/* * Copyright 2002 Lionel Ulmer * Copyright 2002-2005 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2006-2008 Stefan Dösinger for CodeWeavers * Copyright 2006-2008 Henri Verbeet * Copyright 2007 Andrew Riedi * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include <stdio.h> #ifdef HAVE_FLOAT_H # include <float.h> #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* Define the default light parameters as specified by MSDN. */ const struct wined3d_light WINED3D_default_light = { WINED3D_LIGHT_DIRECTIONAL, /* Type */ { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */ { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */ { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */ { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */ { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */ 0.0f, /* Range */ 0.0f, /* Falloff */ 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */ 0.0f, /* Theta */ 0.0f /* Phi */ }; /********************************************************** * Global variable / Constants follow **********************************************************/ const struct wined3d_matrix identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; /* When needed for comparisons */ /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these * actually have the same values in GL and D3D. */ static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) { switch(primitive_type) { case WINED3D_PT_POINTLIST: return GL_POINTS; case WINED3D_PT_LINELIST: return GL_LINES; case WINED3D_PT_LINESTRIP: return GL_LINE_STRIP; case WINED3D_PT_TRIANGLELIST: return GL_TRIANGLES; case WINED3D_PT_TRIANGLESTRIP: return GL_TRIANGLE_STRIP; case WINED3D_PT_TRIANGLEFAN: return GL_TRIANGLE_FAN; case WINED3D_PT_LINELIST_ADJ: return GL_LINES_ADJACENCY_ARB; case WINED3D_PT_LINESTRIP_ADJ: return GL_LINE_STRIP_ADJACENCY_ARB; case WINED3D_PT_TRIANGLELIST_ADJ: return GL_TRIANGLES_ADJACENCY_ARB; case WINED3D_PT_TRIANGLESTRIP_ADJ: return GL_TRIANGLE_STRIP_ADJACENCY_ARB; default: FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); return GL_NONE; } } static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) { switch(primitive_type) { case GL_POINTS: return WINED3D_PT_POINTLIST; case GL_LINES: return WINED3D_PT_LINELIST; case GL_LINE_STRIP: return WINED3D_PT_LINESTRIP; case GL_TRIANGLES: return WINED3D_PT_TRIANGLELIST; case GL_TRIANGLE_STRIP: return WINED3D_PT_TRIANGLESTRIP; case GL_TRIANGLE_FAN: return WINED3D_PT_TRIANGLEFAN; case GL_LINES_ADJACENCY_ARB: return WINED3D_PT_LINELIST_ADJ; case GL_LINE_STRIP_ADJACENCY_ARB: return WINED3D_PT_LINESTRIP_ADJ; case GL_TRIANGLES_ADJACENCY_ARB: return WINED3D_PT_TRIANGLELIST_ADJ; case GL_TRIANGLE_STRIP_ADJACENCY_ARB: return WINED3D_PT_TRIANGLESTRIP_ADJ; default: FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); return WINED3D_PT_UNDEFINED; } } static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) { if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) *regnum = WINED3D_FFP_POSITION; else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) *regnum = WINED3D_FFP_BLENDWEIGHT; else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) *regnum = WINED3D_FFP_BLENDINDICES; else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) *regnum = WINED3D_FFP_NORMAL; else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) *regnum = WINED3D_FFP_PSIZE; else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) *regnum = WINED3D_FFP_DIFFUSE; else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) *regnum = WINED3D_FFP_SPECULAR; else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; else { FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx); *regnum = ~0U; return FALSE; } return TRUE; } /* Context activation is done by the caller. */ void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info) { const struct wined3d_state *state = &device->stateBlock->state; /* We need to deal with frequency data! */ struct wined3d_vertex_declaration *declaration = state->vertex_declaration; BOOL use_vshader; unsigned int i; stream_info->use_map = 0; stream_info->swizzle_map = 0; /* Check for transformed vertices, disable vertex shader if present. */ stream_info->position_transformed = declaration->position_transformed; use_vshader = state->vertex_shader && !declaration->position_transformed; /* Translate the declaration into strided data. */ for (i = 0; i < declaration->element_count; ++i) { const struct wined3d_vertex_declaration_element *element = &declaration->elements[i]; const struct wined3d_stream_state *stream = &state->streams[element->input_slot]; struct wined3d_buffer *buffer = stream->buffer; struct wined3d_bo_address data; BOOL stride_used; unsigned int idx; DWORD stride; TRACE("%p Element %p (%u of %u)\n", declaration->elements, element, i + 1, declaration->element_count); if (!buffer) continue; data.buffer_object = 0; data.addr = NULL; stride = stream->stride; if (state->user_stream) { TRACE("Stream %u is UP, %p\n", element->input_slot, buffer); data.buffer_object = 0; data.addr = (BYTE *)buffer; } else { TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer); buffer_get_memory(buffer, &device->adapter->gl_info, &data); /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap * around to some big value. Hope that with the indices, the driver wraps it back internally. If * not, drawStridedSlow is needed, including a vertex buffer path. */ if (state->load_base_vertex_index < 0) { WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index); data.buffer_object = 0; data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info); if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride) { FIXME("System memory vertex data load offset is negative!\n"); } } } data.addr += element->offset; TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx); if (use_vshader) { if (element->output_slot == ~0U) { /* TODO: Assuming vertexdeclarations are usually used with the * same or a similar shader, it might be worth it to store the * last used output slot and try that one first. */ stride_used = vshader_get_input(state->vertex_shader, element->usage, element->usage_idx, &idx); } else { idx = element->output_slot; stride_used = TRUE; } } else { if (!element->ffp_valid) { WARN("Skipping unsupported fixed function element of format %s and usage %s\n", debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage)); stride_used = FALSE; } else { stride_used = fixed_get_input(element->usage, element->usage_idx, &idx); } } if (stride_used) { TRACE("Load %s array %u [usage %s, usage_idx %u, " "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n", use_vshader ? "shader": "fixed function", idx, debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot, element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object); data.addr += stream->offset; stream_info->elements[idx].format = element->format; stream_info->elements[idx].data = data; stream_info->elements[idx].stride = stride; stream_info->elements[idx].stream_idx = element->input_slot; if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA] && element->format->id == WINED3DFMT_B8G8R8A8_UNORM) { stream_info->swizzle_map |= 1 << idx; } stream_info->use_map |= 1 << idx; } } device->num_buffer_queries = 0; if (!state->user_stream) { WORD map = stream_info->use_map; stream_info->all_vbo = 1; /* PreLoad all the vertex buffers. */ for (i = 0; map; map >>= 1, ++i) { struct wined3d_stream_info_element *element; struct wined3d_buffer *buffer; if (!(map & 1)) continue; element = &stream_info->elements[i]; buffer = state->streams[element->stream_idx].buffer; wined3d_buffer_preload(buffer); /* If the preload dropped the buffer object, update the stream info. */ if (buffer->buffer_object != element->data.buffer_object) { element->data.buffer_object = 0; element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data.addr; } if (!buffer->buffer_object) stream_info->all_vbo = 0; if (buffer->query) device->buffer_queries[device->num_buffer_queries++] = buffer->query; } } else { stream_info->all_vbo = 0; } } static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info, const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e) { e->data.addr = strided->data; e->data.buffer_object = 0; e->format = wined3d_get_format(gl_info, strided->format); e->stride = strided->stride; e->stream_idx = 0; } static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info, const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info) { unsigned int i; memset(stream_info, 0, sizeof(*stream_info)); if (strided->position.data) stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]); if (strided->normal.data) stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]); if (strided->diffuse.data) stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]); if (strided->specular.data) stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]); for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i) { if (strided->tex_coords[i].data) stream_info_element_from_strided(gl_info, &strided->tex_coords[i], &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]); } stream_info->position_transformed = strided->position_transformed; for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i) { if (!stream_info->elements[i].format) continue; if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM) { stream_info->swizzle_map |= 1 << i; } stream_info->use_map |= 1 << i; } } static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info) { TRACE("Strided Data:\n"); TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION); TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT); TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES); TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL); TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE); TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE); TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6); TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7); } /* Context activation is done by the caller. */ void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) { struct wined3d_stream_info *stream_info = &device->strided_streams; const struct wined3d_state *state = &device->stateBlock->state; DWORD prev_all_vbo = stream_info->all_vbo; if (device->up_strided) { /* Note: this is a ddraw fixed-function code path. */ TRACE("=============================== Strided Input ================================\n"); device_stream_info_from_strided(gl_info, device->up_strided, stream_info); if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info); } else { TRACE("============================= Vertex Declaration =============================\n"); device_stream_info_from_declaration(device, stream_info); } if (state->vertex_shader && !stream_info->position_transformed) { if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo) { TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); device->useDrawStridedSlow = TRUE; } else { device->useDrawStridedSlow = FALSE; } } else { WORD slow_mask = (1 << WINED3D_FFP_PSIZE); slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR)); if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo) { device->useDrawStridedSlow = TRUE; } else { device->useDrawStridedSlow = FALSE; } } if (prev_all_vbo != stream_info->all_vbo) device_invalidate_state(device, STATE_INDEXBUFFER); } static void device_preload_texture(const struct wined3d_state *state, unsigned int idx) { struct wined3d_texture *texture; enum WINED3DSRGB srgb; if (!(texture = state->textures[idx])) return; srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB; texture->texture_ops->texture_preload(texture, srgb); } void device_preload_textures(const struct wined3d_device *device) { const struct wined3d_state *state = &device->stateBlock->state; unsigned int i; if (use_vs(state)) { for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { if (state->vertex_shader->reg_maps.sampler_type[i]) device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i); } } if (use_ps(state)) { for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (state->pixel_shader->reg_maps.sampler_type[i]) device_preload_texture(state, i); } } else { WORD ffu_map = device->fixed_function_usage_map; for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (ffu_map & 1) device_preload_texture(state, i); } } } BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context **new_array; TRACE("Adding context %p.\n", context); if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array)); else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, sizeof(*new_array) * (device->context_count + 1)); if (!new_array) { ERR("Failed to grow the context array.\n"); return FALSE; } new_array[device->context_count++] = context; device->contexts = new_array; return TRUE; } void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context **new_array; BOOL found = FALSE; UINT i; TRACE("Removing context %p.\n", context); for (i = 0; i < device->context_count; ++i) { if (device->contexts[i] == context) { found = TRUE; break; } } if (!found) { ERR("Context %p doesn't exist in context array.\n", context); return; } if (!--device->context_count) { HeapFree(GetProcessHeap(), 0, device->contexts); device->contexts = NULL; return; } memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts)); new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts)); if (!new_array) { ERR("Failed to shrink context array. Oh well.\n"); return; } device->contexts = new_array; } /* Do not call while under the GL lock. */ void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context, struct wined3d_surface *depth_stencil) { if (device->onscreen_depth_stencil) { surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE); surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE, device->onscreen_depth_stencil->ds_current_size.cx, device->onscreen_depth_stencil->ds_current_size.cy); wined3d_surface_decref(device->onscreen_depth_stencil); } device->onscreen_depth_stencil = depth_stencil; wined3d_surface_incref(device->onscreen_depth_stencil); } static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect) { /* partial draw rect */ if (draw_rect->left || draw_rect->top || draw_rect->right < target->resource.width || draw_rect->bottom < target->resource.height) return FALSE; /* partial clear rect */ if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0 || clear_rect->right < target->resource.width || clear_rect->bottom < target->resource.height)) return FALSE; return TRUE; } static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context, DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect) { RECT current_rect, r; if (ds->flags & location) SetRect(¤t_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); else SetRectEmpty(¤t_rect); IntersectRect(&r, draw_rect, ¤t_rect); if (EqualRect(&r, draw_rect)) { /* current_rect ⊇ draw_rect, modify only. */ SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); return; } if (EqualRect(&r, ¤t_rect)) { /* draw_rect ⊇ current_rect, test if we're doing a full clear. */ if (!clear_rect) { /* Full clear, modify only. */ *out_rect = *draw_rect; return; } IntersectRect(&r, draw_rect, clear_rect); if (EqualRect(&r, draw_rect)) { /* clear_rect ⊇ draw_rect, modify only. */ *out_rect = *draw_rect; return; } } /* Full load. */ surface_load_ds_location(ds, context, location); SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); } /* Do not call while under the GL lock. */ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL; struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL; UINT drawable_width, drawable_height; struct wined3d_context *context; GLbitfield clear_mask = 0; BOOL render_offscreen; unsigned int i; RECT ds_rect; /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true * for the cleared parts, and the untouched parts. * * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother * checking all this if the dest surface is in the drawable anyway. */ if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect)) { for (i = 0; i < rt_count; ++i) { struct wined3d_surface *rt = fb->render_targets[i]; if (rt) surface_load_location(rt, rt->draw_binding, NULL); } } context = context_acquire(device, target); if (!context->valid) { context_release(context); WARN("Invalid context, skipping clear.