device->fb.depth_stencil;
|
|
if (prev == view)
|
|
{
|
|
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
|
|
return;
|
|
}
|
|
|
|
if ((device->fb.depth_stencil = view))
|
|
wined3d_rendertarget_view_incref(view);
|
|
wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
|
|
if (prev)
|
|
wined3d_rendertarget_view_decref(prev);
|
|
}
|
|
|
|
static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
|
|
struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
|
|
{
|
|
unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
|
|
struct wined3d_sub_resource_data data;
|
|
struct wined3d_resource_desc desc;
|
|
struct wined3d_map_desc map_desc;
|
|
struct wined3d_texture *texture;
|
|
HRESULT hr;
|
|
|
|
if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY)))
|
|
{
|
|
ERR("Failed to map source texture.\n");
|
|
return NULL;
|
|
}
|
|
|
|
data.data = map_desc.data;
|
|
data.row_pitch = map_desc.row_pitch;
|
|
data.slice_pitch = map_desc.slice_pitch;
|
|
|
|
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
|
|
desc.format = WINED3DFMT_B8G8R8A8_UNORM;
|
|
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
|
|
desc.multisample_quality = 0;
|
|
desc.usage = WINED3DUSAGE_DYNAMIC;
|
|
desc.pool = WINED3D_POOL_DEFAULT;
|
|
desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
|
|
desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
|
|
desc.depth = 1;
|
|
desc.size = 0;
|
|
|
|
hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
|
|
&data, NULL, &wined3d_null_parent_ops, &texture);
|
|
wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to create cursor texture.\n");
|
|
return NULL;
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
|
|
UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
|
|
{
|
|
unsigned int texture_level = sub_resource_idx % texture->level_count;
|
|
unsigned int cursor_width, cursor_height;
|
|
struct wined3d_display_mode mode;
|
|
struct wined3d_map_desc map_desc;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
|
|
device, x_hotspot, y_hotspot, texture, sub_resource_idx);
|
|
|
|
if (sub_resource_idx >= texture->level_count * texture->layer_count
|
|
|| texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
if (device->cursor_texture)
|
|
{
|
|
wined3d_texture_decref(device->cursor_texture);
|
|
device->cursor_texture = NULL;
|
|
}
|
|
|
|
if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
|
|
{
|
|
WARN("Texture %p has invalid format %s.\n",
|
|
texture, debug_d3dformat(texture->resource.format->id));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
|
|
{
|
|
ERR("Failed to get display mode, hr %#x.\n", hr);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
cursor_width = wined3d_texture_get_level_width(texture, texture_level);
|
|
cursor_height = wined3d_texture_get_level_height(texture, texture_level);
|
|
if (cursor_width > mode.width || cursor_height > mode.height)
|
|
{
|
|
WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
|
|
texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* TODO: MSDN: Cursor sizes must be a power of 2 */
|
|
|
|
/* Do not store the surface's pointer because the application may
|
|
* release it after setting the cursor image. Windows doesn't
|
|
* addref the set surface, so we can't do this either without
|
|
* creating circular refcount dependencies. */
|
|
if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
|
|
{
|
|
ERR("Failed to create cursor texture.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (cursor_width == 32 && cursor_height == 32)
|
|
{
|
|
UINT mask_size = cursor_width * cursor_height / 8;
|
|
ICONINFO cursor_info;
|
|
DWORD *mask_bits;
|
|
HCURSOR cursor;
|
|
|
|
/* 32-bit user32 cursors ignore the alpha channel if it's all
|
|
* zeroes, and use the mask instead. Fill the mask with all ones
|
|
* to ensure we still get a fully transparent cursor. */
|
|
if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size)))
|
|
return E_OUTOFMEMORY;
|
|
memset(mask_bits, 0xff, mask_size);
