| /* |
| * Copyright 2002 Lionel Ulmer |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2003-2004 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2006-2008 Stefan Dösinger for CodeWeavers |
| * Copyright 2006-2008 Henri Verbeet |
| * Copyright 2007 Andrew Riedi |
| * Copyright 2009-2011 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include <stdio.h> |
| #ifdef HAVE_FLOAT_H |
| # include <float.h> |
| #endif |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /* Define the default light parameters as specified by MSDN. */ |
| const struct wined3d_light WINED3D_default_light = |
| { |
| WINED3D_LIGHT_DIRECTIONAL, /* Type */ |
| { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */ |
| { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */ |
| { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */ |
| { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */ |
| { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */ |
| 0.0f, /* Range */ |
| 0.0f, /* Falloff */ |
| 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */ |
| 0.0f, /* Theta */ |
| 0.0f /* Phi */ |
| }; |
| |
| /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these |
| * actually have the same values in GL and D3D. */ |
| GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) |
| { |
| switch(primitive_type) |
| { |
| case WINED3D_PT_POINTLIST: |
| return GL_POINTS; |
| |
| case WINED3D_PT_LINELIST: |
| return GL_LINES; |
| |
| case WINED3D_PT_LINESTRIP: |
| return GL_LINE_STRIP; |
| |
| case WINED3D_PT_TRIANGLELIST: |
| return GL_TRIANGLES; |
| |
| case WINED3D_PT_TRIANGLESTRIP: |
| return GL_TRIANGLE_STRIP; |
| |
| case WINED3D_PT_TRIANGLEFAN: |
| return GL_TRIANGLE_FAN; |
| |
| case WINED3D_PT_LINELIST_ADJ: |
| return GL_LINES_ADJACENCY_ARB; |
| |
| case WINED3D_PT_LINESTRIP_ADJ: |
| return GL_LINE_STRIP_ADJACENCY_ARB; |
| |
| case WINED3D_PT_TRIANGLELIST_ADJ: |
| return GL_TRIANGLES_ADJACENCY_ARB; |
| |
| case WINED3D_PT_TRIANGLESTRIP_ADJ: |
| return GL_TRIANGLE_STRIP_ADJACENCY_ARB; |
| |
| default: |
| FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); |
| case WINED3D_PT_UNDEFINED: |
| return ~0u; |
| } |
| } |
| |
| 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)); |
| case ~0u: |
| return WINED3D_PT_UNDEFINED; |
| } |
| } |
| |
| BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| struct wined3d_context **new_array; |
| |
| TRACE("Adding context %p.\n", context); |
| |
| if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array)); |
| else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, |
| sizeof(*new_array) * (device->context_count + 1)); |
| |
| if (!new_array) |
| { |
| ERR("Failed to grow the context array.\n"); |
| return FALSE; |
| } |
| |
| new_array[device->context_count++] = context; |
| device->contexts = new_array; |
| return TRUE; |
| } |
| |
| void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| struct wined3d_context **new_array; |
| BOOL found = FALSE; |
| UINT i; |
| |
| TRACE("Removing context %p.\n", context); |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| if (device->contexts[i] == context) |
| { |
| found = TRUE; |
| break; |
| } |
| } |
| |
| if (!found) |
| { |
| ERR("Context %p doesn't exist in context array.\n", context); |
| return; |
| } |
| |
| if (!--device->context_count) |
| { |
| HeapFree(GetProcessHeap(), 0, device->contexts); |
| device->contexts = NULL; |
| return; |
| } |
| |
| memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts)); |
| new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts)); |
| if (!new_array) |
| { |
| ERR("Failed to shrink context array. Oh well.\n"); |
| return; |
| } |
| |
| device->contexts = new_array; |
| } |
| |
| void device_switch_onscreen_ds(struct wined3d_device *device, |
| struct wined3d_context *context, struct wined3d_surface *depth_stencil) |
| { |
| if (device->onscreen_depth_stencil) |
| { |
| surface_load_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB); |
| |
| surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB, |
| device->onscreen_depth_stencil->ds_current_size.cx, |
| device->onscreen_depth_stencil->ds_current_size.cy); |
| wined3d_texture_decref(device->onscreen_depth_stencil->container); |
| } |
| device->onscreen_depth_stencil = depth_stencil; |
| wined3d_texture_incref(device->onscreen_depth_stencil->container); |
| } |
| |
| static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect) |
| { |
| /* partial draw rect */ |
| if (draw_rect->left || draw_rect->top |
| || draw_rect->right < target->resource.width |
| || draw_rect->bottom < target->resource.height) |
| return FALSE; |
| |
| /* partial clear rect */ |
| if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0 |
| || clear_rect->right < target->resource.width |
| || clear_rect->bottom < target->resource.height)) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context, |
| DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect) |
| { |
| RECT current_rect, r; |
| |
| if (ds->locations & WINED3D_LOCATION_DISCARDED) |
| { |
| /* Depth buffer was discarded, make it entirely current in its new location since |
| * there is no other place where we would get data anyway. */ |
| SetRect(out_rect, 0, 0, ds->resource.width, ds->resource.height); |
| return; |
| } |
| |
| if (ds->locations & location) |
| SetRect(¤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 (!rect_count) |
| { |
| /* 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_location(ds, context, location); |
| SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); |
| } |
| |
| void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, |
| UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, |
| float depth, DWORD stencil) |
| { |
| struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL; |
| struct wined3d_surface *depth_stencil = fb->depth_stencil |
| ? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL; |
| const struct wined3d_gl_info *gl_info; |
| UINT drawable_width, drawable_height; |
| struct wined3d_color corrected_color; |
| struct wined3d_context *context; |
| GLbitfield clear_mask = 0; |
| BOOL render_offscreen; |
| unsigned int i; |
| RECT ds_rect; |
| |
| context = context_acquire(device, target); |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping clear.\n"); |
| return; |
| } |
| gl_info = context->gl_info; |
| |
| /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the |
| * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true |
| * for the cleared parts, and the untouched parts. |
| * |
| * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten |
| * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set |
| * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother |
| * checking all this if the dest surface is in the drawable anyway. */ |
| for (i = 0; i < rt_count; ++i) |
| { |
| struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; |
| struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv); |
| |
| if (rt && rtv->format->id != WINED3DFMT_NULL) |
| { |
| if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL)) |
| surface_load_location(rt, context, rtv->resource->draw_binding); |
| else |
| wined3d_surface_prepare(rt, context, rtv->resource->draw_binding); |
| } |
| } |
| |
| if (target) |
| { |
| render_offscreen = context->render_offscreen; |
| surface_get_drawable_size(target, context, &drawable_width, &drawable_height); |
| } |
| else |
| { |
| render_offscreen = TRUE; |
| drawable_width = depth_stencil->pow2Width; |
| drawable_height = depth_stencil->pow2Height; |
| } |
| |
| if (depth_stencil && render_offscreen) |
| wined3d_surface_prepare(depth_stencil, context, depth_stencil->container->resource.draw_binding); |
| |
| if (flags & WINED3DCLEAR_ZBUFFER) |
| { |
| DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; |
| |
| if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil) |
| device_switch_onscreen_ds(device, context, depth_stencil); |
| prepare_ds_clear(depth_stencil, context, location, |
| draw_rect, rect_count, clear_rect, &ds_rect); |
| } |
| |
| if (!context_apply_clear_state(context, device, rt_count, fb)) |
| { |
| context_release(context); |
| WARN("Failed to apply clear state, skipping clear.\n"); |
| return; |
| } |
| |
| /* Only set the values up once, as they are not changing. */ |
| if (flags & WINED3DCLEAR_STENCIL) |
| { |
| if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) |
| { |
| gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); |
| } |
| gl_info->gl_ops.gl.p_glStencilMask(~0U); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); |
| gl_info->gl_ops.gl.p_glClearStencil(stencil); |
| checkGLcall("glClearStencil"); |
| clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; |
| } |
| |
| if (flags & WINED3DCLEAR_ZBUFFER) |
| { |
| DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE; |
| |
| surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom); |
| |
| gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); |
| gl_info->gl_ops.gl.p_glClearDepth(depth); |
| checkGLcall("glClearDepth"); |
| clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; |
| } |
| |
| if (flags & WINED3DCLEAR_TARGET) |
| { |
| for (i = 0; i < rt_count; ++i) |
| { |
| struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; |
| struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv); |
| |
| if (rt) |
| { |
| surface_validate_location(rt, rtv->resource->draw_binding); |
| surface_invalidate_location(rt, ~rtv->resource->draw_binding); |
| } |
| } |
| |
| if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, &device->state, fb)) |
| { |
| if (rt_count > 1) |
| WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB " |
| "support, this might cause graphical issues.\n"); |
| |
| corrected_color.r = color->r < wined3d_srgb_const1[0] |
| ? color->r * wined3d_srgb_const0[3] |
| : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] |
| - wined3d_srgb_const0[2]; |
| corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f); |
| corrected_color.g = color->g < wined3d_srgb_const1[0] |
| ? color->g * wined3d_srgb_const0[3] |
| : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] |
| - wined3d_srgb_const0[2]; |
| corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f); |
| corrected_color.b = color->b < wined3d_srgb_const1[0] |
| ? color->b * wined3d_srgb_const0[3] |
| : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1] |
| - wined3d_srgb_const0[2]; |
| corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f); |
| color = &corrected_color; |
| } |
| |
| gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); |
| gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a); |
| checkGLcall("glClearColor"); |
| clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; |
| } |
| |
| if (!rect_count) |
| { |
| if (render_offscreen) |
| { |
| gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top, |
| draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom, |
| draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); |
| } |
| checkGLcall("glScissor"); |
| gl_info->gl_ops.gl.p_glClear(clear_mask); |
| checkGLcall("glClear"); |
| } |
| else |
| { |
| RECT current_rect; |
| |
| /* Now process each rect in turn. */ |
| for (i = 0; i < rect_count; ++i) |
| { |
| /* Note that GL uses lower left, width/height. */ |
| IntersectRect(¤t_rect, draw_rect, &clear_rect[i]); |
| |
| TRACE("clear_rect[%u] %s, current_rect %s.\n", i, |
| wine_dbgstr_rect(&clear_rect[i]), |
| wine_dbgstr_rect(¤t_rect)); |
| |
| /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently. |
| * The rectangle is not cleared, no error is returned, but further rectangles are |
| * still cleared if they are valid. */ |
| if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom) |
| { |
| TRACE("Rectangle with negative dimensions, ignoring.\n"); |
| continue; |
| } |
| |
| if (render_offscreen) |
| { |
| gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top, |
| current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); |
| } |
| else |
| { |
| gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom, |
| current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); |
| } |
| checkGLcall("glScissor"); |
| |
| gl_info->gl_ops.gl.p_glClear(clear_mask); |
| checkGLcall("glClear"); |
| } |
| } |
| |
| if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET |
| && target->container->swapchain && target->container->swapchain->front_buffer == target->container)) |
| gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| context_release(context); |