\n"); return; } if (target) { render_offscreen = context->render_offscreen; target->get_drawable_size(context, &drawable_width, &drawable_height); } else { render_offscreen = TRUE; drawable_width = fb->depth_stencil->pow2Width; drawable_height = fb->depth_stencil->pow2Height; } if (flags & WINED3DCLEAR_ZBUFFER) { DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE; if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil) device_switch_onscreen_ds(device, context, fb->depth_stencil); prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect, &ds_rect); } if (!context_apply_clear_state(context, device, rt_count, fb)) { context_release(context); WARN("Failed to apply clear state, skipping clear.\n"); return; } ENTER_GL(); /* Only set the values up once, as they are not changing. */ if (flags & WINED3DCLEAR_STENCIL) { if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) { glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); } glStencilMask(~0U); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); glClearStencil(stencil); checkGLcall("glClearStencil"); clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; } if (flags & WINED3DCLEAR_ZBUFFER) { DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE; surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom); glDepthMask(GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); glClearDepth(depth); checkGLcall("glClearDepth"); clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; } if (flags & WINED3DCLEAR_TARGET) { for (i = 0; i < rt_count; ++i) { struct wined3d_surface *rt = fb->render_targets[i]; if (rt) surface_modify_location(rt, rt->draw_binding, TRUE); } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); glClearColor(color->r, color->g, color->b, color->a); checkGLcall("glClearColor"); clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; } if (!clear_rect) { if (render_offscreen) { glScissor(draw_rect->left, draw_rect->top, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } else { glScissor(draw_rect->left, drawable_height - draw_rect->bottom, draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); } checkGLcall("glScissor"); 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) { glScissor(current_rect.left, current_rect.top, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } else { glScissor(current_rect.left, drawable_height - current_rect.bottom, current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); } checkGLcall("glScissor"); glClear(clear_mask); checkGLcall("glClear"); } } LEAVE_GL(); if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET && target->container.type == WINED3D_CONTAINER_SWAPCHAIN && target->container.u.swapchain->front_buffer == target)) wglFlush(); /* Flush to ensure ordering across contexts. */ context_release(context); } ULONG CDECL wined3d_device_incref(struct wined3d_device *device) { ULONG refcount = InterlockedIncrement(&device->ref); TRACE("%p increasing refcount to %u.\n", device, refcount); return refcount; } ULONG CDECL wined3d_device_decref(struct wined3d_device *device) { ULONG refcount = InterlockedDecrement(&device->ref); TRACE("%p decreasing refcount to %u.\n", device, refcount); if (!refcount) { struct wined3d_stateblock *stateblock; UINT i; if (wined3d_stateblock_decref(device->updateStateBlock) && device->updateStateBlock != device->stateBlock) FIXME("Something's still holding the update stateblock.\n"); device->updateStateBlock = NULL; stateblock = device->stateBlock; device->stateBlock = NULL; if (wined3d_stateblock_decref(stateblock)) FIXME("Something's still holding the stateblock.\n"); for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) { HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); device->multistate_funcs[i] = NULL; } if (!list_empty(&device->resources)) { struct wined3d_resource *resource; FIXME("Device released with resources still bound, acceptable but unexpected.\n"); LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) { FIXME("Leftover resource %p with type %s (%#x).\n", resource, debug_d3dresourcetype(resource->type), resource->type); } } if (device->contexts) ERR("Context array not freed!\n"); if (device->hardwareCursor) DestroyCursor(device->hardwareCursor); device->hardwareCursor = 0; wined3d_decref(device->wined3d); device->wined3d = NULL; HeapFree(GetProcessHeap(), 0, device); TRACE("Freed device %p.\n", device); } return refcount; } UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->swapchain_count; } HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_swapchain **swapchain) { TRACE("device %p, swapchain_idx %u, swapchain %p.\n", device, swapchain_idx, swapchain); if (swapchain_idx >= device->swapchain_count) { WARN("swapchain_idx %u >= swapchain_count %u.\n", swapchain_idx, device->swapchain_count); *swapchain = NULL; return WINED3DERR_INVALIDCALL; } *swapchain = device->swapchains[swapchain_idx]; wined3d_swapchain_incref(*swapchain); TRACE("Returning %p.\n", *swapchain); return WINED3D_OK; } static void device_load_logo(struct wined3d_device *device, const char *filename) { struct wined3d_color_key color_key; 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; } hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0, WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE, NULL, &wined3d_null_parent_ops, &device->logo_surface); if (FAILED(hr)) { ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr); goto out; } if (dcb) { if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs))) goto out; BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY); wined3d_surface_releasedc(device->logo_surface, dcs); color_key.color_space_low_value = 0; color_key.color_space_high_value = 0; wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key); } else { const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f}; /* Fill the surface with a white color to show that wined3d is there */ wined3d_device_color_fill(device, device->logo_surface, NULL, &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. */ ENTER_GL(); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { /* The dummy texture does not have client storage backing */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); } count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); for (i = 0; i < count; ++i) { DWORD color = 0x000000ff; /* Make appropriate texture active */ context_active_texture(context, gl_info, i); glGenTextures(1, &device->dummy_texture_2d[i]); checkGLcall("glGenTextures"); TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]); glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); checkGLcall("glBindTexture"); 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]) { glGenTextures(1, &device->dummy_texture_rect[i]); checkGLcall("glGenTextures"); TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); checkGLcall("glBindTexture"); 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]) { glGenTextures(1, &device->dummy_texture_3d[i]); checkGLcall("glGenTextures"); TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]); glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); checkGLcall("glBindTexture"); GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); checkGLcall("glTexImage3D"); } if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glGenTextures(1, &device->dummy_texture_cube[i]); checkGLcall("glGenTextures"); TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]); 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) { glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); checkGLcall("glTexImage2D"); } } } if (gl_info->supported[APPLE_CLIENT_STORAGE]) { /* Re-enable because if supported it is enabled by default */ glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } LEAVE_GL(); } /* 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); ENTER_GL(); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) { glDeleteTextures(count, device->dummy_texture_cube); checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)"); } if (gl_info->supported[EXT_TEXTURE3D]) { glDeleteTextures(count, device->dummy_texture_3d); checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)"); } if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) { glDeleteTextures(count, device->dummy_texture_rect); checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)"); } glDeleteTextures(count, device->dummy_texture_2d); checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)"); LEAVE_GL(); memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube)); memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d)); memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect)); memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d)); } static LONG fullscreen_style(LONG style) { /* Make sure the window is managed, otherwise we won't get keyboard input. */ style |= WS_POPUP | WS_SYSMENU; style &= ~(WS_CAPTION | WS_THICKFRAME); return style; } static LONG fullscreen_exstyle(LONG exstyle) { /* Filter out window decorations. */ exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); return exstyle; } void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h) { BOOL filter_messages; LONG style, exstyle; TRACE("Setting up window %p for fullscreen mode.\n", window); if (device->style || device->exStyle) { ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", window, device->style, device->exStyle); } device->style = GetWindowLongW(window, GWL_STYLE); device->exStyle = GetWindowLongW(window, GWL_EXSTYLE); style = fullscreen_style(device->style); exstyle = fullscreen_exstyle(device->exStyle); TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", device->style, device->exStyle, style, exstyle); filter_messages = device->filter_messages; device->filter_messages = TRUE; SetWindowLongW(window, GWL_STYLE, style); SetWindowLongW(window, GWL_EXSTYLE, exstyle); SetWindowPos(window, HWND_TOP, 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; TRACE("Restoring window style of window %p to %08x, %08x.\n", window, device->style, device->exStyle); style = GetWindowLongW(window, GWL_STYLE); exstyle = GetWindowLongW(window, GWL_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); } 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; HRESULT hr; DWORD state; unsigned int i; TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); if (device->d3d_initialized) return WINED3DERR_INVALIDCALL; if (!device->adapter->opengl) return WINED3DERR_INVALIDCALL; device->valid_rt_mask = 0; for (i = 0; i < gl_info->limits.buffers; ++i) device->valid_rt_mask |= (1 << i); device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*device->fb.render_targets) * gl_info->limits.buffers); /* Initialize the texture unit mapping to a 1:1 mapping */ for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) { if (state < gl_info->limits.fragment_samplers) { device->texUnitMap[state] = state; device->rev_tex_unit_map[state] = state; } else { device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE; device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE; } } /* 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; } 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; if (swapchain->back_buffers && swapchain->back_buffers[0]) { TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers); device->fb.render_targets[0] = swapchain->back_buffers[0]; } else { TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer); device->fb.render_targets[0] = swapchain->front_buffer; } wined3d_surface_incref(device->fb.render_targets[0]); /* Depth Stencil support */ device->fb.depth_stencil = device->auto_depth_stencil; if (device->fb.depth_stencil) wined3d_surface_incref(device->fb.depth_stencil); hr = device->shader_backend->shader_alloc_private(device); if (FAILED(hr)) { TRACE("Shader private data couldn't be allocated\n"); goto err_out; } hr = device->frag_pipe->alloc_private(device); if (FAILED(hr)) { TRACE("Fragment pipeline private data couldn't be allocated\n"); goto err_out; } hr = device->blitter->alloc_private(device); if (FAILED(hr)) { TRACE("Blitter private data couldn't be allocated\n"); goto err_out; } /* Set up some starting GL setup */ /* Setup all the devices defaults */ stateblock_init_default_state(device->stateBlock); context = context_acquire(device, swapchain->front_buffer); create_dummy_textures(device, context); ENTER_GL(); /* Initialize the current view state */ device->view_ident = 1; device->contexts[0]->last_was_rhw = 0; switch (wined3d_settings.offscreen_rendering_mode) { case ORM_FBO: device->offscreenBuffer = GL_COLOR_ATTACHMENT0; break; case ORM_BACKBUFFER: { if (context_get_current()->aux_buffers > 0) { TRACE("Using auxiliary buffer for offscreen rendering\n"); device->offscreenBuffer = GL_AUX0; } else { TRACE("Using back buffer for offscreen rendering\n"); device->offscreenBuffer = GL_BACK; } } } TRACE("All defaults now set up, leaving 3D init.\n"); LEAVE_GL(); context_release(context); /* Clear the screen */ wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0), &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 (swapchain) wined3d_swapchain_decref(swapchain); if (device->blit_priv) device->blitter->free_private(device); if (device->fragment_priv) device->frag_pipe->free_private(device); if (device->shader_priv) device->shader_backend->shader_free_private(device); return hr; } HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc) { struct wined3d_swapchain *swapchain = NULL; HRESULT hr; TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); /* Setup the implicit swapchain */ TRACE("Creating implicit swapchain\n"); hr = device->device_parent->ops->create_swapchain(device->device_parent, swapchain_desc, &swapchain); if (FAILED(hr)) { WARN("Failed to create implicit swapchain\n"); goto err_out; } device->swapchain_count = 1; device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); if (!device->swapchains) { ERR("Out of memory!\n"); goto err_out; } device->swapchains[0] = swapchain; return WINED3D_OK; err_out: wined3d_swapchain_decref(swapchain); return hr; } HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device) { struct wined3d_resource *resource, *cursor; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; struct wined3d_surface *surface; UINT i; TRACE("device %p.