|
|
|
|
wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
|
|
WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
|
|
cursor_info.fIcon = FALSE;
|
|
cursor_info.xHotspot = x_hotspot;
|
|
cursor_info.yHotspot = y_hotspot;
|
|
cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
|
|
cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
|
|
wined3d_resource_unmap(&texture->resource, sub_resource_idx);
|
|
|
|
/* Create our cursor and clean up. */
|
|
cursor = CreateIconIndirect(&cursor_info);
|
|
if (cursor_info.hbmMask)
|
|
DeleteObject(cursor_info.hbmMask);
|
|
if (cursor_info.hbmColor)
|
|
DeleteObject(cursor_info.hbmColor);
|
|
if (device->hardwareCursor)
|
|
DestroyCursor(device->hardwareCursor);
|
|
device->hardwareCursor = cursor;
|
|
if (device->bCursorVisible)
|
|
SetCursor(cursor);
|
|
|
|
HeapFree(GetProcessHeap(), 0, mask_bits);
|
|
}
|
|
|
|
TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
|
|
device->cursorWidth = cursor_width;
|
|
device->cursorHeight = cursor_height;
|
|
device->xHotSpot = x_hotspot;
|
|
device->yHotSpot = y_hotspot;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
|
|
int x_screen_space, int y_screen_space, DWORD flags)
|
|
{
|
|
TRACE("device %p, x %d, y %d, flags %#x.\n",
|
|
device, x_screen_space, y_screen_space, flags);
|
|
|
|
device->xScreenSpace = x_screen_space;
|
|
device->yScreenSpace = y_screen_space;
|
|
|
|
if (device->hardwareCursor)
|
|
{
|
|
POINT pt;
|
|
|
|
GetCursorPos( &pt );
|
|
if (x_screen_space == pt.x && y_screen_space == pt.y)
|
|
return;
|
|
SetCursorPos( x_screen_space, y_screen_space );
|
|
|
|
/* Switch to the software cursor if position diverges from the hardware one. */
|
|
GetCursorPos( &pt );
|
|
if (x_screen_space != pt.x || y_screen_space != pt.y)
|
|
{
|
|
if (device->bCursorVisible) SetCursor( NULL );
|
|
DestroyCursor( device->hardwareCursor );
|
|
device->hardwareCursor = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
|
|
{
|
|
BOOL oldVisible = device->bCursorVisible;
|
|
|
|
TRACE("device %p, show %#x.\n", device, show);
|
|
|
|
/*
|
|
* When ShowCursor is first called it should make the cursor appear at the OS's last
|
|
* known cursor position.
|
|
*/
|
|
if (show && !oldVisible)
|
|
{
|
|
POINT pt;
|
|
GetCursorPos(&pt);
|
|
device->xScreenSpace = pt.x;
|
|
device->yScreenSpace = pt.y;
|
|
}
|
|
|
|
if (device->hardwareCursor)
|
|
{
|
|
device->bCursorVisible = show;
|
|
if (show)
|
|
SetCursor(device->hardwareCursor);
|
|
else
|
|
SetCursor(NULL);
|
|
}
|
|
else if (device->cursor_texture)
|
|
{
|
|
device->bCursorVisible = show;
|
|
}
|
|
|
|
return oldVisible;
|
|
}
|
|
|
|
void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
|
|
{
|
|
struct wined3d_resource *resource, *cursor;
|
|
|
|
TRACE("device %p.\n", device);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
|
|
{
|
|
TRACE("Checking resource %p for eviction.\n", resource);
|
|
|
|
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);
|
|
destroy_default_sampler(device);
|
|
|
|
context_release(context);
|
|
|
|
while (device->context_count)
|
|
{
|
|
swapchain_destroy_contexts(device->contexts[0]->swapchain);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, swapchain->context);
|
|
swapchain->context = NULL;
|
|
}
|
|
|
|
static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
|
|
{
|
|
struct wined3d_context *context;
|
|
struct wined3d_texture *target;
|
|
HRESULT hr;
|
|
|
|
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
|
|
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
|
|
{
|
|
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
if (FAILED(hr = device->blitter->alloc_private(device)))
|
|
{
|
|
ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
|
|
device->shader_backend->shader_free_private(device);
|
|
return hr;
|
|
}
|
|
|
|
/* Recreate the primary swapchain's context */
|
|
swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
|
|
if (!swapchain->context)
|
|
{
|
|