| } |
| |
| ULONG CDECL wined3d_device_incref(struct wined3d_device *device) |
| { |
| ULONG refcount = InterlockedIncrement(&device->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", device, refcount); |
| |
| return refcount; |
| } |
| |
| static void device_leftover_sampler(struct wine_rb_entry *entry, void *context) |
| { |
| struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); |
| |
| ERR("Leftover sampler %p.\n", sampler); |
| } |
| |
| ULONG CDECL wined3d_device_decref(struct wined3d_device *device) |
| { |
| ULONG refcount = InterlockedDecrement(&device->ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", device, refcount); |
| |
| if (!refcount) |
| { |
| UINT i; |
| |
| wined3d_cs_destroy(device->cs); |
| |
| if (device->recording && wined3d_stateblock_decref(device->recording)) |
| FIXME("Something's still holding the recording stateblock.\n"); |
| device->recording = NULL; |
| |
| state_cleanup(&device->state); |
| |
| for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); |
| device->multistate_funcs[i] = NULL; |
| } |
| |
| if (!list_empty(&device->resources)) |
| { |
| struct wined3d_resource *resource; |
| |
| FIXME("Device released with resources still bound, acceptable but unexpected.\n"); |
| |
| LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| FIXME("Leftover resource %p with type %s (%#x).\n", |
| resource, debug_d3dresourcetype(resource->type), resource->type); |
| } |
| } |
| |
| if (device->contexts) |
| ERR("Context array not freed!\n"); |
| if (device->hardwareCursor) |
| DestroyCursor(device->hardwareCursor); |
| device->hardwareCursor = 0; |
| |
| wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL); |
| |
| wined3d_decref(device->wined3d); |
| device->wined3d = NULL; |
| HeapFree(GetProcessHeap(), 0, device); |
| TRACE("Freed device %p.\n", device); |
| } |
| |
| return refcount; |
| } |
| |
| UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->swapchain_count; |
| } |
| |
| struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx) |
| { |
| TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx); |
| |
| if (swapchain_idx >= device->swapchain_count) |
| { |
| WARN("swapchain_idx %u >= swapchain_count %u.\n", |
| swapchain_idx, device->swapchain_count); |
| return NULL; |
| } |
| |
| return device->swapchains[swapchain_idx]; |
| } |
| |
| static void device_load_logo(struct wined3d_device *device, const char *filename) |
| { |
| struct wined3d_color_key color_key; |
| struct wined3d_resource_desc desc; |
| HBITMAP hbm; |
| BITMAP bm; |
| HRESULT hr; |
| HDC dcb = NULL, dcs = NULL; |
| |
| hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION); |
| if(hbm) |
| { |
| GetObjectA(hbm, sizeof(BITMAP), &bm); |
| dcb = CreateCompatibleDC(NULL); |
| if(!dcb) goto out; |
| SelectObject(dcb, hbm); |
| } |
| else |
| { |
| /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image |
| * couldn't be loaded |
| */ |
| memset(&bm, 0, sizeof(bm)); |
| bm.bmWidth = 32; |
| bm.bmHeight = 32; |
| } |
| |
| desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; |
| desc.format = WINED3DFMT_B5G6R5_UNORM; |
| desc.multisample_type = WINED3D_MULTISAMPLE_NONE; |
| desc.multisample_quality = 0; |
| desc.usage = WINED3DUSAGE_DYNAMIC; |
| desc.pool = WINED3D_POOL_DEFAULT; |
| desc.width = bm.bmWidth; |
| desc.height = bm.bmHeight; |
| desc.depth = 1; |
| desc.size = 0; |
| if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE, |
| NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture))) |
| { |
| ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr); |
| goto out; |
| } |
| |
| if (dcb) |
| { |
| if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs))) |
| goto out; |
| BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY); |
| wined3d_texture_release_dc(device->logo_texture, 0, dcs); |
| |
| color_key.color_space_low_value = 0; |
| color_key.color_space_high_value = 0; |
| wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key); |
| } |
| else |
| { |
| const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f}; |
| const RECT rect = {0, 0, desc.width, desc.height}; |
| struct wined3d_surface *surface; |
| |
| /* Fill the surface with a white color to show that wined3d is there */ |
| surface = surface_from_resource(wined3d_texture_get_sub_resource(device->logo_texture, 0)); |
| surface_color_fill(surface, &rect, &c); |
| } |
| |
| out: |
| if (dcb) DeleteDC(dcb); |
| if (hbm) DeleteObject(hbm); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| unsigned int i, j, count; |
| /* Under DirectX you can sample even if no texture is bound, whereas |
| * OpenGL will only allow that when a valid texture is bound. |
| * We emulate this by creating dummy textures and binding them |
| * to each texture stage when the currently set D3D texture is NULL. */ |
| |
| count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); |
| for (i = 0; i < count; ++i) |
| { |
| static const DWORD color = 0x000000ff; |
| |
| /* Make appropriate texture active */ |
| context_active_texture(context, gl_info, i); |
| |
| gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]); |
| |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); |
| checkGLcall("glBindTexture"); |
| |
| gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, |
| GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]); |
| |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); |
| checkGLcall("glBindTexture"); |
| |
| gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, |
| GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| } |
| |
| if (gl_info->supported[EXT_TEXTURE3D]) |
| { |
| gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]); |
| |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); |
| checkGLcall("glBindTexture"); |
| |
| GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); |
| checkGLcall("glTexImage3D"); |
| } |
| |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]); |
| |
| gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]); |
| checkGLcall("glBindTexture"); |
| |
| for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j) |
| { |
| gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, |
| GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| } |
| } |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); |
| |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)"); |
| } |
| |
| if (gl_info->supported[EXT_TEXTURE3D]) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)"); |
| } |
| |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)"); |
| } |
| |
| gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)"); |
| |
| memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube)); |
| memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d)); |
| memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect)); |
| memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d)); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void create_default_sampler(struct wined3d_device *device) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| |
| /* |
| * In SM4+ shaders there is a separation between resources and samplers. Some of shader |
| * instructions allow to access resources without using samplers. |
| * In GLSL resources are always accessed through sampler or image variables. The default |
| * sampler object is used to emulate the direct resource access when there is no sampler state |
| * to use. |
| */ |
| |
| if (gl_info->supported[ARB_SAMPLER_OBJECTS]) |
| { |
| GL_EXTCALL(glGenSamplers(1, &device->default_sampler)); |
| checkGLcall("glGenSamplers"); |
| GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); |
| GL_EXTCALL(glSamplerParameteri(device->default_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST)); |
| checkGLcall("glSamplerParamteri"); |
| } |
| else |
| { |
| device->default_sampler = 0; |
| } |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void destroy_default_sampler(struct wined3d_device *device) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| |
| if (gl_info->supported[ARB_SAMPLER_OBJECTS]) |
| { |
| GL_EXTCALL(glDeleteSamplers(1, &device->default_sampler)); |
| checkGLcall("glDeleteSamplers"); |
| } |
| |
| device->default_sampler = 0; |
| } |
| |
| static LONG fullscreen_style(LONG style) |
| { |
| /* Make sure the window is managed, otherwise we won't get keyboard input. */ |
| style |= WS_POPUP | WS_SYSMENU; |
| style &= ~(WS_CAPTION | WS_THICKFRAME); |
| |
| return style; |
| } |
| |
| static LONG fullscreen_exstyle(LONG exstyle) |
| { |
| /* Filter out window decorations. */ |
| exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); |
| |
| return exstyle; |
| } |
| |
| void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h) |
| { |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| TRACE("Setting up window %p for fullscreen mode.\n", window); |
| |
| if (device->style || device->exStyle) |
| { |
| ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", |
| window, device->style, device->exStyle); |
| } |
| |
| device->style = GetWindowLongW(window, GWL_STYLE); |
| device->exStyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| style = fullscreen_style(device->style); |
| exstyle = fullscreen_exstyle(device->exStyle); |
| |
| TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", |
| device->style, device->exStyle, style, exstyle); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| SetWindowLongW(window, GWL_STYLE, style); |
| SetWindowLongW(window, GWL_EXSTYLE, exstyle); |
| SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE); |
| |
| device->filter_messages = filter_messages; |
| } |
| |
| void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window) |
| { |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| if (!device->style && !device->exStyle) return; |
| |
| style = GetWindowLongW(window, GWL_STYLE); |
| exstyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| /* These flags are set by wined3d_device_setup_fullscreen_window, not the |
| * application, and we want to ignore them in the test below, since it's |
| * not the application's fault that they changed. Additionally, we want to |
| * preserve the current status of these flags (i.e. don't restore them) to |
| * more closely emulate the behavior of Direct3D, which leaves these flags |
| * alone when returning to windowed mode. */ |
| device->style ^= (device->style ^ style) & WS_VISIBLE; |
| device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST; |
| |
| TRACE("Restoring window style of window %p to %08x, %08x.\n", |
| window, device->style, device->exStyle); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| /* Only restore the style if the application didn't modify it during the |
| * fullscreen phase. Some applications change it before calling Reset() |
| * when switching between windowed and fullscreen modes (HL2), some |
| * depend on the original style (Eve Online). */ |
| if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle)) |
| { |
| SetWindowLongW(window, GWL_STYLE, device->style); |
| SetWindowLongW(window, GWL_EXSTYLE, device->exStyle); |
| } |
| SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE); |
| |
| device->filter_messages = filter_messages; |
| |
| /* Delete the old values. */ |
| device->style = 0; |
| device->exStyle = 0; |
| } |
| |
| HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window) |
| { |
| TRACE("device %p, window %p.\n", device, window); |
| |
| if (!wined3d_register_window(window, device)) |
| { |
| ERR("Failed to register window %p.\n", window); |
| return E_FAIL; |
| } |
| |
| InterlockedExchangePointer((void **)&device->focus_window, window); |
| SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_release_focus_window(struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| if (device->focus_window) wined3d_unregister_window(device->focus_window); |
| InterlockedExchangePointer((void **)&device->focus_window, NULL); |
| } |
| |
| static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain) |
| { |
| BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil; |
| unsigned int i; |
| |
| if (device->fb.render_targets) |
| { |
| for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) |
| { |
| wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); |
| } |
| if (device->back_buffer_view) |
| wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE); |
| } |
| |
| wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL); |
| wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable); |