\n", device); if (!device->d3d_initialized) return WINED3DERR_INVALIDCALL; /* Force making the context current again, to verify it is still valid * (workaround for broken drivers) */ context_set_current(NULL); /* 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_surface) wined3d_surface_decref(device->logo_surface); stateblock_unbind_resources(device->stateBlock); /* 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); } TRACE("Deleting high order patches\n"); for (i = 0; i < PATCHMAP_SIZE; ++i) { struct wined3d_rect_patch *patch; struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i]) { patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry); wined3d_device_delete_patch(device, patch->Handle); } } /* Delete the mouse cursor texture */ if (device->cursorTexture) { ENTER_GL(); glDeleteTextures(1, &device->cursorTexture); LEAVE_GL(); device->cursorTexture = 0; } /* 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) { ENTER_GL(); glDeleteTextures(1, &device->depth_blt_texture); LEAVE_GL(); 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->frag_pipe->free_private(device); device->shader_backend->shader_free_private(device); /* Release the buffers (with sanity checks)*/ if (device->onscreen_depth_stencil) { surface = device->onscreen_depth_stencil; device->onscreen_depth_stencil = NULL; wined3d_surface_decref(surface); } if (device->fb.depth_stencil) { surface = device->fb.depth_stencil; TRACE("Releasing depth/stencil buffer %p.\n", surface); device->fb.depth_stencil = NULL; wined3d_surface_decref(surface); } if (device->auto_depth_stencil) { surface = device->auto_depth_stencil; device->auto_depth_stencil = NULL; if (wined3d_surface_decref(surface)) FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface); } for (i = 1; i < gl_info->limits.buffers; ++i) { wined3d_device_set_render_target(device, i, NULL, FALSE); } surface = device->fb.render_targets[0]; TRACE("Setting rendertarget 0 to NULL\n"); device->fb.render_targets[0] = NULL; TRACE("Releasing the render target at %p\n", surface); wined3d_surface_decref(surface); context_release(context); for (i = 0; i < device->swapchain_count; ++i) { TRACE("Releasing the implicit swapchain %u.\n", i); if (wined3d_swapchain_decref(device->swapchains[i])) FIXME("Something's still holding the implicit swapchain.\n"); } HeapFree(GetProcessHeap(), 0, device->swapchains); device->swapchains = NULL; device->swapchain_count = 0; HeapFree(GetProcessHeap(), 0, device->fb.render_targets); device->fb.render_targets = NULL; device->d3d_initialized = FALSE; return WINED3D_OK; } HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device) { unsigned int i; for (i = 0; i < device->swapchain_count; ++i) { TRACE("Releasing the implicit swapchain %u.\n", i); if (wined3d_swapchain_decref(device->swapchains[i])) FIXME("Something's still holding the implicit swapchain.\n"); } HeapFree(GetProcessHeap(), 0, device->swapchains); device->swapchains = NULL; device->swapchain_count = 0; return WINED3D_OK; } /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from * CreateDevice if D3DCREATE_MULTITHREADED is passed. * * There is no way to deactivate thread safety once it is enabled. */ void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device) { TRACE("device %p.\n", device); /* For now just store the flag (needed in case of ddraw). */ device->create_parms.flags |= WINED3DCREATE_MULTITHREADED; } HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d) { TRACE("device %p, wined3d %p.\n", device, wined3d); *wined3d = device->wined3d; wined3d_incref(*wined3d); TRACE("Returning %p.\n", *wined3d); return WINED3D_OK; } UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device) { TRACE("device %p.\n", device); TRACE("Emulating %d MB, returning %d MB left.\n", device->adapter->TextureRam / (1024 * 1024), (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024)); return device->adapter->TextureRam - device->adapter->UsedTextureRam; } 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->updateStateBlock->state.streams[stream_idx]; prev_buffer = stream->buffer; device->updateStateBlock->changed.streamSource |= 1 << stream_idx; if (prev_buffer == buffer && stream->stride == stride && stream->offset == offset) { TRACE("Application is setting the old values over, nothing to do.\n"); return WINED3D_OK; } stream->buffer = buffer; if (buffer) { stream->stride = stride; stream->offset = offset; } /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); if (buffer) wined3d_buffer_incref(buffer); if (prev_buffer) wined3d_buffer_decref(prev_buffer); return WINED3D_OK; } if (buffer) { InterlockedIncrement(&buffer->resource.bind_count); wined3d_buffer_incref(buffer); } if (prev_buffer) { InterlockedDecrement(&prev_buffer->resource.bind_count); wined3d_buffer_decref(prev_buffer); } device_invalidate_state(device, STATE_STREAMSRC); 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) { 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->stateBlock->state.streams[stream_idx]; *buffer = stream->buffer; if (*buffer) wined3d_buffer_incref(*buffer); if (offset) *offset = stream->offset; *stride = stream->stride; return WINED3D_OK; } HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider) { struct wined3d_stream_state *stream; UINT old_flags, old_freq; TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider); /* Verify input. At least in d3d9 this is invalid. */ if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA)) { WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx) { WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } if (!divider) { WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } stream = &device->updateStateBlock->state.streams[stream_idx]; old_flags = stream->flags; old_freq = stream->frequency; stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); stream->frequency = divider & 0x7fffff; device->updateStateBlock->changed.streamFreq |= 1 << stream_idx; if (stream->frequency != old_freq || stream->flags != old_flags) device_invalidate_state(device, STATE_STREAMSRC); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device, UINT stream_idx, UINT *divider) { struct wined3d_stream_state *stream; TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider); stream = &device->updateStateBlock->state.streams[stream_idx]; *divider = stream->flags | stream->frequency; TRACE("Returning %#x.\n", *divider); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device, enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) { TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(d3dts), matrix); TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14); TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24); TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34); TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44); /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f); device->updateStateBlock->state.transforms[d3dts] = *matrix; return WINED3D_OK; } /* If the new matrix is the same as the current one, * we cut off any further processing. this seems to be a reasonable * optimization because as was noticed, some apps (warcraft3 for example) * tend towards setting the same matrix repeatedly for some reason. * * From here on we assume that the new matrix is different, wherever it matters. */ if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix))) { TRACE("The application is setting the same matrix over again.\n"); return WINED3D_OK; } device->stateBlock->state.transforms[d3dts] = *matrix; if (d3dts == WINED3D_TS_VIEW) device->view_ident = !memcmp(matrix, &identity, sizeof(identity)); if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends)) device_invalidate_state(device, STATE_TRANSFORM(d3dts)); return WINED3D_OK; } HRESULT 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->stateBlock->state.transforms[state]; return WINED3D_OK; } HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) { const struct wined3d_matrix *mat = NULL; 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 WINED3D_OK; } mat = &device->updateStateBlock->state.transforms[state]; multiply_matrix(&temp, mat, matrix); /* Apply change via set transform - will reapply to eg. lights this way. */ return wined3d_device_set_transform(device, state, &temp); } /* Note lights are real special cases. Although the device caps state only * e.g. 8 are supported, you can reference any indexes you want as long as * that number max are enabled at any one point in time. Therefore since the * indices can be anything, we need a hashmap of them. However, this causes * stateblock problems. When capturing the state block, I duplicate the * hashmap, but when recording, just build a chain pretty much of commands to * be replayed. */ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const struct wined3d_light *light) { UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); struct wined3d_light_info *object = NULL; struct list *e; float rho; TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); /* Check the parameter range. Need for speed most wanted sets junk lights * which confuse the GL driver. */ if (!light) return WINED3DERR_INVALIDCALL; switch (light->type) { case WINED3D_LIGHT_POINT: case WINED3D_LIGHT_SPOT: case WINED3D_LIGHT_PARALLELPOINT: case WINED3D_LIGHT_GLSPOT: /* Incorrect attenuation values can cause the gl driver to crash. * Happens with Need for speed most wanted. */ if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f) { WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } break; case WINED3D_LIGHT_DIRECTIONAL: /* Ignores attenuation */ break; default: WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } LIST_FOR_EACH(e, &device->updateStateBlock->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) { ERR("Out of memory error when allocating a light\n"); return E_OUTOFMEMORY; } list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry); object->glIndex = -1; object->OriginalIndex = light_idx; } /* Initialize the object. */ TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", light_idx, light->type, light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a, light->specular.r, light->specular.g, light->specular.b, light->specular.a, light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a); TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z, light->direction.x, light->direction.y, light->direction.z); TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", light->range, light->falloff, light->theta, light->phi); /* Save away the information. */ object->OriginalParms = *light; switch (light->type) { case WINED3D_LIGHT_POINT: /* Position */ object->lightPosn[0] = light->position.x; object->lightPosn[1] = light->position.y; object->lightPosn[2] = light->position.z; object->lightPosn[3] = 1.0f; object->cutoff = 180.0f; /* FIXME: Range */ break; case WINED3D_LIGHT_DIRECTIONAL: /* Direction */ object->lightPosn[0] = -light->direction.x; object->lightPosn[1] = -light->direction.y; object->lightPosn[2] = -light->direction.z; object->lightPosn[3] = 0.0f; object->exponent = 0.0f; object->cutoff = 180.0f; break; case WINED3D_LIGHT_SPOT: /* Position */ object->lightPosn[0] = light->position.x; object->lightPosn[1] = light->position.y; object->lightPosn[2] = light->position.z; object->lightPosn[3] = 1.0f; /* Direction */ object->lightDirn[0] = light->direction.x; object->lightDirn[1] = light->direction.y; object->lightDirn[2] = light->direction.z; object->lightDirn[3] = 1.0f; /* opengl-ish and d3d-ish spot lights use too different models * for the light "intensity" as a function of the angle towards * the main light direction, so we only can approximate very * roughly. However, spot lights are rather rarely used in games * (if ever used at all). Furthermore if still used, probably * nobody pays attention to such details. */ if (!light->falloff) { /* Falloff = 0 is easy, because d3d's and opengl's spot light * equations have the falloff resp. exponent parameter as an * exponent, so the spot light lighting will always be 1.0 for * both of them, and we don't have to care for the rest of the * rather complex calculation. */ object->exponent = 0.0f; } else { rho = light->theta + (light->phi - light->theta) / (2 * light->falloff); if (rho < 0.0001f) rho = 0.0001f; object->exponent = -0.3f / logf(cosf(rho / 2)); } if (object->exponent > 128.0f) object->exponent = 128.0f; object->cutoff = (float)(light->phi * 90 / M_PI); /* FIXME: Range */ break; default: FIXME("Unrecognized light type %#x.\n", light->type); } /* Update the live definitions if the light is currently assigned a glIndex. */ if (object->glIndex != -1 && !device->isRecordingState) device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex)); 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->stateBlock->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->updateStateBlock->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->updateStateBlock->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->isRecordingState) device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex)); device->updateStateBlock->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->updateStateBlock->state.lights[i]) { device->updateStateBlock->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->isRecordingState) 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->stateBlock->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; } device->updateStateBlock->changed.clipplane |= 1 << plane_idx; if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane))) { TRACE("Application is setting old values over, nothing to do.\n"); return WINED3D_OK; } device->updateStateBlock->state.clip_planes[plane_idx] = *plane; /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_CLIPPLANE(plane_idx)); 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->stateBlock->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; } HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material) { TRACE("device %p, material %p.\n", device, material); device->updateStateBlock->changed.material = TRUE; device->updateStateBlock->state.material = *material; /* Handle recording of state blocks */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_MATERIAL); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material) { TRACE("device %p, material %p.\n", device, material); *material = device->updateStateBlock->state.material; TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n", material->diffuse.r, material->diffuse.g, material->diffuse.b, material->diffuse.a); TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n", material->ambient.r, material->ambient.g, material->ambient.b, material->ambient.a); TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n", material->specular.r, material->specular.g, material->specular.b, material->specular.a); TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n", material->emissive.r, material->emissive.g, material->emissive.b, material->emissive.a); TRACE("power %.8e.\n", material->power); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, struct wined3d_buffer *buffer, enum wined3d_format_id format_id) { struct wined3d_buffer *prev_buffer; TRACE("device %p, buffer %p, format %s.\n", device, buffer, debug_d3dformat(format_id)); prev_buffer = device->updateStateBlock->state.index_buffer; device->updateStateBlock->changed.indices = TRUE; device->updateStateBlock->state.index_buffer = buffer; device->updateStateBlock->state.index_format = format_id; /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); if (buffer) wined3d_buffer_incref(buffer); if (prev_buffer) wined3d_buffer_decref(prev_buffer); return WINED3D_OK; } if (prev_buffer != buffer) { device_invalidate_state(device, STATE_INDEXBUFFER); if (buffer) { InterlockedIncrement(&buffer->resource.bind_count); wined3d_buffer_incref(buffer); } if (prev_buffer) { InterlockedDecrement(&prev_buffer->resource.bind_count); wined3d_buffer_decref(prev_buffer); } } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer) { TRACE("device %p, buffer %p.\n", device, buffer); *buffer = device->stateBlock->state.index_buffer; if (*buffer) wined3d_buffer_incref(*buffer); TRACE("Returning %p.