ERR("Failed to allocate memory for swapchain context array.\n");
|
|
device->blitter->free_private(device);
|
|
device->shader_backend->shader_free_private(device);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
|
|
if (!(context = context_create(swapchain, target, swapchain->ds_format)))
|
|
{
|
|
WARN("Failed to create context.\n");
|
|
device->blitter->free_private(device);
|
|
device->shader_backend->shader_free_private(device);
|
|
HeapFree(GetProcessHeap(), 0, swapchain->context);
|
|
return E_FAIL;
|
|
}
|
|
|
|
swapchain->context[0] = context;
|
|
swapchain->num_contexts = 1;
|
|
create_dummy_textures(device, context);
|
|
create_default_sampler(device);
|
|
context_release(context);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
|
|
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
|
|
wined3d_device_reset_cb callback, BOOL reset_state)
|
|
{
|
|
struct wined3d_rendertarget_view_desc view_desc;
|
|
struct wined3d_resource *resource, *cursor;
|
|
struct wined3d_swapchain *swapchain;
|
|
struct wined3d_display_mode m;
|
|
BOOL DisplayModeChanged;
|
|
HRESULT hr = WINED3D_OK;
|
|
unsigned int i;
|
|
|
|
TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
|
|
device, swapchain_desc, mode, callback, reset_state);
|
|
|
|
if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
|
|
{
|
|
ERR("Failed to get the first implicit swapchain.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
DisplayModeChanged = swapchain->reapply_mode;
|
|
|
|
if (reset_state)
|
|
{
|
|
if (device->logo_texture)
|
|
{
|
|
wined3d_texture_decref(device->logo_texture);
|
|
device->logo_texture = NULL;
|
|
}
|
|
if (device->cursor_texture)
|
|
{
|
|
wined3d_texture_decref(device->cursor_texture);
|
|
device->cursor_texture = NULL;
|
|
}
|
|
state_unbind_resources(&device->state);
|
|
}
|
|
|
|
if (device->fb.render_targets)
|
|
{
|
|
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
|
|
{
|
|
wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
|
|
}
|
|
}
|
|
wined3d_device_set_depth_stencil_view(device, NULL);
|
|
|
|
if (device->onscreen_depth_stencil)
|
|
{
|
|
wined3d_texture_decref(device->onscreen_depth_stencil->container);
|
|
device->onscreen_depth_stencil = NULL;
|
|
}
|
|
|
|
if (reset_state)
|
|
{
|
|
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
|
|
{
|
|
TRACE("Enumerating resource %p.\n", resource);
|
|
if (FAILED(hr = callback(resource)))
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
TRACE("New params:\n");
|
|
TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
|
|
TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
|
|
TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
|
|
TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
|
|
TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
|
|
TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
|
|
TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
|
|
TRACE("device_window %p\n", swapchain_desc->device_window);
|
|
TRACE("windowed %#x\n", swapchain_desc->windowed);
|
|
TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
|
|
if (swapchain_desc->enable_auto_depth_stencil)
|
|
TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
|
|
TRACE("flags %#x\n", swapchain_desc->flags);
|
|
TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
|
|
TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
|
|
TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
|
|
|
|
/* No special treatment of these parameters. Just store them */
|
|
swapchain->desc.swap_effect = swapchain_desc->swap_effect;
|
|
swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
|
|
swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
|
|
swapchain->desc.flags = swapchain_desc->flags;
|
|
swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
|
|
swapchain->desc.swap_interval = swapchain_desc->swap_interval;
|
|
swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
|
|
|
|
if (swapchain_desc->device_window
|
|