| } |
| |
| HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device, |
| struct wined3d_swapchain_desc *swapchain_desc) |
| { |
| static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f}; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_swapchain *swapchain = NULL; |
| struct wined3d_context *context; |
| DWORD clear_flags = 0; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); |
| |
| if (device->d3d_initialized) |
| return WINED3DERR_INVALIDCALL; |
| if (device->wined3d->flags & WINED3D_NO3D) |
| return WINED3DERR_INVALIDCALL; |
| |
| device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(*device->fb.render_targets) * gl_info->limits.buffers); |
| |
| if (FAILED(hr = device->shader_backend->shader_alloc_private(device, |
| device->adapter->vertex_pipe, device->adapter->fragment_pipe))) |
| { |
| TRACE("Shader private data couldn't be allocated\n"); |
| goto err_out; |
| } |
| if (FAILED(hr = device->blitter->alloc_private(device))) |
| { |
| TRACE("Blitter private data couldn't be allocated\n"); |
| goto err_out; |
| } |
| |
| /* Setup the implicit swapchain. This also initializes a context. */ |
| TRACE("Creating implicit swapchain\n"); |
| hr = device->device_parent->ops->create_swapchain(device->device_parent, |
| swapchain_desc, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create implicit swapchain\n"); |
| goto err_out; |
| } |
| |
| if (swapchain_desc->backbuffer_count) |
| { |
| struct wined3d_rendertarget_view_desc view_desc; |
| |
| view_desc.format_id = swapchain_desc->backbuffer_format; |
| view_desc.u.texture.level_idx = 0; |
| view_desc.u.texture.layer_idx = 0; |
| view_desc.u.texture.layer_count = 1; |
| if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource, |
| NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| goto err_out; |
| } |
| } |
| |
| device->swapchain_count = 1; |
| device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); |
| if (!device->swapchains) |
| { |
| ERR("Out of memory!\n"); |
| goto err_out; |
| } |
| device->swapchains[0] = swapchain; |
| device_init_swapchain_state(device, swapchain); |
| |
| context = context_acquire(device, |
| surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0))); |
| |
| create_dummy_textures(device, context); |
| create_default_sampler(device); |
| |
| device->contexts[0]->last_was_rhw = 0; |
| |
| TRACE("All defaults now set up, leaving 3D init.\n"); |
| |
| context_release(context); |
| |
| /* Clear the screen */ |
| if (swapchain->back_buffers && swapchain->back_buffers[0]) |
| clear_flags |= WINED3DCLEAR_TARGET; |
| if (swapchain_desc->enable_auto_depth_stencil) |
| clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL; |
| if (clear_flags) |
| wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0); |
| |
| device->d3d_initialized = TRUE; |
| |
| if (wined3d_settings.logo) |
| device_load_logo(device, wined3d_settings.logo); |
| return WINED3D_OK; |
| |
| err_out: |
| HeapFree(GetProcessHeap(), 0, device->fb.render_targets); |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchain_count = 0; |
| if (device->back_buffer_view) |
| wined3d_rendertarget_view_decref(device->back_buffer_view); |
| if (swapchain) |
| wined3d_swapchain_decref(swapchain); |
| if (device->blit_priv) |
| device->blitter->free_private(device); |
| if (device->shader_priv) |
| device->shader_backend->shader_free_private(device); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device, |
| struct wined3d_swapchain_desc *swapchain_desc) |
| { |
| struct wined3d_swapchain *swapchain = NULL; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); |
| |
| /* Setup the implicit swapchain */ |
| TRACE("Creating implicit swapchain\n"); |
| hr = device->device_parent->ops->create_swapchain(device->device_parent, |
| swapchain_desc, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create implicit swapchain\n"); |
| goto err_out; |
| } |
| |
| device->swapchain_count = 1; |
| device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); |
| if (!device->swapchains) |
| { |
| ERR("Out of memory!\n"); |
| goto err_out; |
| } |
| device->swapchains[0] = swapchain; |
| return WINED3D_OK; |
| |
| err_out: |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| |
| static void device_free_sampler(struct wine_rb_entry *entry, void *context) |
| { |
| struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); |
| |
| wined3d_sampler_decref(sampler); |
| } |
| |
| HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device) |
| { |
| struct wined3d_resource *resource, *cursor; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_surface *surface; |
| UINT i; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!device->d3d_initialized) |
| return WINED3DERR_INVALIDCALL; |
| |
| /* I don't think that the interface guarantees that the device is destroyed from the same thread |
| * it was created. Thus make sure a context is active for the glDelete* calls |
| */ |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| if (device->logo_texture) |
| wined3d_texture_decref(device->logo_texture); |
| if (device->cursor_texture) |
| wined3d_texture_decref(device->cursor_texture); |
| |
| state_unbind_resources(&device->state); |
| |
| /* Unload resources */ |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Unloading resource %p.\n", resource); |
| |
| resource->resource_ops->resource_unload(resource); |
| } |
| |
| wine_rb_clear(&device->samplers, device_free_sampler, NULL); |
| |
| /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader |
| * private data, it might contain opengl pointers |
| */ |
| if (device->depth_blt_texture) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture); |
| device->depth_blt_texture = 0; |
| } |
| |
| /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */ |
| device->blitter->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| destroy_dummy_textures(device, gl_info); |
| destroy_default_sampler(device); |
| |
| /* Release the context again as soon as possible. In particular, |
| * releasing the render target views below may release the last reference |
| * to the swapchain associated with this context, which in turn will |
| * destroy the context. */ |
| context_release(context); |
| |
| /* Release the buffers (with sanity checks)*/ |
| if (device->onscreen_depth_stencil) |
| { |
| surface = device->onscreen_depth_stencil; |
| device->onscreen_depth_stencil = NULL; |
| wined3d_texture_decref(surface->container); |
| } |
| |
| if (device->fb.depth_stencil) |
| { |
| struct wined3d_rendertarget_view *view = device->fb.depth_stencil; |
| |
| TRACE("Releasing depth/stencil view %p.\n", view); |
| |
| device->fb.depth_stencil = NULL; |
| wined3d_rendertarget_view_decref(view); |
| } |
| |
| if (device->auto_depth_stencil_view) |
| { |
| struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view; |
| |
| device->auto_depth_stencil_view = NULL; |
| if (wined3d_rendertarget_view_decref(view)) |
| ERR("Something's still holding the auto depth/stencil view (%p).\n", view); |
| } |
| |
| for (i = 0; i < gl_info->limits.buffers; ++i) |
| { |
| wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); |
| } |
| if (device->back_buffer_view) |
| { |
| wined3d_rendertarget_view_decref(device->back_buffer_view); |
| device->back_buffer_view = NULL; |
| } |
| |
| for (i = 0; i < device->swapchain_count; ++i) |
| { |
| TRACE("Releasing the implicit swapchain %u.\n", i); |
| if (wined3d_swapchain_decref(device->swapchains[i])) |
| FIXME("Something's still holding the implicit swapchain.\n"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchains = NULL; |
| device->swapchain_count = 0; |
| |
| HeapFree(GetProcessHeap(), 0, device->fb.render_targets); |
| device->fb.render_targets = NULL; |
| |
| device->d3d_initialized = FALSE; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < device->swapchain_count; ++i) |
| { |
| TRACE("Releasing the implicit swapchain %u.\n", i); |
| if (wined3d_swapchain_decref(device->swapchains[i])) |
| FIXME("Something's still holding the implicit swapchain.\n"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchains = NULL; |
| device->swapchain_count = 0; |
| return WINED3D_OK; |
| } |
| |
| /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw |
| * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from |
| * CreateDevice if D3DCREATE_MULTITHREADED is passed. |
| * |
| * There is no way to deactivate thread safety once it is enabled. |
| */ |
| void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| /* For now just store the flag (needed in case of ddraw). */ |
| device->create_parms.flags |= WINED3DCREATE_MULTITHREADED; |
| } |
| |
| UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n", |
| wine_dbgstr_longlong(device->adapter->vram_bytes), |
| wine_dbgstr_longlong(device->adapter->vram_bytes_used), |
| wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used)); |
| |
| return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used); |
| } |
| |
| void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx, |
| struct wined3d_buffer *buffer, UINT offset) |
| { |
| struct wined3d_stream_output *stream; |
| struct wined3d_buffer *prev_buffer; |
| |
| TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset); |
| |
| if (idx >= MAX_STREAM_OUT) |
| { |
| WARN("Invalid stream output %u.\n", idx); |
| return; |
| } |
| |
| stream = &device->update_state->stream_output[idx]; |
| prev_buffer = stream->buffer; |
| |
| if (buffer) |
| wined3d_buffer_incref(buffer); |
| stream->buffer = buffer; |
| stream->offset = offset; |
| if (!device->recording) |
| wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset); |
| if (prev_buffer) |
| wined3d_buffer_decref(prev_buffer); |
| } |
| |
| struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device, |
| UINT idx, UINT *offset) |
| { |
| TRACE("device %p, idx %u, offset %p.\n", device, idx, offset); |
| |
| if (idx >= MAX_STREAM_OUT) |
| { |
| WARN("Invalid stream output %u.\n", idx); |
| return NULL; |
| } |
| |
| if (offset) |
| *offset = device->state.stream_output[idx].offset; |
| return device->state.stream_output[idx].buffer; |
| } |
| |
| HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx, |
| struct wined3d_buffer *buffer, UINT offset, UINT stride) |
| { |
| struct wined3d_stream_state *stream; |
| struct wined3d_buffer *prev_buffer; |
| |
| TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n", |
| device, stream_idx, buffer, offset, stride); |
| |
| if (stream_idx >= MAX_STREAMS) |
| { |
| WARN("Stream index %u out of range.\n", stream_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| else if (offset & 0x3) |
| { |
| WARN("Offset %u is not 4 byte aligned.\n", offset); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->update_state->streams[stream_idx]; |
| prev_buffer = stream->buffer; |
| |
| if (device->recording) |
| device->recording->changed.streamSource |= 1u << stream_idx; |
| |
| if (prev_buffer == buffer |
| && stream->stride == stride |
| && stream->offset == offset) |
| { |
| TRACE("Application is setting the old values over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| stream->buffer = buffer; |
| if (buffer) |
| { |
| stream->stride = stride; |
| stream->offset = offset; |
| wined3d_buffer_incref(buffer); |
| } |
| |
| if (!device->recording) |
| wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride); |
| if (prev_buffer) |
| wined3d_buffer_decref(prev_buffer); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device, |
| UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride) |
| { |
| const struct wined3d_stream_state *stream; |
| |
| TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n", |
| device, stream_idx, buffer, offset, stride); |
| |
| if (stream_idx >= MAX_STREAMS) |
| { |
| WARN("Stream index %u out of range.\n", stream_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->state.streams[stream_idx]; |
| *buffer = stream->buffer; |
| if (offset) |
| *offset = stream->offset; |
| *stride = stream->stride; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider) |
| { |
| struct wined3d_stream_state *stream; |
| UINT old_flags, old_freq; |
| |
| TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider); |
| |
| /* Verify input. At least in d3d9 this is invalid. */ |
| if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA)) |
| { |
| WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx) |
| { |
| WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if (!divider) |
| { |
| WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->update_state->streams[stream_idx]; |
| old_flags = stream->flags; |
| old_freq = stream->frequency; |
| |
| stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); |
| stream->frequency = divider & 0x7fffff; |
| |
| if (device->recording) |
| device->recording->changed.streamFreq |= 1u << stream_idx; |
| else if (stream->frequency != old_freq || stream->flags != old_flags) |
| wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device, |
| UINT stream_idx, UINT *divider) |
| { |
| const struct wined3d_stream_state *stream; |
| |
| TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider); |
| |
| stream = &device->state.streams[stream_idx]; |
| *divider = stream->flags | stream->frequency; |
| |
| TRACE("Returning %#x.\n", *divider); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_transform(struct wined3d_device *device, |
| enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) |
| { |
| TRACE("device %p, state %s, matrix %p.\n", |
| device, debug_d3dtstype(d3dts), matrix); |
| TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14); |
| TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24); |
| TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34); |
| TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44); |
| |
| /* Handle recording of state blocks. */ |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f); |
| device->update_state->transforms[d3dts] = *matrix; |
| return; |
| } |
| |
| /* If the new matrix is the same as the current one, |
| * we cut off any further processing. this seems to be a reasonable |
| * optimization because as was noticed, some apps (warcraft3 for example) |
| * tend towards setting the same matrix repeatedly for some reason. |
| * |
| * From here on we assume that the new matrix is different, wherever it matters. */ |
| if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix))) |
| { |
| TRACE("The application is setting the same matrix over again.\n"); |
| return; |
| } |
| |
| device->state.transforms[d3dts] = *matrix; |
| wined3d_cs_emit_set_transform(device->cs, d3dts, matrix); |
| } |
| |
| void CDECL wined3d_device_get_transform(const struct wined3d_device *device, |
| enum wined3d_transform_state state, struct wined3d_matrix *matrix) |
| { |
| TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); |
| |
| *matrix = device->state.transforms[state]; |
| } |
| |
| void CDECL wined3d_device_multiply_transform(struct wined3d_device *device, |
| enum wined3d_transform_state state, const struct wined3d_matrix *matrix) |
| { |
| const struct wined3d_matrix *mat; |
| struct wined3d_matrix temp; |
| |
| TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); |
| |
| /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code |
| * below means it will be recorded in a state block change, but it |
| * works regardless where it is recorded. |
| * If this is found to be wrong, change to StateBlock. */ |
| if (state > HIGHEST_TRANSFORMSTATE) |
| { |
| WARN("Unhandled transform state %#x.\n", state); |
| return; |
| } |
| |
| mat = &device->update_state->transforms[state]; |
| multiply_matrix(&temp, mat, matrix); |
| |
| /* Apply change via set transform - will reapply to eg. lights this way. */ |
| wined3d_device_set_transform(device, state, &temp); |
| } |
| |
| /* Note lights are real special cases. Although the device caps state only |
| * e.g. 8 are supported, you can reference any indexes you want as long as |
| * that number max are enabled at any one point in time. Therefore since the |
| * indices can be anything, we need a hashmap of them. However, this causes |
| * stateblock problems. When capturing the state block, I duplicate the |
| * hashmap, but when recording, just build a chain pretty much of commands to |
| * be replayed. */ |
| HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, |
| UINT light_idx, const struct wined3d_light *light) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *object = NULL; |
| struct list *e; |
| float rho; |
| |
| TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); |
| |
| /* Check the parameter range. Need for speed most wanted sets junk lights |
| * which confuse the GL driver. */ |
| if (!light) |
| return WINED3DERR_INVALIDCALL; |
| |
| switch (light->type) |
| { |
| case WINED3D_LIGHT_POINT: |
| case WINED3D_LIGHT_SPOT: |
| case WINED3D_LIGHT_GLSPOT: |
| /* Incorrect attenuation values can cause the gl driver to crash. |
| * Happens with Need for speed most wanted. */ |
| if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f) |
| { |
| WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| break; |
| |
| case WINED3D_LIGHT_DIRECTIONAL: |
| case WINED3D_LIGHT_PARALLELPOINT: |
| /* Ignores attenuation */ |
| break; |
| |
| default: |
| WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) |
| { |
| object = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (object->OriginalIndex == light_idx) |
| break; |
| object = NULL; |
| } |
| |
| if (!object) |
| { |
| TRACE("Adding new light\n"); |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| list_add_head(&device->update_state->light_map[hash_idx], &object->entry); |
| object->glIndex = -1; |
| object->OriginalIndex = light_idx; |
| } |
| |
| /* Initialize the object. */ |
| TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, " |
| "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, " |
| "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n", |
| light_idx, light->type, debug_color(&light->diffuse), |
| debug_color(&light->specular), debug_color(&light->ambient), |
| light->position.x, light->position.y, light->position.z, |
| light->direction.x, light->direction.y, light->direction.z, |
| light->range, light->falloff, light->theta, light->phi); |
| |
| /* Update the live definitions if the light is currently assigned a glIndex. */ |
| if (object->glIndex != -1 && !device->recording) |
| { |
| if (object->OriginalParms.type != light->type) |
| device_invalidate_state(device, STATE_LIGHT_TYPE); |
| device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex)); |
| } |
| |
| /* Save away the information. */ |
| object->OriginalParms = *light; |
| |
| switch (light->type) |
| { |
| case WINED3D_LIGHT_POINT: |
| /* Position */ |
| object->position.x = light->position.x; |
| object->position.y = light->position.y; |
| object->position.z = light->position.z; |
| object->position.w = 1.0f; |
| object->cutoff = 180.0f; |
| /* FIXME: Range */ |
| break; |
| |
| case WINED3D_LIGHT_DIRECTIONAL: |
| /* Direction */ |
| object->direction.x = -light->direction.x; |
| object->direction.y = -light->direction.y; |
| object->direction.z = -light->direction.z; |
| object->direction.w = 0.0f; |
| object->exponent = 0.0f; |
| object->cutoff = 180.0f; |
| break; |
| |
| case WINED3D_LIGHT_SPOT: |
| /* Position */ |
| object->position.x = light->position.x; |
| object->position.y = light->position.y; |
| object->position.z = light->position.z; |
| object->position.w = 1.0f; |
| |
| /* Direction */ |
| object->direction.x = light->direction.x; |
| object->direction.y = light->direction.y; |
| object->direction.z = light->direction.z; |
| object->direction.w = 0.0f; |
| |
| /* opengl-ish and d3d-ish spot lights use too different models |
| * for the light "intensity" as a function of the angle towards |
| * the main light direction, so we only can approximate very |
| * roughly. However, spot lights are rather rarely used in games |
| * (if ever used at all). Furthermore if still used, probably |
| * nobody pays attention to such details. */ |
| if (!light->falloff) |
| { |
| /* Falloff = 0 is easy, because d3d's and opengl's spot light |
| * equations have the falloff resp. exponent parameter as an |
| * exponent, so the spot light lighting will always be 1.0 for |
| * both of them, and we don't have to care for the rest of the |
| * rather complex calculation. */ |
| object->exponent = 0.0f; |
| } |
| else |
| { |
| rho = light->theta + (light->phi - light->theta) / (2 * light->falloff); |
| if (rho < 0.0001f) |
| rho = 0.0001f; |
| object->exponent = -0.3f / logf(cosf(rho / 2)); |
| } |
| |
| if (object->exponent > 128.0f) |
| object->exponent = 128.0f; |
| |
| object->cutoff = (float)(light->phi * 90 / M_PI); |
| /* FIXME: Range */ |
| break; |
| |
| case WINED3D_LIGHT_PARALLELPOINT: |
| object->position.x = light->position.x; |
| object->position.y = light->position.y; |
| object->position.z = light->position.z; |
| object->position.w = 1.0f; |
| break; |
| |
| default: |
| FIXME("Unrecognized light type %#x.\n", light->type); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, |
| UINT light_idx, struct wined3d_light *light) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); |
| |
| LIST_FOR_EACH(e, &device->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| |
| if (!light_info) |
| { |
| TRACE("Light information requested but light not defined\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *light = light_info->OriginalParms; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable); |
| |
| LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| TRACE("Found light %p.\n", light_info); |
| |
| /* Special case - enabling an undefined light creates one with a strict set of parameters. */ |
| if (!light_info) |
| { |
| TRACE("Light enabled requested but light not defined, so defining one!\n"); |
| wined3d_device_set_light(device, light_idx, &WINED3D_default_light); |
| |
| /* Search for it again! Should be fairly quick as near head of list. */ |
| LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| if (!light_info) |
| { |
| FIXME("Adding default lights has failed dismally\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (!enable) |
| { |
| if (light_info->glIndex != -1) |
| { |
| if (!device->recording) |
| { |
| device_invalidate_state(device, STATE_LIGHT_TYPE); |
| device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex)); |
| } |
| |
| device->update_state->lights[light_info->glIndex] = NULL; |
| light_info->glIndex = -1; |
| } |
| else |
| { |
| TRACE("Light already disabled, nothing to do\n"); |
| } |
| light_info->enabled = FALSE; |
| } |
| else |
| { |
| light_info->enabled = TRUE; |
| if (light_info->glIndex != -1) |
| { |
| TRACE("Nothing to do as light was enabled\n"); |
| } |
| else |
| { |
| unsigned int i; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| /* Find a free GL light. */ |
| for (i = 0; i < gl_info->limits.lights; ++i) |
| { |
| if (!device->update_state->lights[i]) |
| { |
| device->update_state->lights[i] = light_info; |
| light_info->glIndex = i; |
| break; |
| } |
| } |
| if (light_info->glIndex == -1) |
| { |
| /* Our tests show that Windows returns D3D_OK in this situation, even with |
| * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This |
| * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE |
| * as well for those lights. |
| * |
| * TODO: Test how this affects rendering. */ |
| WARN("Too many concurrently active lights\n"); |
| return WINED3D_OK; |
| } |
| |
| /* i == light_info->glIndex */ |
| if (!device->recording) |
| { |
| device_invalidate_state(device, STATE_LIGHT_TYPE); |
| device_invalidate_state(device, STATE_ACTIVELIGHT(i)); |
| } |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable); |
| |
| LIST_FOR_EACH(e, &device->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| |
| if (!light_info) |
| { |
| TRACE("Light enabled state requested but light not defined.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| /* true is 128 according to SetLightEnable */ |
| *enable = light_info->enabled ? 128 : 0; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, |
| UINT plane_idx, const struct wined3d_vec4 *plane) |
| { |
| TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane); |
| |
| /* Validate plane_idx. */ |
| if (plane_idx >= device->adapter->gl_info.limits.clipplanes) |
| { |
| TRACE("Application has requested clipplane this device doesn't support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->recording) |
| device->recording->changed.clipplane |= 1u << plane_idx; |
| |
| if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane))) |
| { |
| TRACE("Application is setting old values over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| device->update_state->clip_planes[plane_idx] = *plane; |
| |
| if (!device->recording) |
| wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, |
| UINT plane_idx, struct wined3d_vec4 *plane) |
| { |
| TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane); |
| |
| /* Validate plane_idx. */ |
| if (plane_idx >= device->adapter->gl_info.limits.clipplanes) |
| { |
| TRACE("Application has requested clipplane this device doesn't support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *plane = device->state.clip_planes[plane_idx]; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, |
| const struct wined3d_clip_status *clip_status) |
| { |
| FIXME("device %p, clip_status %p stub!\n", device, clip_status); |
| |
| if (!clip_status) |
| return WINED3DERR_INVALIDCALL; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, |
| struct wined3d_clip_status *clip_status) |
| { |
| FIXME("device %p, clip_status %p stub!\n", device, clip_status); |
| |
| if (!clip_status) |
| return WINED3DERR_INVALIDCALL; |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material) |
| { |
| TRACE("device %p, material %p.\n", device, material); |
| |
| device->update_state->material = *material; |
| |
| if (device->recording) |
| device->recording->changed.material = TRUE; |
| else |
| wined3d_cs_emit_set_material(device->cs, material); |
| } |
| |
| void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material) |
| { |
| TRACE("device %p, material %p.\n", device, material); |
| |
| *material = device->state.material; |
| |
| TRACE("diffuse %s\n", debug_color(&material->diffuse)); |
| TRACE("ambient %s\n", debug_color(&material->ambient)); |
| TRACE("specular %s\n", debug_color(&material->specular)); |
| TRACE("emissive %s\n", debug_color(&material->emissive)); |
| TRACE("power %.8e.\n", material->power); |
| } |
| |
| void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, |
| struct wined3d_buffer *buffer, enum wined3d_format_id format_id) |
| { |
| enum wined3d_format_id prev_format; |
| struct wined3d_buffer *prev_buffer; |
| |
| TRACE("device %p, buffer %p, format %s.\n", |
| device, buffer, debug_d3dformat(format_id)); |
| |
| prev_buffer = device->update_state->index_buffer; |
| prev_format = device->update_state->index_format; |
| |
| device->update_state->index_buffer = buffer; |
| device->update_state->index_format = format_id; |
| |
| if (device->recording) |
| device->recording->changed.indices = TRUE; |
| |
| if (prev_buffer == buffer && prev_format == format_id) |
| return; |
| |
| if (buffer) |
| wined3d_buffer_incref(buffer); |
| if (!device->recording) |
| wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id); |
| if (prev_buffer) |
| wined3d_buffer_decref(prev_buffer); |
| } |
| |
| struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, |
| enum wined3d_format_id *format) |
| { |
| TRACE("device %p, format %p.\n", device, format); |
| |
| *format = device->state.index_format; |
| return device->state.index_buffer; |
| } |
| |
| void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index) |
| { |
| TRACE("device %p, base_index %d.\n", device, base_index); |
| |
| device->update_state->base_vertex_index = base_index; |
| } |
| |
| INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->state.base_vertex_index; |
| } |
| |
| void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport) |
| { |
| TRACE("device %p, viewport %p.\n", device, viewport); |
| TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n", |
| viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z); |
| |
| device->update_state->viewport = *viewport; |
| |
| /* Handle recording of state blocks */ |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything\n"); |
| device->recording->changed.viewport = TRUE; |
| return; |
| } |
| |
| wined3d_cs_emit_set_viewport(device->cs, viewport); |
| } |
| |
| void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport) |
| { |
| TRACE("device %p, viewport %p.\n", device, viewport); |
| |
| *viewport = device->state.viewport; |
| } |
| |
| static void resolve_depth_buffer(struct wined3d_state *state) |
| { |
| struct wined3d_texture *dst_texture = state->textures[0]; |
| struct wined3d_rendertarget_view *src_view; |
| RECT src_rect, dst_rect; |
| |
| if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D |
| || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH)) |
| return; |
| |
| if (!(src_view = state->fb->depth_stencil)) |
| return; |
| if (src_view->resource->type == WINED3D_RTYPE_BUFFER) |
| { |
| FIXME("Not supported on buffer resources.\n"); |
| return; |
| } |
| |
| SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height); |
| SetRect(&src_rect, 0, 0, src_view->width, src_view->height); |
| wined3d_texture_blt(dst_texture, 0, &dst_rect, wined3d_texture_from_resource(src_view->resource), |
| src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT); |
| } |
| |
| void CDECL wined3d_device_set_render_state(struct wined3d_device *device, |
| enum wined3d_render_state state, DWORD value) |
| { |
| DWORD old_value; |
| |
| TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value); |
| |
| if (state > WINEHIGHEST_RENDER_STATE) |
| { |
| WARN("Unhandled render state %#x.\n", state); |
| return; |
| } |
| |
| old_value = device->state.render_states[state]; |
| device->update_state->render_states[state] = value; |
| |
| /* Handle recording of state blocks. */ |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f); |
| return; |
| } |
| |
| /* Compared here and not before the assignment to allow proper stateblock recording. */ |
| if (value == old_value) |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| else |
| wined3d_cs_emit_set_render_state(device->cs, state, value); |
| |
| if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE) |
| { |
| TRACE("RESZ multisampled depth buffer resolve triggered.\n"); |
| resolve_depth_buffer(&device->state); |
| } |
| } |
| |
| DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state) |
| { |
| TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state); |
| |
| return device->state.render_states[state]; |
| } |
| |
| void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device, |
| UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) |
| { |
| DWORD old_value; |
| |
| TRACE("device %p, sampler_idx %u, state %s, value %#x.\n", |
| device, sampler_idx, debug_d3dsamplerstate(state), value); |
| |
| if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) |
| sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states)) |
| { |
| WARN("Invalid sampler %u.\n", sampler_idx); |
| return; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| old_value = device->state.sampler_states[sampler_idx][state]; |
| device->update_state->sampler_states[sampler_idx][state] = value; |
| |
| /* Handle recording of state blocks. */ |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| device->recording->changed.samplerState[sampler_idx] |= 1u << state; |
| return; |
| } |
| |
| if (old_value == value) |
| { |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| return; |
| } |
| |
| wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value); |
| } |
| |
| DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device, |
| UINT sampler_idx, enum wined3d_sampler_state state) |
| { |
| TRACE("device %p, sampler_idx %u, state %s.\n", |
| device, sampler_idx, debug_d3dsamplerstate(state)); |
| |
| if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) |
| sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states)) |
| { |
| WARN("Invalid sampler %u.\n", sampler_idx); |
| return 0; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| return device->state.sampler_states[sampler_idx][state]; |
| } |
| |
| void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect) |
| { |
| TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect)); |
| |
| if (device->recording) |
| device->recording->changed.scissorRect = TRUE; |
| |
| if (EqualRect(&device->update_state->scissor_rect, rect)) |
| { |
| TRACE("App is setting the old scissor rectangle over, nothing to do.\n"); |
| return; |
| } |
| CopyRect(&device->update_state->scissor_rect, rect); |
| |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return; |
| } |
| |
| wined3d_cs_emit_set_scissor_rect(device->cs, rect); |
| } |
| |
| void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect) |
| { |
| TRACE("device %p, rect %p.\n", device, rect); |
| |
| *rect = device->state.scissor_rect; |
| TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect)); |
| } |
| |
| void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, |
| struct wined3d_vertex_declaration *declaration) |
| { |
| struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration; |
| |
| TRACE("device %p, declaration %p.\n", device, declaration); |
| |
| if (device->recording) |
| device->recording->changed.vertexDecl = TRUE; |
| |
| if (declaration == prev) |
| return; |
| |
| if (declaration) |
| wined3d_vertex_declaration_incref(declaration); |
| device->update_state->vertex_declaration = declaration; |
| if (!device->recording) |
| wined3d_cs_emit_set_vertex_declaration(device->cs, declaration); |
| if (prev) |
| wined3d_vertex_declaration_decref(prev); |
| } |
| |
| struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->state.vertex_declaration; |
| } |
| |
| void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) |
| { |
| struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| |
| TRACE("device %p, shader %p.\n", device, shader); |
| |
| if (device->recording) |
| device->recording->changed.vertexShader = TRUE; |
| |
| if (shader == prev) |
| return; |
| |
| if (shader) |
| wined3d_shader_incref(shader); |
| device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader; |
| if (!device->recording) |
| wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| } |
| |
| struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->state.shader[WINED3D_SHADER_TYPE_VERTEX]; |
| } |
| |
| static void wined3d_device_set_constant_buffer(struct wined3d_device *device, |
| enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer) |
| { |
| struct wined3d_buffer *prev; |
| |
| if (idx >= MAX_CONSTANT_BUFFERS) |
| { |
| WARN("Invalid constant buffer index %u.\n", idx); |
| return; |
| } |
| |
| prev = device->update_state->cb[type][idx]; |
| if (buffer == prev) |
| return; |
| |
| if (buffer) |
| wined3d_buffer_incref(buffer); |
| device->update_state->cb[type][idx] = buffer; |
| if (!device->recording) |
| wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer); |
| if (prev) |
| wined3d_buffer_decref(prev); |
| } |
| |
| void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) |
| { |
| TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); |
| |
| wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer); |
| } |
| |
| struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_CONSTANT_BUFFERS) |
| { |
| WARN("Invalid constant buffer index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.cb[WINED3D_SHADER_TYPE_VERTEX][idx]; |
| } |
| |
| static void wined3d_device_set_shader_resource_view(struct wined3d_device *device, |
| enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view) |
| { |
| struct wined3d_shader_resource_view *prev; |
| |
| if (idx >= MAX_SHADER_RESOURCE_VIEWS) |
| { |
| WARN("Invalid view index %u.\n", idx); |
| return; |
| } |
| |
| prev = device->update_state->shader_resource_view[type][idx]; |
| if (view == prev) |
| return; |
| |
| if (view) |
| wined3d_shader_resource_view_incref(view); |
| device->update_state->shader_resource_view[type][idx] = view; |
| if (!device->recording) |
| wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view); |
| if (prev) |
| wined3d_shader_resource_view_decref(prev); |
| } |
| |
| void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device, |
| UINT idx, struct wined3d_shader_resource_view *view) |
| { |
| TRACE("device %p, idx %u, view %p.\n", device, idx, view); |
| |
| wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view); |
| } |
| |
| struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device, |
| UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SHADER_RESOURCE_VIEWS) |
| { |
| WARN("Invalid view index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.shader_resource_view[WINED3D_SHADER_TYPE_VERTEX][idx]; |
| } |
| |
| static void wined3d_device_set_sampler(struct wined3d_device *device, |
| enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler) |
| { |
| struct wined3d_sampler *prev; |
| |
| if (idx >= MAX_SAMPLER_OBJECTS) |
| { |
| WARN("Invalid sampler index %u.\n", idx); |
| return; |
| } |
| |
| prev = device->update_state->sampler[type][idx]; |
| if (sampler == prev) |
| return; |
| |