\n", *buffer); return WINED3D_OK; } /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */ HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index) { TRACE("device %p, base_index %d.\n", device, base_index); if (device->updateStateBlock->state.base_vertex_index == base_index) { TRACE("Application is setting the old value over, nothing to do\n"); return WINED3D_OK; } device->updateStateBlock->state.base_vertex_index = base_index; if (device->isRecordingState) { TRACE("Recording... not performing anything\n"); return WINED3D_OK; } return WINED3D_OK; } INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device) { TRACE("device %p.\n", device); return device->stateBlock->state.base_vertex_index; } HRESULT 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->updateStateBlock->changed.viewport = TRUE; device->updateStateBlock->state.viewport = *viewport; /* Handle recording of state blocks */ if (device->isRecordingState) { TRACE("Recording... not performing anything\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_VIEWPORT); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport) { TRACE("device %p, viewport %p.\n", device, viewport); *viewport = device->stateBlock->state.viewport; return WINED3D_OK; } HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device, enum wined3d_render_state state, DWORD value) { DWORD old_value = device->stateBlock->state.render_states[state]; TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value); device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f); device->updateStateBlock->state.render_states[state] = value; /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } /* 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 device_invalidate_state(device, STATE_RENDER(state)); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state, DWORD *value) { TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value); *value = device->stateBlock->state.render_states[state]; return WINED3D_OK; } HRESULT 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->stateBlock->state.sampler_states) / sizeof(*device->stateBlock->state.sampler_states)) { WARN("Invalid sampler %u.\n", sampler_idx); return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ } old_value = device->stateBlock->state.sampler_states[sampler_idx][state]; device->updateStateBlock->state.sampler_states[sampler_idx][state] = value; device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state; /* Handle recording of state blocks. */ if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } if (old_value == value) { TRACE("Application is setting the old value over, nothing to do.\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_SAMPLER(sampler_idx)); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value) { TRACE("device %p, sampler_idx %u, state %s, value %p.\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->stateBlock->state.sampler_states) / sizeof(*device->stateBlock->state.sampler_states)) { WARN("Invalid sampler %u.\n", sampler_idx); return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ } *value = device->stateBlock->state.sampler_states[sampler_idx][state]; TRACE("Returning %#x.\n", *value); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect) { TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect)); device->updateStateBlock->changed.scissorRect = TRUE; if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect)) { TRACE("App is setting the old scissor rectangle over, nothing to do.\n"); return WINED3D_OK; } CopyRect(&device->updateStateBlock->state.scissor_rect, rect); if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_SCISSORRECT); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect) { TRACE("device %p, rect %p.\n", device, rect); *rect = device->updateStateBlock->state.scissor_rect; TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect)); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, struct wined3d_vertex_declaration *declaration) { struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration; TRACE("device %p, declaration %p.\n", device, declaration); if (declaration) wined3d_vertex_declaration_incref(declaration); if (prev) wined3d_vertex_declaration_decref(prev); device->updateStateBlock->state.vertex_declaration = declaration; device->updateStateBlock->changed.vertexDecl = TRUE; if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } else if (declaration == prev) { /* Checked after the assignment to allow proper stateblock recording. */ TRACE("Application is setting the old declaration over, nothing to do.\n"); return WINED3D_OK; } device_invalidate_state(device, STATE_VDECL); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device, struct wined3d_vertex_declaration **declaration) { TRACE("device %p, declaration %p.\n", device, declaration); *declaration = device->stateBlock->state.vertex_declaration; if (*declaration) wined3d_vertex_declaration_incref(*declaration); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader; TRACE("device %p, shader %p.\n", device, shader); device->updateStateBlock->state.vertex_shader = shader; device->updateStateBlock->changed.vertexShader = TRUE; if (device->isRecordingState) { if (shader) wined3d_shader_incref(shader); if (prev) wined3d_shader_decref(prev); TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } if (shader == prev) { TRACE("Application is setting the old shader over, nothing to do.\n"); return WINED3D_OK; } if (shader) wined3d_shader_incref(shader); if (prev) wined3d_shader_decref(prev); device_invalidate_state(device, STATE_VSHADER); return WINED3D_OK; } struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) { struct wined3d_shader *shader; TRACE("device %p.\n", device); shader = device->stateBlock->state.vertex_shader; if (shader) wined3d_shader_incref(shader); TRACE("Returning %p.\n", shader); return shader; } 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->updateStateBlock->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"); for (i = start_register; i < count + start_register; ++i) device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i); if (!device->isRecordingState) device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); 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->stateBlock->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->updateStateBlock->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]); for (i = start_register; i < count + start_register; ++i) device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i); if (!device->isRecordingState) device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); 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->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device, UINT start_register, const float *constants, UINT vector4f_count) { UINT i; TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); /* Specifically test start_register > limit to catch MAX_UINT overflows * when adding start_register + vector4f_count. */ if (!constants || start_register + vector4f_count > device->d3d_vshader_constantF || start_register > device->d3d_vshader_constantF) return WINED3DERR_INVALIDCALL; memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4], constants, vector4f_count * sizeof(float) * 4); if (TRACE_ON(d3d)) { for (i = 0; i < vector4f_count; ++i) TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } if (!device->isRecordingState) { device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count); device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); } memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1, sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device, UINT start_register, float *constants, UINT vector4f_count) { int count = min(vector4f_count, device->d3d_vshader_constantF - start_register); TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); if (!constants || count < 0) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4); return WINED3D_OK; } static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage) { DWORD i; for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i) { device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i)); } } static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit) { DWORD i = device->rev_tex_unit_map[unit]; DWORD j = device->texUnitMap[stage]; device->texUnitMap[stage] = unit; if (i != WINED3D_UNMAPPED_STAGE && i != stage) device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE; device->rev_tex_unit_map[unit] = stage; if (j != WINED3D_UNMAPPED_STAGE && j != unit) device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; } static void device_update_fixed_function_usage_map(struct wined3d_device *device) { UINT i; device->fixed_function_usage_map = 0; for (i = 0; i < MAX_TEXTURES; ++i) { const struct wined3d_state *state = &device->stateBlock->state; enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP]; enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK; DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK; DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK; DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK; DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK; DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK; /* Not used, and disable higher stages. */ if (color_op == WINED3D_TOP_DISABLE) break; if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2) || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1) || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP)) || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2) || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1) || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP))) device->fixed_function_usage_map |= (1 << i); if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) && i < MAX_TEXTURES - 1) device->fixed_function_usage_map |= (1 << (i + 1)); } } static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) { unsigned int i, tex; WORD ffu_map; device_update_fixed_function_usage_map(device); ffu_map = device->fixed_function_usage_map; if (device->max_ffp_textures == gl_info->limits.texture_stages || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures) { for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (!(ffu_map & 1)) continue; if (device->texUnitMap[i] != i) { device_map_stage(device, i, i); device_invalidate_state(device, STATE_SAMPLER(i)); device_invalidate_texture_stage(device, i); } } return; } /* Now work out the mapping */ tex = 0; for (i = 0; ffu_map; ffu_map >>= 1, ++i) { if (!(ffu_map & 1)) continue; if (device->texUnitMap[i] != tex) { device_map_stage(device, i, tex); device_invalidate_state(device, STATE_SAMPLER(i)); device_invalidate_texture_stage(device, i); } ++tex; } } static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) { const enum wined3d_sampler_texture_type *sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type; unsigned int i; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (sampler_type[i] && device->texUnitMap[i] != i) { device_map_stage(device, i, i); device_invalidate_state(device, STATE_SAMPLER(i)); if (i < gl_info->limits.texture_stages) device_invalidate_texture_stage(device, i); } } } static BOOL device_unit_free_for_vs(const struct wined3d_device *device, const enum wined3d_sampler_texture_type *pshader_sampler_tokens, const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit) { DWORD current_mapping = device->rev_tex_unit_map[unit]; /* Not currently used */ if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE; if (current_mapping < MAX_FRAGMENT_SAMPLERS) { /* Used by a fragment sampler */ if (!pshader_sampler_tokens) { /* No pixel shader, check fixed function */ return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping)); } /* Pixel shader, check the shader's sampler map */ return !pshader_sampler_tokens[current_mapping]; } /* Used by a vertex sampler */ return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS]; } static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info) { const enum wined3d_sampler_texture_type *vshader_sampler_type = device->stateBlock->state.vertex_shader->reg_maps.sampler_type; const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL; int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; int i; if (ps) { /* Note that we only care if a sampler is sampled or not, not the sampler's specific type. * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */ pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type; } for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; if (vshader_sampler_type[i]) { if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE) { /* Already mapped somewhere */ continue; } while (start >= 0) { if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start)) { device_map_stage(device, vsampler_idx, start); device_invalidate_state(device, STATE_SAMPLER(vsampler_idx)); --start; break; } --start; } } } } void device_update_tex_unit_map(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_state *state = &device->stateBlock->state; BOOL vs = use_vs(state); BOOL ps = use_ps(state); /* * Rules are: * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but * that would be really messy and require shader recompilation * -> When the mapping of a stage is changed, sampler and ALL texture stage states have * to be reset. Because of that try to work with a 1:1 mapping as much as possible */ if (ps) device_map_psamplers(device, gl_info); else device_map_fixed_function_samplers(device, gl_info); if (vs) device_map_vsamplers(device, ps, gl_info); } HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader) { struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader; TRACE("device %p, shader %p.\n", device, shader); device->updateStateBlock->state.pixel_shader = shader; device->updateStateBlock->changed.pixelShader = TRUE; if (device->isRecordingState) { if (shader) wined3d_shader_incref(shader); if (prev) wined3d_shader_decref(prev); TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } if (shader == prev) { TRACE("Application is setting the old shader over, nothing to do.\n"); return WINED3D_OK; } if (shader) wined3d_shader_incref(shader); if (prev) wined3d_shader_decref(prev); device_invalidate_state(device, STATE_PIXELSHADER); return WINED3D_OK; } struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device) { struct wined3d_shader *shader; TRACE("device %p.\n", device); shader = device->stateBlock->state.pixel_shader; if (shader) wined3d_shader_incref(shader); TRACE("Returning %p.