&& swapchain_desc->device_window != swapchain->desc.device_window)
|
|
{
|
|
TRACE("Changing the device window from %p to %p.\n",
|
|
swapchain->desc.device_window, swapchain_desc->device_window);
|
|
swapchain->desc.device_window = swapchain_desc->device_window;
|
|
swapchain->device_window = swapchain_desc->device_window;
|
|
wined3d_swapchain_set_window(swapchain, NULL);
|
|
}
|
|
|
|
if (mode)
|
|
{
|
|
DisplayModeChanged = TRUE;
|
|
m = *mode;
|
|
}
|
|
else if (swapchain_desc->windowed)
|
|
{
|
|
m = swapchain->original_mode;
|
|
}
|
|
else
|
|
{
|
|
m.width = swapchain_desc->backbuffer_width;
|
|
m.height = swapchain_desc->backbuffer_height;
|
|
m.refresh_rate = swapchain_desc->refresh_rate;
|
|
m.format_id = swapchain_desc->backbuffer_format;
|
|
m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
|
|
|
|
if ((m.width != swapchain->desc.backbuffer_width
|
|
|| m.height != swapchain->desc.backbuffer_height))
|
|
DisplayModeChanged = TRUE;
|
|
}
|
|
|
|
if (!swapchain_desc->windowed != !swapchain->desc.windowed
|
|
|| DisplayModeChanged)
|
|
{
|
|
if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
|
|
{
|
|
WARN("Failed to set display mode, hr %#x.\n", hr);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (!swapchain_desc->windowed)
|
|
{
|
|
if (swapchain->desc.windowed)
|
|
{
|
|
HWND focus_window = device->create_parms.focus_window;
|
|
if (!focus_window)
|
|
focus_window = swapchain_desc->device_window;
|
|
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
|
|
{
|
|
ERR("Failed to acquire focus window, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
/* switch from windowed to fs */
|
|
wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
|
|
swapchain_desc->backbuffer_width,
|
|
swapchain_desc->backbuffer_height);
|
|
}
|
|
else
|
|
{
|
|
/* Fullscreen -> fullscreen mode change */
|
|
MoveWindow(swapchain->device_window, 0, 0,
|
|
swapchain_desc->backbuffer_width,
|
|
swapchain_desc->backbuffer_height,
|
|
TRUE);
|
|
}
|
|
swapchain->d3d_mode = m;
|
|
}
|
|
else if (!swapchain->desc.windowed)
|
|
{
|
|
/* Fullscreen -> windowed switch */
|
|
wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
|
|
wined3d_device_release_focus_window(device);
|
|
}
|
|
swapchain->desc.windowed = swapchain_desc->windowed;
|
|
}
|
|
else if (!swapchain_desc->windowed)
|
|
{
|
|
DWORD style = device->style;
|
|
DWORD exStyle = device->exStyle;
|
|
/* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
|
|
* the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
|
|
* Reset to clear up their mess. Guild Wars also loses the device during that.
|
|
*/
|
|
device->style = 0;
|
|
device->exStyle = 0;
|
|
wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
|
|
swapchain_desc->backbuffer_width,
|
|
swapchain_desc->backbuffer_height);
|
|
device->style = style;
|
|
device->exStyle = exStyle;
|
|
}
|
|
|
|
if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
|
|
swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
|
|
swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
|
|
return hr;
|
|
|
|
if (device->auto_depth_stencil_view)
|
|
{
|
|
wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
|
|
device->auto_depth_stencil_view = NULL;
|
|
}
|
|
if (swapchain->desc.enable_auto_depth_stencil)
|
|
{
|
|
struct wined3d_resource_desc texture_desc;
|
|
struct wined3d_texture *texture;
|
|
|
|
TRACE("Creating the depth stencil buffer\n");
|
|
|
|
texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
|
|
texture_desc.format = swapchain->desc.auto_depth_stencil_format;
|
|
texture_desc.multisample_type = swapchain->desc.multisample_type;
|
|
texture_desc.multisample_quality = swapchain->desc.multisample_quality;
|
|
texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
|
|
texture_desc.pool = WINED3D_POOL_DEFAULT;
|
|
texture_desc.width = swapchain->desc.backbuffer_width;
|
|
texture_desc.height = swapchain->desc.backbuffer_height;
|
|
texture_desc.depth = 1;
|
|
texture_desc.size = 0;
|
|
|
|