| if (sampler) |
| wined3d_sampler_incref(sampler); |
| device->update_state->sampler[type][idx] = sampler; |
| if (!device->recording) |
| wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler); |
| if (prev) |
| wined3d_sampler_decref(prev); |
| } |
| |
| void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) |
| { |
| TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); |
| |
| wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler); |
| } |
| |
| struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SAMPLER_OBJECTS) |
| { |
| WARN("Invalid sampler index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.sampler[WINED3D_SHADER_TYPE_VERTEX][idx]; |
| } |
| |
| static void device_invalidate_shader_constants(const struct wined3d_device *device, DWORD mask) |
| { |
| UINT i; |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| device->contexts[i]->constant_update_mask |= mask; |
| } |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device, |
| UINT start_register, const BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->vs_consts_b[start_register], constants, count * sizeof(BOOL)); |
| for (i = 0; i < count; ++i) |
| TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); |
| |
| if (device->recording) |
| { |
| for (i = start_register; i < count + start_register; ++i) |
| device->recording->changed.vertexShaderConstantsB |= (1u << i); |
| } |
| else |
| { |
| device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_B); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device, |
| UINT start_register, BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.vs_consts_b[start_register], count * sizeof(BOOL)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device, |
| UINT start_register, const int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4); |
| for (i = 0; i < count; ++i) |
| TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| |
| if (device->recording) |
| { |
| for (i = start_register; i < count + start_register; ++i) |
| device->recording->changed.vertexShaderConstantsI |= (1u << i); |
| } |
| else |
| { |
| device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_I); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device, |
| UINT start_register, int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device, |
| UINT start_register, const float *constants, UINT vector4f_count) |
| { |
| UINT i; |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| /* Specifically test start_register > limit to catch MAX_UINT overflows |
| * when adding start_register + vector4f_count. */ |
| if (!constants |
| || start_register + vector4f_count > d3d_info->limits.vs_uniform_count |
| || start_register > d3d_info->limits.vs_uniform_count) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->vs_consts_f[start_register * 4], |
| constants, vector4f_count * sizeof(float) * 4); |
| if (TRACE_ON(d3d)) |
| { |
| for (i = 0; i < vector4f_count; ++i) |
| TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| |
| if (device->recording) |
| memset(device->recording->changed.vertexShaderConstantsF + start_register, 1, |
| sizeof(*device->recording->changed.vertexShaderConstantsF) * vector4f_count); |
| else |
| device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count); |
| |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device, |
| UINT start_register, float *constants, UINT vector4f_count) |
| { |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| if (!constants || count < 0) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader) |
| { |
| struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL]; |
| |
| TRACE("device %p, shader %p.\n", device, shader); |
| |
| if (device->recording) |
| device->recording->changed.pixelShader = TRUE; |
| |
| if (shader == prev) |
| return; |
| |
| if (shader) |
| wined3d_shader_incref(shader); |
| device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader; |
| if (!device->recording) |
| wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| } |
| |
| struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->state.shader[WINED3D_SHADER_TYPE_PIXEL]; |
| } |
| |
| void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) |
| { |
| TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); |
| |
| wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer); |
| } |
| |
| struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_CONSTANT_BUFFERS) |
| { |
| WARN("Invalid constant buffer index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx]; |
| } |
| |
| void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device, |
| UINT idx, struct wined3d_shader_resource_view *view) |
| { |
| TRACE("device %p, idx %u, view %p.\n", device, idx, view); |
| |
| wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view); |
| } |
| |
| struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device, |
| UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SHADER_RESOURCE_VIEWS) |
| { |
| WARN("Invalid view index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.shader_resource_view[WINED3D_SHADER_TYPE_PIXEL][idx]; |
| } |
| |
| void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) |
| { |
| TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); |
| |
| wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler); |
| } |
| |
| struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SAMPLER_OBJECTS) |
| { |
| WARN("Invalid sampler index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.sampler[WINED3D_SHADER_TYPE_PIXEL][idx]; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device, |
| UINT start_register, const BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->ps_consts_b[start_register], constants, count * sizeof(BOOL)); |
| for (i = 0; i < count; ++i) |
| TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); |
| |
| if (device->recording) |
| { |
| for (i = start_register; i < count + start_register; ++i) |
| device->recording->changed.pixelShaderConstantsB |= (1u << i); |
| } |
| else |
| { |
| device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_B); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device, |
| UINT start_register, BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.ps_consts_b[start_register], count * sizeof(BOOL)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device, |
| UINT start_register, const int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4); |
| for (i = 0; i < count; ++i) |
| TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| |
| if (device->recording) |
| { |
| for (i = start_register; i < count + start_register; ++i) |
| device->recording->changed.pixelShaderConstantsI |= (1u << i); |
| } |
| else |
| { |
| device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_I); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device, |
| UINT start_register, int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device, |
| UINT start_register, const float *constants, UINT vector4f_count) |
| { |
| UINT i; |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| /* Specifically test start_register > limit to catch MAX_UINT overflows |
| * when adding start_register + vector4f_count. */ |
| if (!constants |
| || start_register + vector4f_count > d3d_info->limits.ps_uniform_count |
| || start_register > d3d_info->limits.ps_uniform_count) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->update_state->ps_consts_f[start_register * 4], |
| constants, vector4f_count * sizeof(float) * 4); |
| if (TRACE_ON(d3d)) |
| { |
| for (i = 0; i < vector4f_count; ++i) |
| TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| |
| if (device->recording) |
| memset(device->recording->changed.pixelShaderConstantsF + start_register, 1, |
| sizeof(*device->recording->changed.pixelShaderConstantsF) * vector4f_count); |
| else |
| device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device, |
| UINT start_register, float *constants, UINT vector4f_count) |
| { |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| if (!constants || count < 0) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader) |
| { |
| struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; |
| |
| TRACE("device %p, shader %p.\n", device, shader); |
| |
| if (device->recording || shader == prev) |
| return; |
| if (shader) |
| wined3d_shader_incref(shader); |
| device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader; |
| wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| } |
| |
| struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY]; |
| } |
| |
| void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer) |
| { |
| TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer); |
| |
| wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer); |
| } |
| |
| struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_CONSTANT_BUFFERS) |
| { |
| WARN("Invalid constant buffer index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.cb[WINED3D_SHADER_TYPE_GEOMETRY][idx]; |
| } |
| |
| void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device, |
| UINT idx, struct wined3d_shader_resource_view *view) |
| { |
| TRACE("device %p, idx %u, view %p.\n", device, idx, view); |
| |
| wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view); |
| } |
| |
| struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device, |
| UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SHADER_RESOURCE_VIEWS) |
| { |
| WARN("Invalid view index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.shader_resource_view[WINED3D_SHADER_TYPE_GEOMETRY][idx]; |
| } |
| |
| void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) |
| { |
| TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler); |
| |
| wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler); |
| } |
| |
| struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx) |
| { |
| TRACE("device %p, idx %u.\n", device, idx); |
| |
| if (idx >= MAX_SAMPLER_OBJECTS) |
| { |
| WARN("Invalid sampler index %u.\n", idx); |
| return NULL; |
| } |
| |
| return device->state.sampler[WINED3D_SHADER_TYPE_GEOMETRY][idx]; |
| } |
| |
| /* Context activation is done by the caller. */ |
| #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) |
| static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount, |
| const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, |
| DWORD DestFVF) |
| { |
| struct wined3d_matrix mat, proj_mat, view_mat, world_mat; |
| struct wined3d_viewport vp; |
| UINT vertex_size; |
| unsigned int i; |
| BYTE *dest_ptr; |
| BOOL doClip; |
| DWORD numTextures; |
| HRESULT hr; |
| |
| if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL)) |
| { |
| WARN(" lighting state not saved yet... Some strange stuff may happen !\n"); |
| } |
| |
| if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION))) |
| { |
| ERR("Source has no position mask\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->state.render_states[WINED3D_RS_CLIPPING]) |
| { |
| static BOOL warned = FALSE; |
| /* |
| * The clipping code is not quite correct. Some things need |
| * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9, |
| * so disable clipping for now. |
| * (The graphics in Half-Life are broken, and my processvertices |
| * test crashes with IDirect3DDevice3) |
| doClip = TRUE; |
| */ |
| doClip = FALSE; |
| if(!warned) { |
| warned = TRUE; |
| FIXME("Clipping is broken and disabled for now\n"); |
| } |
| } |
| else |
| doClip = FALSE; |
| |
| vertex_size = get_flexible_vertex_size(DestFVF); |
| if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0))) |
| { |
| WARN("Failed to map buffer, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat); |
| wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat); |
| wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat); |
| |
| TRACE("View mat:\n"); |
| TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14); |
| TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24); |
| TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34); |
| TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44); |
| |
| TRACE("Proj mat:\n"); |
| TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14); |
| TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24); |
| TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34); |
| TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44); |
| |
| TRACE("World mat:\n"); |
| TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14); |
| TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24); |
| TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34); |
| TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44); |
| |
| /* Get the viewport */ |
| wined3d_device_get_viewport(device, &vp); |
| TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n", |
| vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z); |
| |
| multiply_matrix(&mat,&view_mat,&world_mat); |
| multiply_matrix(&mat,&proj_mat,&mat); |
| |
| numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; |
| |
| for (i = 0; i < dwCount; i+= 1) { |
| unsigned int tex_index; |
| |
| if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || |
| ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { |
| /* The position first */ |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION]; |
| const float *p = (const float *)(element->data.addr + i * element->stride); |
| float x, y, z, rhw; |
| TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); |
| |
| /* Multiplication with world, view and projection matrix. */ |
| x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41; |
| y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42; |
| z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43; |
| rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44; |
| |
| TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw); |
| |
| /* WARNING: The following things are taken from d3d7 and were not yet checked |
| * against d3d8 or d3d9! |
| */ |
| |
| /* Clipping conditions: From msdn |
| * |
| * A vertex is clipped if it does not match the following requirements |
| * -rhw < x <= rhw |
| * -rhw < y <= rhw |
| * 0 < z <= rhw |
| * 0 < rhw ( Not in d3d7, but tested in d3d7) |
| * |
| * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and |
| * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked) |
| * |
| */ |
| |
| if( !doClip || |
| ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) && |
| (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && |
| ( rhw > eps ) ) ) { |
| |
| /* "Normal" viewport transformation (not clipped) |
| * 1) The values are divided by rhw |
| * 2) The y axis is negative, so multiply it with -1 |
| * 3) Screen coordinates go from -(Width/2) to +(Width/2) and |
| * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ |
| * 4) Multiply x with Width/2 and add Width/2 |
| * 5) The same for the height |
| * 6) Add the viewpoint X and Y to the 2D coordinates and |
| * The minimum Z value to z |
| * 7) rhw = 1 / rhw Reciprocal of Homogeneous W.... |
| * |
| * Well, basically it's simply a linear transformation into viewport |
| * coordinates |
| */ |
| |
| x /= rhw; |
| y /= rhw; |
| z /= rhw; |
| |
| y *= -1; |
| |
| x *= vp.width / 2; |
| y *= vp.height / 2; |
| z *= vp.max_z - vp.min_z; |
| |
| x += vp.width / 2 + vp.x; |
| y += vp.height / 2 + vp.y; |
| z += vp.min_z; |
| |
| rhw = 1 / rhw; |
| } else { |
| /* That vertex got clipped |
| * Contrary to OpenGL it is not dropped completely, it just |
| * undergoes a different calculation. |
| */ |
| TRACE("Vertex got clipped\n"); |
| x += rhw; |
| y += rhw; |
| |
| x /= 2; |
| y /= 2; |
| |
| /* Msdn mentions that Direct3D9 keeps a list of clipped vertices |
| * outside of the main vertex buffer memory. That needs some more |
| * investigation... |
| */ |
| } |
| |
| TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw); |
| |
| |
| ( (float *) dest_ptr)[0] = x; |
| ( (float *) dest_ptr)[1] = y; |
| ( (float *) dest_ptr)[2] = z; |
| ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */ |
| |
| dest_ptr += 3 * sizeof(float); |
| |
| if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) |
| dest_ptr += sizeof(float); |
| } |
| |
| if (DestFVF & WINED3DFVF_PSIZE) |
| dest_ptr += sizeof(DWORD); |
| |
| if (DestFVF & WINED3DFVF_NORMAL) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL]; |
| const float *normal = (const float *)(element->data.addr + i * element->stride); |
| /* AFAIK this should go into the lighting information */ |
| FIXME("Didn't expect the destination to have a normal\n"); |
| copy_and_next(dest_ptr, normal, 3 * sizeof(float)); |
| } |
| |
| if (DestFVF & WINED3DFVF_DIFFUSE) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; |
| const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE))) |
| { |
| static BOOL warned = FALSE; |
| |
| if(!warned) { |
| ERR("No diffuse color in source, but destination has one\n"); |
| warned = TRUE; |
| } |
| |
| *( (DWORD *) dest_ptr) = 0xffffffff; |
| dest_ptr += sizeof(DWORD); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, color_d, sizeof(DWORD)); |
| } |
| } |
| |
| if (DestFVF & WINED3DFVF_SPECULAR) |
| { |
| /* What's the color value in the feedback buffer? */ |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; |
| const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR))) |
| { |
| static BOOL warned = FALSE; |
| |
| if(!warned) { |
| ERR("No specular color in source, but destination has one\n"); |
| warned = TRUE; |
| } |
| |
| *(DWORD *)dest_ptr = 0xff000000; |
| dest_ptr += sizeof(DWORD); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, color_s, sizeof(DWORD)); |
| } |
| } |
| |
| for (tex_index = 0; tex_index < numTextures; ++tex_index) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index]; |
| const float *tex_coord = (const float *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index)))) |
| { |
| ERR("No source texture, but destination requests one\n"); |
| dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float)); |
| } |
| } |
| } |
| |
| wined3d_buffer_unmap(dest); |
| |
| return WINED3D_OK; |
| } |
| #undef copy_and_next |
| |
| HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device, |
| UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer, |
| const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf) |
| { |
| struct wined3d_state *state = &device->state; |
| struct wined3d_stream_info stream_info; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_shader *vs; |
| unsigned int i; |
| HRESULT hr; |
| WORD map; |
| |
| TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, " |
| "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n", |
| device, src_start_idx, dst_idx, vertex_count, |
| dst_buffer, declaration, flags, dst_fvf); |
| |
| if (declaration) |
| FIXME("Output vertex declaration not implemented yet.\n"); |
| |
| /* Need any context to write to the vbo. */ |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| vs = state->shader[WINED3D_SHADER_TYPE_VERTEX]; |
| state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL; |
| context_stream_info_from_declaration(context, state, &stream_info); |
| state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs; |
| |
| /* We can't convert FROM a VBO, and vertex buffers used to source into |
| * process_vertices() are unlikely to ever be used for drawing. Release |
| * VBOs in those buffers and fix up the stream_info structure. |
| * |
| * Also apply the start index. */ |
| for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i) |
| { |
| struct wined3d_stream_info_element *e; |
| struct wined3d_buffer *buffer; |
| |
| if (!(map & 1)) |
| continue; |
| |
| e = &stream_info.elements[i]; |
| buffer = state->streams[e->stream_idx].buffer; |
| e->data.buffer_object = 0; |
| e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context); |
| if (buffer->buffer_object) |
| { |
| GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object)); |
| buffer->buffer_object = 0; |
| } |
| if (e->data.addr) |
| e->data.addr += e->stride * src_start_idx; |
| } |
| |
| hr = process_vertices_strided(device, dst_idx, vertex_count, |
| &stream_info, dst_buffer, flags, dst_fvf); |
| |
| context_release(context); |
| |
| return hr; |
| } |
| |
| void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device, |
| UINT stage, enum wined3d_texture_stage_state state, DWORD value) |
| { |
| const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info; |
| DWORD old_value; |
| |
| TRACE("device %p, stage %u, state %s, value %#x.\n", |
| device, stage, debug_d3dtexturestate(state), value); |
| |
| if (state > WINED3D_HIGHEST_TEXTURE_STATE) |
| { |
| WARN("Invalid state %#x passed.\n", state); |
| return; |
| } |
| |
| if (stage >= d3d_info->limits.ffp_blend_stages) |
| { |
| WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", |
| stage, d3d_info->limits.ffp_blend_stages - 1); |
| return; |
| } |
| |
| old_value = device->update_state->texture_states[stage][state]; |
| device->update_state->texture_states[stage][state] = value; |
| |
| if (device->recording) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| device->recording->changed.textureState[stage] |= 1u << state; |
| return; |
| } |
| |
| /* Checked after the assignments to allow proper stateblock recording. */ |
| if (old_value == value) |
| { |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| return; |
| } |
| |
| wined3d_cs_emit_set_texture_state(device->cs, stage, state, value); |
| } |
| |
| DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device, |
| UINT stage, enum wined3d_texture_stage_state state) |
| { |
| TRACE("device %p, stage %u, state %s.\n", |
| device, stage, debug_d3dtexturestate(state)); |
| |
| if (state > WINED3D_HIGHEST_TEXTURE_STATE) |
| { |
| WARN("Invalid state %#x passed.\n", state); |
| return 0; |
| } |
| |
| return device->state.texture_states[stage][state]; |
| } |
| |
| HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device, |
| UINT stage, struct wined3d_texture *texture) |
| { |
| struct wined3d_texture *prev; |
| |
| TRACE("device %p, stage %u, texture %p.\n", device, stage, texture); |
| |
| if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) |
| stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| /* Windows accepts overflowing this array... we do not. */ |
| if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures)) |
| { |
| WARN("Ignoring invalid stage %u.\n", stage); |
| return WINED3D_OK; |
| } |
| |
| if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH) |
| { |
| WARN("Rejecting attempt to set scratch texture.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->recording) |
| device->recording->changed.textures |= 1u << stage; |
| |
| prev = device->update_state->textures[stage]; |
| TRACE("Previous texture %p.\n", prev); |
| |
| if (texture == prev) |
| { |
| TRACE("App is setting the same texture again, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| TRACE("Setting new texture to %p.\n", texture); |
| device->update_state->textures[stage] = texture; |
| |
| if (texture) |
| wined3d_texture_incref(texture); |
| if (!device->recording) |
| wined3d_cs_emit_set_texture(device->cs, stage, texture); |
| if (prev) |
| wined3d_texture_decref(prev); |
| |
| return WINED3D_OK; |
| } |
| |
| struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage) |
| { |
| TRACE("device %p, stage %u.\n", device, stage); |
| |
| if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) |
| stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures)) |
| { |
| WARN("Ignoring invalid stage %u.\n", stage); |
| return NULL; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| return device->state.textures[stage]; |
| } |
| |
| HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps) |
| { |
| TRACE("device %p, caps %p.\n", device, caps); |
| |
| return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, |
| device->create_parms.device_type, caps); |
| } |
| |
| HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, |
| struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n", |
| device, swapchain_idx, mode, rotation); |
| |
| if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) |
| return WINED3DERR_INVALIDCALL; |
| |
| return wined3d_swapchain_get_display_mode(swapchain, mode, rotation); |
| } |
| |
| HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device) |
| { |
| struct wined3d_stateblock *stateblock; |
| HRESULT hr; |
| |
| TRACE("device %p.\n", device); |
| |
| if (device->recording) |
| return WINED3DERR_INVALIDCALL; |
| |
| hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock); |
| if (FAILED(hr)) |
| return hr; |
| |
| device->recording = stateblock; |
| device->update_state = &stateblock->state; |
| |
| TRACE("Recording stateblock %p.\n", stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device, |
| struct wined3d_stateblock **stateblock) |
| { |
| struct wined3d_stateblock *object = device->recording; |
| |
| TRACE("device %p, stateblock %p.\n", device, stateblock); |
| |
| if (!device->recording) |
| { |