\n", shader); return shader; } 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->updateStateBlock->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"); for (i = start_register; i < count + start_register; ++i) device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i); if (!device->isRecordingState) device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); 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->stateBlock->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->updateStateBlock->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]); for (i = start_register; i < count + start_register; ++i) device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i); if (!device->isRecordingState) device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); 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->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device, UINT start_register, const float *constants, UINT vector4f_count) { UINT i; TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); /* Specifically test start_register > limit to catch MAX_UINT overflows * when adding start_register + vector4f_count. */ if (!constants || start_register + vector4f_count > device->d3d_pshader_constantF || start_register > device->d3d_pshader_constantF) return WINED3DERR_INVALIDCALL; memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4], constants, vector4f_count * sizeof(float) * 4); if (TRACE_ON(d3d)) { for (i = 0; i < vector4f_count; ++i) TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, constants[i * 4], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } if (!device->isRecordingState) { device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count); device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); } memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1, sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device, UINT start_register, float *constants, UINT vector4f_count) { int count = min(vector4f_count, device->d3d_pshader_constantF - start_register); TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", device, start_register, constants, vector4f_count); if (!constants || count < 0) return WINED3DERR_INVALIDCALL; memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4); return WINED3D_OK; } /* Context activation is done by the caller. */ /* Do not call while under the GL lock. */ #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount, const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD DestFVF) { struct wined3d_matrix mat, proj_mat, view_mat, world_mat; struct wined3d_viewport vp; UINT vertex_size; unsigned int i; BYTE *dest_ptr; BOOL doClip; DWORD numTextures; HRESULT hr; if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL)) { WARN(" lighting state not saved yet... Some strange stuff may happen !\n"); } if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION))) { ERR("Source has no position mask\n"); return WINED3DERR_INVALIDCALL; } if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING]) { static BOOL warned = FALSE; /* * The clipping code is not quite correct. Some things need * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9, * so disable clipping for now. * (The graphics in Half-Life are broken, and my processvertices * test crashes with IDirect3DDevice3) doClip = TRUE; */ doClip = FALSE; if(!warned) { warned = TRUE; FIXME("Clipping is broken and disabled for now\n"); } } else doClip = FALSE; vertex_size = get_flexible_vertex_size(DestFVF); if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0))) { WARN("Failed to map buffer, hr %#x.\n", hr); return hr; } wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat); wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat); wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat); TRACE("View mat:\n"); TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); TRACE("Proj mat:\n"); TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); TRACE("World mat:\n"); TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); /* Get the viewport */ wined3d_device_get_viewport(device, &vp); TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n", vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z); multiply_matrix(&mat,&view_mat,&world_mat); multiply_matrix(&mat,&proj_mat,&mat); numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; for (i = 0; i < dwCount; i+= 1) { unsigned int tex_index; if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { /* The position first */ const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION]; const float *p = (const float *)(element->data.addr + i * element->stride); float x, y, z, rhw; TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); /* Multiplication with world, view and projection matrix */ x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41); y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42); z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43); rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44); TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw); /* WARNING: The following things are taken from d3d7 and were not yet checked * against d3d8 or d3d9! */ /* Clipping conditions: From msdn * * A vertex is clipped if it does not match the following requirements * -rhw < x <= rhw * -rhw < y <= rhw * 0 < z <= rhw * 0 < rhw ( Not in d3d7, but tested in d3d7) * * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked) * */ if( !doClip || ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) && (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && ( rhw > eps ) ) ) { /* "Normal" viewport transformation (not clipped) * 1) The values are divided by rhw * 2) The y axis is negative, so multiply it with -1 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ * 4) Multiply x with Width/2 and add Width/2 * 5) The same for the height * 6) Add the viewpoint X and Y to the 2D coordinates and * The minimum Z value to z * 7) rhw = 1 / rhw Reciprocal of Homogeneous W.... * * Well, basically it's simply a linear transformation into viewport * coordinates */ x /= rhw; y /= rhw; z /= rhw; y *= -1; x *= vp.width / 2; y *= vp.height / 2; z *= vp.max_z - vp.min_z; x += vp.width / 2 + vp.x; y += vp.height / 2 + vp.y; z += vp.min_z; rhw = 1 / rhw; } else { /* That vertex got clipped * Contrary to OpenGL it is not dropped completely, it just * undergoes a different calculation. */ TRACE("Vertex got clipped\n"); x += rhw; y += rhw; x /= 2; y /= 2; /* Msdn mentions that Direct3D9 keeps a list of clipped vertices * outside of the main vertex buffer memory. That needs some more * investigation... */ } TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw); ( (float *) dest_ptr)[0] = x; ( (float *) dest_ptr)[1] = y; ( (float *) dest_ptr)[2] = z; ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */ dest_ptr += 3 * sizeof(float); if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) dest_ptr += sizeof(float); } if (DestFVF & WINED3DFVF_PSIZE) dest_ptr += sizeof(DWORD); if (DestFVF & WINED3DFVF_NORMAL) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL]; const float *normal = (const float *)(element->data.addr + i * element->stride); /* AFAIK this should go into the lighting information */ FIXME("Didn't expect the destination to have a normal\n"); copy_and_next(dest_ptr, normal, 3 * sizeof(float)); } if (DestFVF & WINED3DFVF_DIFFUSE) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride); if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE))) { static BOOL warned = FALSE; if(!warned) { ERR("No diffuse color in source, but destination has one\n"); warned = TRUE; } *( (DWORD *) dest_ptr) = 0xffffffff; dest_ptr += sizeof(DWORD); } else { copy_and_next(dest_ptr, color_d, sizeof(DWORD)); } } if (DestFVF & WINED3DFVF_SPECULAR) { /* What's the color value in the feedback buffer? */ const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride); if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR))) { static BOOL warned = FALSE; if(!warned) { ERR("No specular color in source, but destination has one\n"); warned = TRUE; } *( (DWORD *) dest_ptr) = 0xFF000000; dest_ptr += sizeof(DWORD); } else { copy_and_next(dest_ptr, color_s, sizeof(DWORD)); } } for (tex_index = 0; tex_index < numTextures; ++tex_index) { const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index]; const float *tex_coord = (const float *)(element->data.addr + i * element->stride); if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index)))) { ERR("No source texture, but destination requests one\n"); dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float); } else { copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float)); } } } wined3d_buffer_unmap(dest); return WINED3D_OK; } #undef copy_and_next /* Do not call while under the GL lock. */ 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->stateBlock->state; struct wined3d_stream_info stream_info; const struct wined3d_gl_info *gl_info; BOOL streamWasUP = state->user_stream; struct wined3d_context *context; struct wined3d_shader *vs; unsigned int i; HRESULT hr; 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; /* ProcessVertices reads from vertex buffers, which have to be assigned. * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus * restore it afterwards. */ vs = state->vertex_shader; state->vertex_shader = NULL; state->user_stream = FALSE; device_stream_info_from_declaration(device, &stream_info); state->user_stream = streamWasUP; state->vertex_shader = 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; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i) { struct wined3d_stream_info_element *e; if (!(stream_info.use_map & (1 << i))) continue; e = &stream_info.elements[i]; if (e->data.buffer_object) { struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer; e->data.buffer_object = 0; e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info)); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object)); vb->buffer_object = 0; LEAVE_GL(); } 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; } HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state, DWORD value) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_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 WINED3D_OK; } if (stage >= gl_info->limits.texture_stages) { WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", stage, gl_info->limits.texture_stages - 1); return WINED3D_OK; } old_value = device->updateStateBlock->state.texture_states[stage][state]; device->updateStateBlock->changed.textureState[stage] |= 1 << state; device->updateStateBlock->state.texture_states[stage][state] = value; if (device->isRecordingState) { TRACE("Recording... not performing anything.\n"); return WINED3D_OK; } /* 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_OK; } if (stage > device->stateBlock->state.lowest_disabled_stage && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP)) { /* Colorop change above lowest disabled stage? That won't change * anything in the GL setup. Changes in other states are important on * disabled stages too. */ return WINED3D_OK; } if (state == WINED3D_TSS_COLOR_OP) { unsigned int i; if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE) { /* Previously enabled stage disabled now. Make sure to dirtify * all enabled stages above stage, they have to be disabled. * * The current stage is dirtified below. */ for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i) { TRACE("Additionally dirtifying stage %u.\n", i); device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); } device->stateBlock->state.lowest_disabled_stage = stage; TRACE("New lowest disabled: %u.\n", stage); } else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE) { /* Previously disabled stage enabled. Stages above it may need * enabling. Stage must be lowest_disabled_stage here, if it's * bigger success is returned above, and stages below the lowest * disabled stage can't be enabled (because they are enabled * already). * * Again stage stage doesn't need to be dirtified here, it is * handled below. */ for (i = stage + 1; i < gl_info->limits.texture_stages; ++i) { if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) break; TRACE("Additionally dirtifying stage %u due to enable.\n", i); device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); } device->stateBlock->state.lowest_disabled_stage = i; TRACE("New lowest disabled: %u.\n", i); } } device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state)); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state, DWORD *value) { TRACE("device %p, stage %u, state %s, value %p.\n", device, stage, debug_d3dtexturestate(state), value); if (state > WINED3D_HIGHEST_TEXTURE_STATE) { WARN("Invalid state %#x passed.\n", state); return WINED3D_OK; } *value = device->updateStateBlock->state.texture_states[stage][state]; TRACE("Returning %#x.\n", *value); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device, UINT stage, struct wined3d_texture *texture) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; 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->stateBlock->state.textures) / sizeof(*device->stateBlock->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; } device->updateStateBlock->changed.textures |= 1 << stage; prev = device->updateStateBlock->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->updateStateBlock->state.textures[stage] = texture; if (device->isRecordingState) { TRACE("Recording... not performing anything\n"); if (texture) wined3d_texture_incref(texture); if (prev) wined3d_texture_decref(prev); return WINED3D_OK; } if (texture) { LONG bind_count = InterlockedIncrement(&texture->resource.bind_count); wined3d_texture_incref(texture); if (!prev || texture->target != prev->target) device_invalidate_state(device, STATE_PIXELSHADER); if (!prev && stage < gl_info->limits.texture_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and * ALPHA_OP have to be dirtified. */ device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); } if (bind_count == 1) texture->sampler = stage; } if (prev) { LONG bind_count = InterlockedDecrement(&prev->resource.bind_count); wined3d_texture_decref(prev); if (!texture && stage < gl_info->limits.texture_stages) { device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); } if (bind_count && prev->sampler == stage) { unsigned int i; /* Search for other stages the texture is bound to. Shouldn't * happen if applications bind textures to a single stage only. */ TRACE("Searching for other stages the texture is bound to.\n"); for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { if (device->updateStateBlock->state.textures[i] == prev) { TRACE("Texture is also bound to stage %u.\n", i); prev->sampler = i; break; } } } } device_invalidate_state(device, STATE_SAMPLER(stage)); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage, struct wined3d_texture **texture) { TRACE("device %p, stage %u, texture %p.\n", device, stage, texture); if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures)) { WARN("Ignoring invalid stage %u.\n", stage); return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ } *texture = device->stateBlock->state.textures[stage]; if (*texture) wined3d_texture_incref(*texture); TRACE("Returning %p.\n", *texture); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx, UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer) { struct wined3d_swapchain *swapchain; HRESULT hr; TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n", device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer); hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); if (FAILED(hr)) { WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr); return hr; } hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer); wined3d_swapchain_decref(swapchain); if (FAILED(hr)) { WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr); return hr; } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps) { TRACE("device %p, caps %p.\n", device, caps); return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->create_parms.device_type, caps); } HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) { struct wined3d_swapchain *swapchain; HRESULT hr; TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n", device, swapchain_idx, mode, rotation); if (SUCCEEDED(hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain))) { hr = wined3d_swapchain_get_display_mode(swapchain, mode, rotation); wined3d_swapchain_decref(swapchain); } return hr; } HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device) { struct wined3d_stateblock *stateblock; HRESULT hr; TRACE("device %p.