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
|
|
device->device_parent, &texture_desc, &texture)))
|
|
{
|
|
ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
view_desc.format_id = texture->resource.format->id;
|
|
view_desc.u.texture.level_idx = 0;
|
|
view_desc.u.texture.layer_idx = 0;
|
|
view_desc.u.texture.layer_count = 1;
|
|
hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
|
|
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
|
|
wined3d_texture_decref(texture);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
|
|
}
|
|
|
|
if (device->back_buffer_view)
|
|
{
|
|
wined3d_rendertarget_view_decref(device->back_buffer_view);
|
|
device->back_buffer_view = NULL;
|
|
}
|
|
if (swapchain->desc.backbuffer_count)
|
|
{
|
|
view_desc.format_id = swapchain_desc->backbuffer_format;
|
|
view_desc.u.texture.level_idx = 0;
|
|
view_desc.u.texture.layer_idx = 0;
|
|
view_desc.u.texture.layer_count = 1;
|
|
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource,
|
|
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
|
|
{
|
|
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
}
|
|
|
|
wine_rb_clear(&device->samplers, device_free_sampler, NULL);
|
|
|
|
if (reset_state)
|
|
{
|
|
TRACE("Resetting stateblock.\n");
|
|
if (device->recording)
|
|
{
|
|
wined3d_stateblock_decref(device->recording);
|
|
device->recording = NULL;
|
|
}
|
|
wined3d_cs_emit_reset_state(device->cs);
|
|
state_cleanup(&device->state);
|
|
|
|
if (device->d3d_initialized)
|
|
delete_opengl_contexts(device, swapchain);
|
|
|
|
if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info,
|
|
&device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
|
|
ERR("Failed to initialize device state, hr %#x.\n", hr);
|
|
device->update_state = &device->state;
|
|
|
|
device_init_swapchain_state(device, swapchain);
|
|
}
|
|
else if (device->back_buffer_view)
|
|
{
|
|
struct wined3d_rendertarget_view *view = device->back_buffer_view;
|
|
struct wined3d_state *state = &device->state;
|
|
|
|
wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
|
|
|
|
/* Note the min_z / max_z is not reset. */
|
|
state->viewport.x = 0;
|
|
state->viewport.y = 0;
|
|
state->viewport.width = view->width;
|
|
state->viewport.height = view->height;
|
|
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
|
|
|
|
state->scissor_rect.top = 0;
|
|
state->scissor_rect.left = 0;
|
|
state->scissor_rect.right = view->width;
|
|
state->scissor_rect.bottom = view->height;
|
|
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
|
|
}
|
|
|
|
if (device->d3d_initialized)
|
|
{
|
|
if (reset_state)
|
|
hr = create_primary_opengl_context(device, swapchain);
|
|
swapchain_update_swap_interval(swapchain);
|
|
}
|
|
|
|
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
|
|
* first use
|
|
*/
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
|
|
{
|
|
TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
|
|
|
|
if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
|
|
struct wined3d_device_creation_parameters *parameters)
|
|
{
|
|
TRACE("device %p, parameters %p.\n", device, parameters);
|
|
|
|
*parameters = device->create_parms;
|
|
}
|
|
|
|
struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
|
|
{
|
|
TRACE("device %p.\n", device);
|
|
|
|
return device->wined3d;
|
|
}
|
|
|
|
void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
|
|
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
|
|
{
|
|
struct wined3d_swapchain *swapchain;
|
|
|
|
TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
|
|
device, swapchain_idx, flags, ramp);
|
|
|
|
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
|
|
wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
|
|
}
|
|
|
|
void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
|
|
UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
|
|
{
|
|
struct wined3d_swapchain *swapchain;
|
|
|
|
TRACE("device %p, swapchain_idx %u, ramp %p.\n",
|
|
device, swapchain_idx, ramp);