\n", device); if (device->isRecordingState) return WINED3DERR_INVALIDCALL; hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock); if (FAILED(hr)) return hr; wined3d_stateblock_decref(device->updateStateBlock); device->updateStateBlock = stateblock; device->isRecordingState = TRUE; 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->updateStateBlock; TRACE("device %p, stateblock %p.\n", device, stateblock); if (!device->isRecordingState) { WARN("Not recording.\n"); *stateblock = NULL; return WINED3DERR_INVALIDCALL; } stateblock_init_contained_states(object); *stateblock = object; device->isRecordingState = FALSE; device->updateStateBlock = device->stateBlock; wined3d_stateblock_incref(device->updateStateBlock); 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 */ wglFlush(); /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever * fails. */ context_release(context); device->inScene = FALSE; return WINED3D_OK; } HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags) { UINT i; TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n", device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), dst_window_override, dirty_region, flags); for (i = 0; i < device->swapchain_count; ++i) { wined3d_swapchain_present(device->swapchains[i], src_rect, dst_rect, dst_window_override, dirty_region, flags); } return WINED3D_OK; } /* Do not call while under the GL lock. */ 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) { RECT draw_rect; TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n", device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil); if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) { struct wined3d_surface *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->resource.width < device->fb.render_targets[0]->resource.width || ds->resource.height < device->fb.render_targets[0]->resource.height) { WARN("Silently ignoring depth and target clear with mismatching sizes\n"); return WINED3D_OK; } } } wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect); device_clear_render_targets(device, device->adapter->gl_info.limits.buffers, &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil); return WINED3D_OK; } void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, enum wined3d_primitive_type primitive_type) { TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type)); device->updateStateBlock->changed.primitive_type = TRUE; device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); } 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->stateBlock->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->stateBlock->state.vertex_declaration) { WARN("Called without a valid vertex declaration set.\n"); return WINED3DERR_INVALIDCALL; } /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */ if (device->stateBlock->state.user_stream) { device_invalidate_state(device, STATE_INDEXBUFFER); device->stateBlock->state.user_stream = FALSE; } if (device->stateBlock->state.load_base_vertex_index) { device->stateBlock->state.load_base_vertex_index = 0; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } /* Account for the loading offset due to index buffers. Instead of * reloading all sources correct it with the startvertex parameter. */ drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL); return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count); if (!device->stateBlock->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->stateBlock->state.vertex_declaration) { WARN("Called without a valid vertex declaration set.\n"); return WINED3DERR_INVALIDCALL; } if (device->stateBlock->state.user_stream) { device_invalidate_state(device, STATE_INDEXBUFFER); device->stateBlock->state.user_stream = FALSE; } if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index) { device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } drawPrimitive(device, index_count, start_idx, TRUE, NULL); return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count, const void *stream_data, UINT stream_stride) { struct wined3d_stream_state *stream; struct wined3d_buffer *vb; TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n", device, vertex_count, stream_data, stream_stride); if (!device->stateBlock->state.vertex_declaration) { WARN("Called without a valid vertex declaration set.\n"); return WINED3DERR_INVALIDCALL; } /* Note in the following, it's not this type, but that's the purpose of streamIsUP */ stream = &device->stateBlock->state.streams[0]; vb = stream->buffer; stream->buffer = (struct wined3d_buffer *)stream_data; if (vb) wined3d_buffer_decref(vb); stream->offset = 0; stream->stride = stream_stride; device->stateBlock->state.user_stream = TRUE; if (device->stateBlock->state.load_base_vertex_index) { device->stateBlock->state.load_base_vertex_index = 0; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } /* TODO: Only mark dirty if drawing from a different UP address */ device_invalidate_state(device, STATE_STREAMSRC); drawPrimitive(device, vertex_count, 0, FALSE, NULL); /* MSDN specifies stream zero settings must be set to NULL */ stream->buffer = NULL; stream->stride = 0; /* stream zero settings set to null at end, as per the msdn. No need to * mark dirty here, the app has to set the new stream sources or use UP * drawing again. */ return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device, UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id, const void *stream_data, UINT stream_stride) { struct wined3d_stream_state *stream; struct wined3d_buffer *vb, *ib; TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n", device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride); if (!device->stateBlock->state.vertex_declaration) { WARN("(%p) : Called without a valid vertex declaration set\n", device); return WINED3DERR_INVALIDCALL; } stream = &device->stateBlock->state.streams[0]; vb = stream->buffer; stream->buffer = (struct wined3d_buffer *)stream_data; if (vb) wined3d_buffer_decref(vb); stream->offset = 0; stream->stride = stream_stride; device->stateBlock->state.user_stream = TRUE; device->stateBlock->state.index_format = index_data_format_id; /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */ device->stateBlock->state.base_vertex_index = 0; if (device->stateBlock->state.load_base_vertex_index) { device->stateBlock->state.load_base_vertex_index = 0; device_invalidate_state(device, STATE_BASEVERTEXINDEX); } /* Invalidate the state until we have nicer tracking of the stream source pointers */ device_invalidate_state(device, STATE_STREAMSRC); device_invalidate_state(device, STATE_INDEXBUFFER); drawPrimitive(device, index_count, 0, TRUE, index_data); /* MSDN specifies stream zero settings and index buffer must be set to NULL */ stream->buffer = NULL; stream->stride = 0; ib = device->stateBlock->state.index_buffer; if (ib) { wined3d_buffer_decref(ib); device->stateBlock->state.index_buffer = NULL; } /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call * SetStreamSource to specify a vertex buffer */ return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device, UINT vertex_count, const struct wined3d_strided_data *strided_data) { /* Mark the state dirty until we have nicer tracking. It's fine to change * baseVertexIndex because that call is only called by ddraw which does * not need that value. */ device_invalidate_state(device, STATE_VDECL); device_invalidate_state(device, STATE_STREAMSRC); device_invalidate_state(device, STATE_INDEXBUFFER); device->stateBlock->state.base_vertex_index = 0; device->up_strided = strided_data; drawPrimitive(device, vertex_count, 0, FALSE, NULL); device->up_strided = NULL; /* Invalidate the states again to make sure the values from the stateblock * are properly applied in the next regular draw. Note that the application- * provided strided data has ovwritten pretty much the entire vertex and * and index stream related states */ device_invalidate_state(device, STATE_VDECL); device_invalidate_state(device, STATE_STREAMSRC); device_invalidate_state(device, STATE_INDEXBUFFER); return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device, UINT index_count, const struct wined3d_strided_data *strided_data, UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id) { enum wined3d_format_id prev_idx_format; /* Mark the state dirty until we have nicer tracking * its fine to change baseVertexIndex because that call is only called by ddraw which does not need * that value. */ device_invalidate_state(device, STATE_VDECL); device_invalidate_state(device, STATE_STREAMSRC); device_invalidate_state(device, STATE_INDEXBUFFER); prev_idx_format = device->stateBlock->state.index_format; device->stateBlock->state.index_format = index_data_format_id; device->stateBlock->state.user_stream = TRUE; device->stateBlock->state.base_vertex_index = 0; device->up_strided = strided_data; drawPrimitive(device, index_count, 0, TRUE, index_data); device->up_strided = NULL; device->stateBlock->state.index_format = prev_idx_format; device_invalidate_state(device, STATE_VDECL); device_invalidate_state(device, STATE_STREAMSRC); device_invalidate_state(device, STATE_INDEXBUFFER); return WINED3D_OK; } /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */ static HRESULT device_update_volume(struct wined3d_device *device, struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume) { struct wined3d_map_desc src; struct wined3d_map_desc dst; HRESULT hr; TRACE("device %p, src_volume %p, dst_volume %p.\n", device, src_volume, dst_volume); /* TODO: Implement direct loading into the gl volume instead of using * memcpy and dirtification to improve loading performance. */ if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY))) return hr; if (FAILED(hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3D_MAP_DISCARD))) { wined3d_volume_unmap(src_volume); return hr; } memcpy(dst.data, src.data, dst_volume->resource.size); hr = wined3d_volume_unmap(dst_volume); if (FAILED(hr)) wined3d_volume_unmap(src_volume); else hr = wined3d_volume_unmap(src_volume); return hr; } HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture) { enum wined3d_resource_type type; unsigned int level_count, i; HRESULT hr; 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 == dst_texture) { WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } /* Verify that the source and destination textures are the same type. */ type = src_texture->resource.type; if (dst_texture->resource.type != type) { WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } /* Check that both textures have the identical numbers of levels. */ level_count = wined3d_texture_get_level_count(src_texture); if (wined3d_texture_get_level_count(dst_texture) != level_count) { WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n"); return WINED3DERR_INVALIDCALL; } /* Make sure that the destination texture is loaded. */ dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB); /* Update every surface level of the texture. */ switch (type) { case WINED3D_RTYPE_TEXTURE: { struct wined3d_surface *src_surface; struct wined3d_surface *dst_surface; for (i = 0; i < level_count; ++i) { src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i)); dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)); hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL); if (FAILED(hr)) { WARN("Failed to update surface, hr %#x.\n", hr); return hr; } } break; } case WINED3D_RTYPE_CUBE_TEXTURE: { struct wined3d_surface *src_surface; struct wined3d_surface *dst_surface; for (i = 0; i < level_count * 6; ++i) { src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i)); dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)); hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL); if (FAILED(hr)) { WARN("Failed to update surface, hr %#x.\n", hr); return hr; } } break; } case WINED3D_RTYPE_VOLUME_TEXTURE: { for (i = 0; i < level_count; ++i) { hr = device_update_volume(device, volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)), volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i))); if (FAILED(hr)) { WARN("Failed to update volume, hr %#x.\n", hr); return hr; } } break; } default: FIXME("Unsupported texture type %#x.\n", type); return WINED3DERR_INVALIDCALL; } return WINED3D_OK; } HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_surface *dst_surface) { struct wined3d_swapchain *swapchain; HRESULT hr; TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface); hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); if (FAILED(hr)) return hr; hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface); wined3d_swapchain_decref(swapchain); return hr; } HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes) { const struct wined3d_state *state = &device->stateBlock->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 samper %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 samper %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 samper %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_surface *ds = device->fb.depth_stencil; struct wined3d_surface *target = device->fb.render_targets[0]; if(ds && target && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.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; } HRESULT 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; return WINED3D_OK; } 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; HRESULT hr; TRACE("device %p, swapchain_idx %u, raster_status %p.\n", device, swapchain_idx, raster_status); hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); if (FAILED(hr)) { WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr); return hr; } hr = wined3d_swapchain_get_raster_status(swapchain, raster_status); wined3d_swapchain_decref(swapchain); if (FAILED(hr)) { WARN("Failed to get raster status, hr %#x.\n", hr); return hr; } return WINED3D_OK; } HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments) { static BOOL warned; TRACE("device %p, segments %.8e.\n", device, segments); if (segments != 0.0f) { if (!warned) { FIXME("device %p, segments %.8e stub!\n", device, segments); warned = TRUE; } } return WINED3D_OK; } float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) { static BOOL warned; TRACE("device %p.\n", device); if (!warned) { FIXME("device %p stub!\n", device); warned = TRUE; } return 0.0f; } HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device, struct wined3d_surface *src_surface, const RECT *src_rect, struct wined3d_surface *dst_surface, const POINT *dst_point) { TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n", device, src_surface, wine_dbgstr_rect(src_rect), dst_surface, wine_dbgstr_point(dst_point)); if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT) { WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", src_surface, dst_surface); return WINED3DERR_INVALIDCALL; } return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect); } HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle, const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info) { struct wined3d_rect_patch *patch; GLenum old_primitive_type; unsigned int i; struct list *e; BOOL found; TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n", device, handle, num_segs, rect_patch_info); if (!(handle || rect_patch_info)) { /* TODO: Write a test for the return value, thus the FIXME */ FIXME("Both handle and rect_patch_info are NULL.\n"); return WINED3DERR_INVALIDCALL; } if (handle) { i = PATCHMAP_HASHFUNC(handle); found = FALSE; LIST_FOR_EACH(e, &device->patches[i]) { patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry); if (patch->Handle == handle) { found = TRUE; break; } } if (!found) { TRACE("Patch does not exist. Creating a new one\n"); patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch)); patch->Handle = handle; list_add_head(&device->patches[i], &patch->entry); } else { TRACE("Found existing patch %p\n", patch); } } else { /* Since opengl does not load tesselated vertex attributes into numbered vertex * attributes we have to tesselate, read back, and draw. This needs a patch * management structure instance. Create one. * * A possible improvement is to check if a vertex shader is used, and if not directly * draw the patch. */ FIXME("Drawing an uncached patch. This is slow\n"); patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch)); } if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1] || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3] || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info)))) { HRESULT hr; TRACE("Tesselation density or patch info changed, retesselating\n"); if (rect_patch_info) patch->rect_patch_info = *rect_patch_info; patch->numSegs[0] = num_segs[0]; patch->numSegs[1] = num_segs[1]; patch->numSegs[2] = num_segs[2]; patch->numSegs[3] = num_segs[3]; hr = tesselate_rectpatch(device, patch); if (FAILED(hr)) { WARN("Patch tesselation failed.\n"); /* Do not release the handle to store the params of the patch */ if (!handle) HeapFree(GetProcessHeap(), 0, patch); return hr; } } old_primitive_type = device->stateBlock->state.gl_primitive_type; device->stateBlock->state.gl_primitive_type = GL_TRIANGLES; wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided); device->stateBlock->state.gl_primitive_type = old_primitive_type; /* Destroy uncached patches */ if (!handle) { HeapFree(GetProcessHeap(), 0, patch->mem); HeapFree(GetProcessHeap(), 0, patch); } return WINED3D_OK; } HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle, const float *segment_count, const struct wined3d_tri_patch_info *patch_info) { FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n", device, handle, segment_count, patch_info); return WINED3D_OK; } HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle) { struct wined3d_rect_patch *patch; struct list *e; int i; TRACE("device %p, handle %#x.\n", device, handle); i = PATCHMAP_HASHFUNC(handle); LIST_FOR_EACH(e, &device->patches[i]) { patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry); if (patch->Handle == handle) { TRACE("Deleting patch %p\n", patch); list_remove(&patch->entry); HeapFree(GetProcessHeap(), 0, patch->mem); HeapFree(GetProcessHeap(), 0, patch); return WINED3D_OK; } } /* TODO: Write a test for the return value */ FIXME("Attempt to destroy nonexistent patch\n"); return WINED3DERR_INVALIDCALL; } /* Do not call while under the GL lock. */ HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device, struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color) { RECT r; TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n", device, surface, wine_dbgstr_rect(rect), color->r, color->g, color->b, color->a); if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM) { WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool)); return WINED3DERR_INVALIDCALL; } if (!rect) { SetRect(&r, 0, 0, surface->resource.width, surface->resource.height); rect = &r; } return surface_color_fill(surface, rect, color); } /* Do not call while under the GL lock. */ void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device, struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color) { struct wined3d_resource *resource; HRESULT hr; RECT rect; resource = rendertarget_view->resource; if (resource->type != WINED3D_RTYPE_SURFACE) { FIXME("Only supported on surface resources\n"); return; } SetRect(&rect, 0, 0, resource->width, resource->height); hr = surface_color_fill(surface_from_resource(resource), &rect, color); if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr); } HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device, UINT render_target_idx, struct wined3d_surface **render_target) { TRACE("device %p, render_target_idx %u, render_target %p.\n", device, render_target_idx, render_target); if (render_target_idx >= device->adapter->gl_info.limits.buffers) { WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); return WINED3DERR_INVALIDCALL; } *render_target = device->fb.render_targets[render_target_idx]; TRACE("Returning render target %p.\n", *render_target); if (!*render_target) return WINED3DERR_NOTFOUND; wined3d_surface_incref(*render_target); return WINED3D_OK; } HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device, struct wined3d_surface **depth_stencil) { TRACE("device %p, depth_stencil %p.\n", device, depth_stencil); *depth_stencil = device->fb.depth_stencil; TRACE("Returning depth/stencil surface %p.\n", *depth_stencil); if (!*depth_stencil) return WINED3DERR_NOTFOUND; wined3d_surface_incref(*depth_stencil); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device, UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport) { struct wined3d_surface *prev; TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n", device, render_target_idx, render_target, set_viewport); if (render_target_idx >= device->adapter->gl_info.limits.buffers) { WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); return WINED3DERR_INVALIDCALL; } prev = device->fb.render_targets[render_target_idx]; if (render_target == prev) { TRACE("Trying to do a NOP SetRenderTarget operation.\n"); return WINED3D_OK; } /* Render target 0 can't be set to NULL. */ if (!render_target && !render_target_idx) { WARN("Trying to set render target 0 to NULL.\n"); return WINED3DERR_INVALIDCALL; } if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)) { FIXME("Surface %p doesn't have render target usage.\n", render_target); return WINED3DERR_INVALIDCALL; } if (render_target) wined3d_surface_incref(render_target); device->fb.render_targets[render_target_idx] = render_target; /* Release after the assignment, to prevent device_resource_released() * from seeing the surface as still in use. */ if (prev) wined3d_surface_decref(prev); /* Render target 0 is special. */ if (!render_target_idx && set_viewport) { /* Set the viewport and scissor rectangles, if requested. Tests show * that stateblock recording is ignored, the change goes directly * into the primary stateblock. */ device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height; device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width; device->stateBlock->state.viewport.x = 0; device->stateBlock->state.viewport.y = 0; device->stateBlock->state.viewport.max_z = 1.0f; device->stateBlock->state.viewport.min_z = 0.0f; device_invalidate_state(device, STATE_VIEWPORT); device->stateBlock->state.scissor_rect.top = 0; device->stateBlock->state.scissor_rect.left = 0; device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width; device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height; device_invalidate_state(device, STATE_SCISSORRECT); } device_invalidate_state(device, STATE_FRAMEBUFFER); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil) { struct wined3d_surface *prev = device->fb.depth_stencil; TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", device, depth_stencil, prev); if (prev == depth_stencil) { TRACE("Trying to do a NOP SetRenderTarget operation.\n"); return WINED3D_OK; } if (prev) { if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || prev->flags & SFLAG_DISCARD) { surface_modify_ds_location(prev, SFLAG_DISCARDED, prev->resource.width, prev->resource.height); if (prev == device->onscreen_depth_stencil) { wined3d_surface_decref(device->onscreen_depth_stencil); device->onscreen_depth_stencil = NULL; } } } device->fb.depth_stencil = depth_stencil; if (depth_stencil) wined3d_surface_incref(depth_stencil); if (!prev != !depth_stencil) { /* Swapping NULL / non NULL depth stencil affects the depth and tests */ device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size) { device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); } if (prev) wined3d_surface_decref(prev); device_invalidate_state(device, STATE_FRAMEBUFFER); return WINED3D_OK; } HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device, UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image) { TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n", device, x_hotspot, y_hotspot, cursor_image); /* some basic validation checks */ if (device->cursorTexture) { struct wined3d_context *context = context_acquire(device, NULL); ENTER_GL(); glDeleteTextures(1, &device->cursorTexture); LEAVE_GL(); context_release(context); device->cursorTexture = 0; } if (cursor_image) { struct wined3d_display_mode mode; struct wined3d_map_desc map_desc; HRESULT hr; /* MSDN: Cursor must be A8R8G8B8 */ if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM) { WARN("surface %p has an invalid format.\n", cursor_image); return WINED3DERR_INVALIDCALL; } if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL))) { ERR("Failed to get display mode, hr %#x.\n", hr); return WINED3DERR_INVALIDCALL; } /* MSDN: Cursor must be smaller than the display mode */ if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height) { WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n", cursor_image, cursor_image->resource.width, cursor_image->resource.height, mode.width, mode.height); return WINED3DERR_INVALIDCALL; } /* TODO: MSDN: Cursor sizes must be a power of 2 */ /* Do not store the surface's pointer because the application may * release it after setting the cursor image. Windows doesn't * addref the set surface, so we can't do this either without * creating circular refcount dependencies. Copy out the gl texture * instead. */ device->cursorWidth = cursor_image->resource.width; device->cursorHeight = cursor_image->resource.height; if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY))) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); struct wined3d_context *context; char *mem, *bits = map_desc.data; GLint intfmt = format->glInternal; GLint gl_format = format->glFormat; GLint type = format->glType; INT height = device->cursorHeight; INT width = device->cursorWidth; INT bpp = format->byte_count; INT i; /* Reformat the texture memory (pitch and width can be * different) */ mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp); for (i = 0; i < height; ++i) memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp); wined3d_surface_unmap(cursor_image); context = context_acquire(device, NULL); ENTER_GL(); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); } invalidate_active_texture(device, context); /* Create a new cursor texture */ glGenTextures(1, &device->cursorTexture); checkGLcall("glGenTextures"); context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture); /* Copy the bitmap memory into the cursor texture */ glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem); checkGLcall("glTexImage2D"); HeapFree(GetProcessHeap(), 0, mem); if (gl_info->supported[APPLE_CLIENT_STORAGE]) { glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); } LEAVE_GL(); context_release(context); } else { FIXME("A cursor texture was not returned.\n"); device->cursorTexture = 0; } if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32) { UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8; ICONINFO cursorInfo; DWORD *maskBits; HCURSOR cursor; /* 32-bit user32 cursors ignore the alpha channel if it's all * zeroes, and use the mask instead. Fill the mask with all ones * to ensure we still get a fully transparent cursor. */ maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size); memset(maskBits, 0xff, mask_size); wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY); TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height); cursorInfo.fIcon = FALSE; cursorInfo.xHotspot = x_hotspot; cursorInfo.yHotspot = y_hotspot; cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height, 1, 1, maskBits); cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height, 1, 32, map_desc.data); wined3d_surface_unmap(cursor_image); /* Create our cursor and clean up. */ cursor = CreateIconIndirect(&cursorInfo); if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask); if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor); if (device->hardwareCursor) DestroyCursor(device->hardwareCursor); device->hardwareCursor = cursor; if (device->bCursorVisible) SetCursor( cursor ); HeapFree(GetProcessHeap(), 0, maskBits); } } device->xHotSpot = x_hotspot; device->yHotSpot = y_hotspot; return WINED3D_OK; } void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device, int x_screen_space, int y_screen_space, DWORD flags) { TRACE("device %p, x %d, y %d, flags %#x.\n", device, x_screen_space, y_screen_space, flags); device->xScreenSpace = x_screen_space; device->yScreenSpace = y_screen_space; if (device->hardwareCursor) { POINT pt; GetCursorPos( &pt ); if (x_screen_space == pt.x && y_screen_space == pt.y) return; SetCursorPos( x_screen_space, y_screen_space ); /* Switch to the software cursor if position diverges from the hardware one. */ GetCursorPos( &pt ); if (x_screen_space != pt.x || y_screen_space != pt.y) { if (device->bCursorVisible) SetCursor( NULL ); DestroyCursor( device->hardwareCursor ); device->hardwareCursor = 0; } } } BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show) { BOOL oldVisible = device->bCursorVisible; TRACE("device %p, show %#x.\n", device, show); /* * When ShowCursor is first called it should make the cursor appear at the OS's last * known cursor position. */ if (show && !oldVisible) { POINT pt; GetCursorPos(&pt); device->xScreenSpace = pt.x; device->yScreenSpace = pt.y; } if (device->hardwareCursor) { device->bCursorVisible = show; if (show) SetCursor(device->hardwareCursor); else SetCursor(NULL); } else { if (device->cursorTexture) 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); } /* Do not call while under the GL lock. */ 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); } ENTER_GL(); if (device->depth_blt_texture) { glDeleteTextures(1, &device->depth_blt_texture); device->depth_blt_texture = 0; } if (device->cursorTexture) { glDeleteTextures(1, &device->cursorTexture); device->cursorTexture = 0; } LEAVE_GL(); device->blitter->free_private(device); device->frag_pipe->free_private(device); device->shader_backend->shader_free_private(device); destroy_dummy_textures(device, gl_info); context_release(context); while (device->context_count) { swapchain_destroy_contexts(device->contexts[0]->swapchain); } HeapFree(GetProcessHeap(), 0, swapchain->context); swapchain->context = NULL; } /* Do not call while under the GL lock. */ static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain) { struct wined3d_context *context; struct wined3d_surface *target; HRESULT 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"); 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"); HeapFree(GetProcessHeap(), 0, swapchain->context); return E_FAIL; } swapchain->context[0] = context; swapchain->num_contexts = 1; create_dummy_textures(device, context); context_release(context); hr = device->shader_backend->shader_alloc_private(device); if (FAILED(hr)) { ERR("Failed to allocate shader private data, hr %#x.\n", hr); goto err; } hr = device->frag_pipe->alloc_private(device); if (FAILED(hr)) { ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr); device->shader_backend->shader_free_private(device); goto err; } hr = device->blitter->alloc_private(device); if (FAILED(hr)) { ERR("Failed to allocate blitter private data, hr %#x.