|
|
|
|
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
|
|
wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
|
|
}
|
|
|
|
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
|
|
{
|
|
TRACE("device %p, resource %p.\n", device, resource);
|
|
|
|
list_add_head(&device->resources, &resource->resource_list_entry);
|
|
}
|
|
|
|
static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
|
|
{
|
|
TRACE("device %p, resource %p.\n", device, resource);
|
|
|
|
list_remove(&resource->resource_list_entry);
|
|
}
|
|
|
|
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
|
|
{
|
|
enum wined3d_resource_type type = resource->type;
|
|
struct wined3d_rendertarget_view *rtv;
|
|
unsigned int i;
|
|
|
|
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
|
|
|
|
context_resource_released(device, resource, type);
|
|
|
|
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
|
|
{
|
|
if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
|
|
ERR("Resource %p is still in use as render target %u.\n", resource, i);
|
|
}
|
|
|
|
if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
|
|
ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
|
|
|
|
switch (type)
|
|
{
|
|
case WINED3D_RTYPE_TEXTURE_2D:
|
|
case WINED3D_RTYPE_TEXTURE_3D:
|
|
for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
|
{
|
|
struct wined3d_texture *texture = texture_from_resource(resource);
|
|
|
|
if (device->state.textures[i] == texture)
|
|
{
|
|
ERR("Texture %p is still in use, stage %u.\n", texture, i);
|
|
device->state.textures[i] = NULL;
|
|
}
|
|
|
|
if (device->recording && device->update_state->textures[i] == texture)
|
|
{
|
|
ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
|
|
texture, device->recording, i);
|
|
device->update_state->textures[i] = NULL;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3D_RTYPE_BUFFER:
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
|
|
for (i = 0; i < MAX_STREAMS; ++i)
|
|
{
|
|
if (device->state.streams[i].buffer == buffer)
|
|
{
|
|
ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
|
|
device->state.streams[i].buffer = NULL;
|
|
}
|
|
|
|
if (device->recording && device->update_state->streams[i].buffer == buffer)
|
|
{
|
|
ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
|
|
buffer, device->recording, i);
|
|
device->update_state->streams[i].buffer = NULL;
|
|
}
|
|
}
|
|
|
|
if (device->state.index_buffer == buffer)
|
|
{
|
|
ERR("Buffer %p is still in use as index buffer.\n", buffer);
|
|
device->state.index_buffer = NULL;
|
|
}
|
|
|
|
if (device->recording && device->update_state->index_buffer == buffer)
|
|
{
|
|
ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
|
|
buffer, device->recording);
|
|
device->update_state->index_buffer = NULL;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/* Remove the resource from the resourceStore */
|
|
device_resource_remove(device, resource);
|
|
|
|
TRACE("Resource released.\n");
|
|
}
|
|
|
|
static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
|
|
{
|
|
const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
|
|
|
|
return memcmp(&sampler->desc, key, sizeof(sampler->desc));
|
|
}
|
|
|
|
static const struct wine_rb_functions wined3d_sampler_rb_functions =
|
|
{
|
|
wined3d_rb_alloc,
|
|
wined3d_rb_realloc,
|
|
wined3d_rb_free,
|
|
wined3d_sampler_compare,
|
|
};
|
|
|
|
HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
|
|
UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
|
|
BYTE surface_alignment, struct wined3d_device_parent *device_parent)
|
|
{
|
|
struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
|
|
const struct fragment_pipeline *fragment_pipeline;
|
|
const struct wined3d_vertex_pipe_ops *vertex_pipeline;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
device->ref = 1;
|
|
device->wined3d = wined3d;
|
|
wined3d_incref(device->wined3d);
|
|
device->adapter = wined3d->adapter_count ? adapter : NULL;
|
|
device->device_parent = device_parent;
|