\n", hr); device->frag_pipe->free_private(device); device->shader_backend->shader_free_private(device); goto err; } return WINED3D_OK; err: context_acquire(device, NULL); destroy_dummy_textures(device, context->gl_info); context_release(context); context_destroy(device, context); HeapFree(GetProcessHeap(), 0, swapchain->context); swapchain->num_contexts = 0; return hr; } /* Do not call while under the GL lock. */ 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) { struct wined3d_resource *resource, *cursor; struct wined3d_swapchain *swapchain; struct wined3d_display_mode m; BOOL DisplayModeChanged = FALSE; BOOL update_desc = FALSE; unsigned int i; HRESULT hr; TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback); if (FAILED(hr = wined3d_device_get_swapchain(device, 0, &swapchain))) { ERR("Failed to get the first implicit swapchain.\n"); return hr; } stateblock_unbind_resources(device->stateBlock); if (swapchain->back_buffers && swapchain->back_buffers[0]) wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE); else wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE); for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i) { wined3d_device_set_render_target(device, i, NULL, FALSE); } wined3d_device_set_depth_stencil(device, NULL); if (device->onscreen_depth_stencil) { wined3d_surface_decref(device->onscreen_depth_stencil); device->onscreen_depth_stencil = NULL; } 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))) { wined3d_swapchain_decref(swapchain); return hr; } } /* Is it necessary to recreate the gl context? Actually every setting can be changed * on an existing gl context, so there's no real need for recreation. * * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED * * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain */ TRACE("New params:\n"); TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width); TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height); TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format)); TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count); TRACE("multisample_type %#x\n", swapchain_desc->multisample_type); TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality); TRACE("swap_effect %#x\n", swapchain_desc->swap_effect); TRACE("device_window %p\n", swapchain_desc->device_window); TRACE("windowed %#x\n", swapchain_desc->windowed); TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil); if (swapchain_desc->enable_auto_depth_stencil) TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format)); TRACE("flags %#x\n", swapchain_desc->flags); TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate); TRACE("swap_interval %u\n", swapchain_desc->swap_interval); TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode); /* No special treatment of these parameters. Just store them */ swapchain->desc.swap_effect = swapchain_desc->swap_effect; swapchain->desc.flags = swapchain_desc->flags; swapchain->desc.swap_interval = swapchain_desc->swap_interval; swapchain->desc.refresh_rate = swapchain_desc->refresh_rate; /* What to do about these? */ if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count) FIXME("Cannot change the back buffer count yet.\n"); if (swapchain_desc->device_window && swapchain_desc->device_window != swapchain->desc.device_window) { TRACE("Changing the device window from %p to %p.\n", swapchain->desc.device_window, swapchain_desc->device_window); swapchain->desc.device_window = swapchain_desc->device_window; swapchain->device_window = swapchain_desc->device_window; wined3d_swapchain_set_window(swapchain, NULL); } if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil) { HRESULT hr; TRACE("Creating the depth stencil buffer\n"); if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent, device->device_parent, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL, swapchain_desc->multisample_type, swapchain_desc->multisample_quality, &device->auto_depth_stencil))) { ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr); wined3d_swapchain_decref(swapchain); return WINED3DERR_INVALIDCALL; } } /* Reset the depth stencil */ if (swapchain_desc->enable_auto_depth_stencil) wined3d_device_set_depth_stencil(device, device->auto_depth_stencil); if (mode) { DisplayModeChanged = TRUE; m = *mode; } else if (swapchain_desc->windowed) { m.width = swapchain->orig_width; m.height = swapchain->orig_height; m.refresh_rate = 0; m.format_id = swapchain->desc.backbuffer_format; m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; } 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; } /* Should Width == 800 && Height == 0 set 800x600? */ if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height)) { if (!swapchain_desc->windowed) DisplayModeChanged = TRUE; swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width; swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height; update_desc = TRUE; } if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format) { swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format; update_desc = TRUE; } if (swapchain_desc->multisample_type != swapchain->desc.multisample_type || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality) { swapchain->desc.multisample_type = swapchain_desc->multisample_type; swapchain->desc.multisample_quality = swapchain_desc->multisample_quality; update_desc = TRUE; } if (update_desc) { UINT i; hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality); if (FAILED(hr)) { wined3d_swapchain_decref(swapchain); return hr; } for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, swapchain->desc.multisample_type, swapchain->desc.multisample_quality); if (FAILED(hr)) { wined3d_swapchain_decref(swapchain); return hr; } } if (device->auto_depth_stencil) { hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id, swapchain->desc.multisample_type, swapchain->desc.multisample_quality); if (FAILED(hr)) { wined3d_swapchain_decref(swapchain); return hr; } } } if (!swapchain_desc->windowed != !swapchain->desc.windowed || DisplayModeChanged) { if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m))) { WARN("Failed to set display mode, hr %#x.\n", hr); wined3d_swapchain_decref(swapchain); 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); wined3d_swapchain_decref(swapchain); return hr; } /* switch from windowed to fs */ wined3d_device_setup_fullscreen_window(device, swapchain->device_window, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height); } else { /* Fullscreen -> fullscreen mode change */ MoveWindow(swapchain->device_window, 0, 0, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, TRUE); } } else if (!swapchain->desc.windowed) { /* Fullscreen -> windowed switch */ wined3d_device_restore_fullscreen_window(device, swapchain->device_window); wined3d_device_release_focus_window(device); } swapchain->desc.windowed = swapchain_desc->windowed; } else if (!swapchain_desc->windowed) { DWORD style = device->style; DWORD exStyle = device->exStyle; /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call * Reset to clear up their mess. Guild Wars also loses the device during that. */ device->style = 0; device->exStyle = 0; wined3d_device_setup_fullscreen_window(device, swapchain->device_window, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height); device->style = style; device->exStyle = exStyle; } TRACE("Resetting stateblock.\n"); wined3d_stateblock_decref(device->updateStateBlock); wined3d_stateblock_decref(device->stateBlock); if (device->d3d_initialized) delete_opengl_contexts(device, swapchain); /* Note: No parent needed for initial internal stateblock */ hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock); if (FAILED(hr)) ERR("Resetting the stateblock failed with error %#x.\n", hr); else TRACE("Created stateblock %p.\n", device->stateBlock); device->updateStateBlock = device->stateBlock; wined3d_stateblock_incref(device->updateStateBlock); stateblock_init_default_state(device->stateBlock); swapchain_update_render_to_fbo(swapchain); swapchain_update_draw_bindings(swapchain); if (device->d3d_initialized) hr = create_primary_opengl_context(device, swapchain); wined3d_swapchain_decref(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; } HRESULT 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; return WINED3D_OK; } 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 (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain))) { wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp); wined3d_swapchain_decref(swapchain); } } 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 (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain))) { wined3d_swapchain_get_gamma_ramp(swapchain, ramp); wined3d_swapchain_decref(swapchain); } } void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) { TRACE("device %p, resource %p.\n", device, resource); list_add_head(&device->resources, &resource->resource_list_entry); } static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource) { TRACE("device %p, resource %p.\n", device, resource); list_remove(&resource->resource_list_entry); } void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) { enum wined3d_resource_type type = resource->type; unsigned int i; TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type)); context_resource_released(device, resource, type); switch (type) { case WINED3D_RTYPE_SURFACE: { struct wined3d_surface *surface = surface_from_resource(resource); if (!device->d3d_initialized) break; for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) { if (device->fb.render_targets[i] == surface) { ERR("Surface %p is still in use as render target %u.\n", surface, i); device->fb.render_targets[i] = NULL; } } if (device->fb.depth_stencil == surface) { ERR("Surface %p is still in use as depth/stencil buffer.\n", surface); device->fb.depth_stencil = NULL; } } break; case WINED3D_RTYPE_TEXTURE: case WINED3D_RTYPE_CUBE_TEXTURE: case WINED3D_RTYPE_VOLUME_TEXTURE: for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) { struct wined3d_texture *texture = wined3d_texture_from_resource(resource); if (device->stateBlock && device->stateBlock->state.textures[i] == texture) { ERR("Texture %p is still in use by stateblock %p, stage %u.\n", texture, device->stateBlock, i); device->stateBlock->state.textures[i] = NULL; } if (device->updateStateBlock != device->stateBlock && device->updateStateBlock->state.textures[i] == texture) { ERR("Texture %p is still in use by stateblock %p, stage %u.\n", texture, device->updateStateBlock, i); device->updateStateBlock->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->stateBlock && device->stateBlock->state.streams[i].buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", buffer, device->stateBlock, i); device->stateBlock->state.streams[i].buffer = NULL; } if (device->updateStateBlock != device->stateBlock && device->updateStateBlock->state.streams[i].buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", buffer, device->updateStateBlock, i); device->updateStateBlock->state.streams[i].buffer = NULL; } } if (device->stateBlock && device->stateBlock->state.index_buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", buffer, device->stateBlock); device->stateBlock->state.index_buffer = NULL; } if (device->updateStateBlock != device->stateBlock && device->updateStateBlock->state.index_buffer == buffer) { ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", buffer, device->updateStateBlock); device->updateStateBlock->state.index_buffer = NULL; } } break; default: break; } /* Remove the resource from the resourceStore */ device_resource_remove(device, resource); TRACE("Resource released.\n"); } HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc, struct wined3d_surface **surface) { struct wined3d_resource *resource; TRACE("device %p, dc %p, surface %p.\n", device, dc, surface); if (!dc) return WINED3DERR_INVALIDCALL; LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) { if (resource->type == WINED3D_RTYPE_SURFACE) { struct wined3d_surface *s = surface_from_resource(resource); if (s->hDC == dc) { TRACE("Found surface %p for dc %p.\n", s, dc); *surface = s; return WINED3D_OK; } } } return WINED3DERR_INVALIDCALL; } 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; struct shader_caps shader_caps; struct fragment_caps ffp_caps; 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; for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]); select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode); device->shader_backend = adapter->shader_backend; if (device->shader_backend) { device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); device->vshader_version = shader_caps.VertexShaderVersion; device->pshader_version = shader_caps.PixelShaderVersion; device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst; device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst; device->vs_clipping = shader_caps.VSClipping; } fragment_pipeline = adapter->fragment_pipe; device->frag_pipe = fragment_pipeline; if (fragment_pipeline) { fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps); device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures; hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info, ffp_vertexstate_template, fragment_pipeline, misc_state_template); if (FAILED(hr)) { ERR("Failed to compile state table, hr %#x.\n", hr); wined3d_decref(device->wined3d); return hr; } } device->blitter = adapter->blitter; hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock); if (FAILED(hr)) { WARN("Failed to create stateblock.\n"); for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) { HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); } wined3d_decref(device->wined3d); return hr; } TRACE("Created stateblock %p.\n", device->stateBlock); device->updateStateBlock = device->stateBlock; wined3d_stateblock_incref(device->updateStateBlock); return WINED3D_OK; } void device_invalidate_state(const struct wined3d_device *device, DWORD state) { DWORD rep = device->StateTable[state].representative; struct wined3d_context *context; DWORD idx; BYTE shift; UINT i; for (i = 0; i < device->context_count; ++i) { context = device->contexts[i]; if(isStateDirty(context, rep)) continue; context->dirtyArray[context->numDirtyEntries++] = rep; idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); context->isStateDirty[idx] |= (1 << shift); } } void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) { /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */ *width = context->current_rt->pow2Width; *height = context->current_rt->pow2Height; } void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) { const struct wined3d_swapchain *swapchain = context->swapchain; /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the * current context's drawable, which is the size of the back buffer of the swapchain * the active context belongs to. */ *width = swapchain->desc.backbuffer_width; *height = swapchain->desc.backbuffer_height; } LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) { if (device->filter_messages) { TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n", window, message, wparam, lparam); if (unicode) return DefWindowProcW(window, message, wparam, lparam); else return DefWindowProcA(window, message, wparam, lparam); } if (message == WM_DESTROY) { TRACE("unregister window %p.\n", window); wined3d_unregister_window(window); if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window) ERR("Window %p is not the focus window for device %p.\n", window, device); } else if (message == WM_DISPLAYCHANGE) { device->device_parent->ops->mode_changed(device->device_parent); } if (unicode) return CallWindowProcW(proc, window, message, wparam, lparam); else return CallWindowProcA(proc, window, message, wparam, lparam); }