|
list_init(&device->resources);
|
|
list_init(&device->shaders);
|
|
device->surface_alignment = surface_alignment;
|
|
|
|
/* Save the creation parameters. */
|
|
device->create_parms.adapter_idx = adapter_idx;
|
|
device->create_parms.device_type = device_type;
|
|
device->create_parms.focus_window = focus_window;
|
|
device->create_parms.flags = flags;
|
|
|
|
device->shader_backend = adapter->shader_backend;
|
|
|
|
vertex_pipeline = adapter->vertex_pipe;
|
|
|
|
fragment_pipeline = adapter->fragment_pipe;
|
|
|
|
if (wine_rb_init(&device->samplers, &wined3d_sampler_rb_functions) == -1)
|
|
{
|
|
ERR("Failed to initialize sampler rbtree.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
if (vertex_pipeline->vp_states && fragment_pipeline->states
|
|
&& FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
|
|
&adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
|
|
fragment_pipeline, misc_state_template)))
|
|
{
|
|
ERR("Failed to compile state table, hr %#x.\n", hr);
|
|
wine_rb_destroy(&device->samplers, NULL, NULL);
|
|
wined3d_decref(device->wined3d);
|
|
return hr;
|
|
}
|
|
|
|
device->blitter = adapter->blitter;
|
|
|
|
if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info,
|
|
&adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
|
|
{
|
|
ERR("Failed to initialize device state, hr %#x.\n", hr);
|
|
goto err;
|
|
}
|
|
device->update_state = &device->state;
|
|
|
|
if (!(device->cs = wined3d_cs_create(device)))
|
|
{
|
|
WARN("Failed to create command stream.\n");
|
|
state_cleanup(&device->state);
|
|
hr = E_FAIL;
|
|
goto err;
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
|
|
err:
|
|
for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
|
|
}
|
|
wine_rb_destroy(&device->samplers, NULL, NULL);
|
|
wined3d_decref(device->wined3d);
|
|
return hr;
|
|
}
|
|
|
|
|
|
void device_invalidate_state(const struct wined3d_device *device, DWORD state)
|
|
{
|
|
DWORD rep = device->StateTable[state].representative;
|
|
struct wined3d_context *context;
|
|
DWORD idx;
|
|
BYTE shift;
|
|
UINT i;
|
|
|
|
for (i = 0; i < device->context_count; ++i)
|
|
{
|
|
context = device->contexts[i];
|
|
if(isStateDirty(context, rep)) continue;
|
|
|
|
context->dirtyArray[context->numDirtyEntries++] = rep;
|
|
idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
|
|
shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
|
|
context->isStateDirty[idx] |= (1u << shift);
|
|
}
|
|
}
|
|
|
|
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
|
|
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
|
|
{
|
|
if (device->filter_messages && message != WM_DISPLAYCHANGE)
|
|
{
|
|
TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
|
|
window, message, wparam, lparam);
|
|
if (unicode)
|
|
return DefWindowProcW(window, message, wparam, lparam);
|
|
else
|
|
return DefWindowProcA(window, message, wparam, lparam);
|
|
}
|
|
|
|
if (message == WM_DESTROY)
|
|
{
|
|
TRACE("unregister window %p.\n", window);
|
|
wined3d_unregister_window(window);
|
|
|
|
if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
|
|
ERR("Window %p is not the focus window for device %p.\n", window, device);
|
|
}
|
|
else if (message == WM_DISPLAYCHANGE)
|
|
{
|
|
device->device_parent->ops->mode_changed(device->device_parent);
|
|
}
|
|
else if (message == WM_ACTIVATEAPP)
|
|
{
|
|
UINT i;
|
|
|
|
for (i = 0; i < device->swapchain_count; i++)
|
|
wined3d_swapchain_activate(device->swapchains[i], wparam);
|
|
|
|
device->device_parent->ops->activate(device->device_parent, wparam);
|
|
}
|
|
else if (message == WM_SYSCOMMAND)
|
|
{
|
|
if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
|
|
{
|
|
if (unicode)
|
|
DefWindowProcW(window, message, wparam, lparam);
|
|
else
|
|
DefWindowProcA(window, message, wparam, lparam);
|
|
}
|
|
}
|
|
|
|
if (unicode)
|
|
return CallWindowProcW(proc, window, message, wparam, lparam);
|
|
else
|
|
return CallWindowProcA(proc, window, message, wparam, lparam);
|
|
}
|