| WARN("Not recording.\n"); |
| *stateblock = NULL; |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stateblock_init_contained_states(object); |
| |
| *stateblock = object; |
| device->recording = NULL; |
| device->update_state = &device->state; |
| |
| TRACE("Returning stateblock %p.\n", *stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device) |
| { |
| /* At the moment we have no need for any functionality at the beginning |
| * of a scene. */ |
| TRACE("device %p.\n", device); |
| |
| if (device->inScene) |
| { |
| WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| device->inScene = TRUE; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device) |
| { |
| struct wined3d_context *context; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!device->inScene) |
| { |
| WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| context = context_acquire(device, NULL); |
| /* We only have to do this if we need to read the, swapbuffers performs a flush for us */ |
| context->gl_info->gl_ops.gl.p_glFlush(); |
| /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever |
| * fails. */ |
| context_release(context); |
| |
| device->inScene = FALSE; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, |
| const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) |
| { |
| TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n", |
| device, rect_count, rects, flags, debug_color(color), depth, stencil); |
| |
| if (!rect_count && rects) |
| { |
| WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects); |
| return WINED3D_OK; |
| } |
| |
| if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) |
| { |
| struct wined3d_rendertarget_view *ds = device->fb.depth_stencil; |
| if (!ds) |
| { |
| WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n"); |
| /* TODO: What about depth stencil buffers without stencil bits? */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| else if (flags & WINED3DCLEAR_TARGET) |
| { |
| if (ds->width < device->fb.render_targets[0]->width |
| || ds->height < device->fb.render_targets[0]->height) |
| { |
| WARN("Silently ignoring depth and target clear with mismatching sizes\n"); |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_predication(struct wined3d_device *device, |
| struct wined3d_query *predicate, BOOL value) |
| { |
| struct wined3d_query *prev; |
| |
| TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value); |
| |
| prev = device->update_state->predicate; |
| if (predicate) |
| { |
| FIXME("Predicated rendering not implemented.\n"); |
| wined3d_query_incref(predicate); |
| } |
| device->update_state->predicate = predicate; |
| device->update_state->predicate_value = value; |
| if (!device->recording) |
| wined3d_cs_emit_set_predication(device->cs, predicate, value); |
| if (prev) |
| wined3d_query_decref(prev); |
| } |
| |
| struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value) |
| { |
| TRACE("device %p, value %p.\n", device, value); |
| |
| *value = device->state.predicate_value; |
| return device->state.predicate; |
| } |
| |
| void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, |
| enum wined3d_primitive_type primitive_type) |
| { |
| GLenum gl_primitive_type, prev; |
| |
| TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type)); |
| |
| gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); |
| prev = device->update_state->gl_primitive_type; |
| device->update_state->gl_primitive_type = gl_primitive_type; |
| if (device->recording) |
| device->recording->changed.primitive_type = TRUE; |
| else if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS)) |
| device_invalidate_state(device, STATE_POINT_ENABLE); |
| } |
| |
| void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device, |
| enum wined3d_primitive_type *primitive_type) |
| { |
| TRACE("device %p, primitive_type %p\n", device, primitive_type); |
| |
| *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type); |
| |
| TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type)); |
| } |
| |
| HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count) |
| { |
| TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count); |
| |
| if (!device->state.vertex_declaration) |
| { |
| WARN("Called without a valid vertex declaration set.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->state.load_base_vertex_index) |
| { |
| device->state.load_base_vertex_index = 0; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| |
| wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, 0, 0, FALSE); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device, |
| UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count) |
| { |
| TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n", |
| device, start_vertex, vertex_count, start_instance, instance_count); |
| |
| wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, start_instance, instance_count, FALSE); |
| } |
| |
| HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| |
| TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count); |
| |
| if (!device->state.index_buffer) |
| { |
| /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called |
| * without an index buffer set. (The first time at least...) |
| * D3D8 simply dies, but I doubt it can do much harm to return |
| * D3DERR_INVALIDCALL there as well. */ |
| WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!device->state.vertex_declaration) |
| { |
| WARN("Called without a valid vertex declaration set.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && |
| device->state.load_base_vertex_index != device->state.base_vertex_index) |
| { |
| device->state.load_base_vertex_index = device->state.base_vertex_index; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| |
| wined3d_cs_emit_draw(device->cs, start_idx, index_count, 0, 0, TRUE); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device, |
| UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count) |
| { |
| TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n", |
| device, start_idx, index_count, start_instance, instance_count); |
| |
| wined3d_cs_emit_draw(device->cs, start_idx, index_count, start_instance, instance_count, TRUE); |
| } |
| |
| static HRESULT wined3d_device_update_texture_3d(struct wined3d_device *device, |
| struct wined3d_texture *src_texture, unsigned int src_level, |
| struct wined3d_texture *dst_texture, unsigned int level_count) |
| { |
| struct wined3d_const_bo_address data; |
| struct wined3d_context *context; |
| struct wined3d_map_desc src; |
| HRESULT hr = WINED3D_OK; |
| unsigned int i; |
| |
| TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n", |
| device, src_texture, src_level, dst_texture, level_count); |
| |
| if (src_texture->resource.format != dst_texture->resource.format) |
| { |
| WARN("Source and destination formats do not match.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (src_texture->sub_resources[src_level].resource->width != dst_texture->resource.width |
| || src_texture->sub_resources[src_level].resource->height != dst_texture->resource.height |
| || src_texture->sub_resources[src_level].resource->depth != dst_texture->resource.depth) |
| { |
| WARN("Source and destination dimensions do not match.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| context = context_acquire(device, NULL); |
| |
| /* Only a prepare, since we're uploading entire volumes. */ |
| wined3d_texture_prepare_texture(dst_texture, context, FALSE); |
| wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE); |
| |
| for (i = 0; i < level_count; ++i) |
| { |
| if (FAILED(hr = wined3d_resource_map(&src_texture->resource, |
| src_level + i, &src, NULL, WINED3D_MAP_READONLY))) |
| goto done; |
| |
| data.buffer_object = 0; |
| data.addr = src.data; |
| wined3d_volume_upload_data(dst_texture->sub_resources[i].u.volume, context, &data); |
| wined3d_volume_invalidate_location(dst_texture->sub_resources[i].u.volume, ~WINED3D_LOCATION_TEXTURE_RGB); |
| |
| if (FAILED(hr = wined3d_resource_unmap(&src_texture->resource, src_level + i))) |
| goto done; |
| } |
| |
| done: |
| context_release(context); |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, |
| struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture) |
| { |
| unsigned int src_size, dst_size, src_skip_levels = 0; |
| unsigned int layer_count, level_count, i, j; |
| enum wined3d_resource_type type; |
| HRESULT hr; |
| struct wined3d_context *context; |
| |
| TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture); |
| |
| /* Verify that the source and destination textures are non-NULL. */ |
| if (!src_texture || !dst_texture) |
| { |
| WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM) |
| { |
| WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT) |
| { |
| WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Verify that the source and destination textures are the same type. */ |
| type = src_texture->resource.type; |
| if (dst_texture->resource.type != type) |
| { |
| WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| layer_count = src_texture->layer_count; |
| if (layer_count != dst_texture->layer_count) |
| { |
| WARN("Source and destination have different layer counts.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| level_count = min(wined3d_texture_get_level_count(src_texture), |
| wined3d_texture_get_level_count(dst_texture)); |
| |
| src_size = max(src_texture->resource.width, src_texture->resource.height); |
| dst_size = max(dst_texture->resource.width, dst_texture->resource.height); |
| if (type == WINED3D_RTYPE_VOLUME) |
| { |
| src_size = max(src_size, src_texture->resource.depth); |
| dst_size = max(dst_size, dst_texture->resource.depth); |
| } |
| while (src_size > dst_size) |
| { |
| src_size >>= 1; |
| ++src_skip_levels; |
| } |
| |
| /* Make sure that the destination texture is loaded. */ |
| context = context_acquire(device, NULL); |
| wined3d_texture_load(dst_texture, context, FALSE); |
| context_release(context); |
| |
| /* Update every surface level of the texture. */ |
| switch (type) |
| { |
| case WINED3D_RTYPE_TEXTURE_2D: |
| { |
| unsigned int src_levels = src_texture->level_count; |
| unsigned int dst_levels = dst_texture->level_count; |
| struct wined3d_surface *src_surface; |
| struct wined3d_surface *dst_surface; |
| |
| for (i = 0; i < layer_count; ++i) |
| { |
| for (j = 0; j < level_count; ++j) |
| { |
| src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, |
| i * src_levels + j + src_skip_levels)); |
| dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, |
| i * dst_levels + j)); |
| if (FAILED(hr = surface_upload_from_surface(dst_surface, NULL, src_surface, NULL))) |
| { |
| WARN("Failed to update surface, hr %#x.\n", hr); |
| return hr; |
| } |
| } |
| } |
| return WINED3D_OK; |
| } |
| |
| case WINED3D_RTYPE_TEXTURE_3D: |
| if (FAILED(hr = wined3d_device_update_texture_3d(device, |
| src_texture, src_skip_levels, dst_texture, level_count))) |
| WARN("Failed to update 3D texture, hr %#x.\n", hr); |
| return hr; |
| |
| default: |
| FIXME("Unsupported texture type %#x.\n", type); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes) |
| { |
| const struct wined3d_state *state = &device->state; |
| struct wined3d_texture *texture; |
| DWORD i; |
| |
| TRACE("device %p, num_passes %p.\n", device, num_passes); |
| |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE) |
| { |
| WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i); |
| return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE) |
| { |
| WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i); |
| return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; |
| } |
| |
| texture = state->textures[i]; |
| if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue; |
| |
| if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE |
| && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| } |
| |
| if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE] |
| || state->render_states[WINED3D_RS_STENCILENABLE]) |
| { |
| struct wined3d_rendertarget_view *rt = device->fb.render_targets[0]; |
| struct wined3d_rendertarget_view *ds = device->fb.depth_stencil; |
| |
| if (ds && rt && (ds->width < rt->width || ds->height < rt->height)) |
| { |
| WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n"); |
| return WINED3DERR_CONFLICTINGRENDERSTATE; |
| } |
| } |
| |
| /* return a sensible default */ |
| *num_passes = 1; |
| |
| TRACE("returning D3D_OK\n"); |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p, software %#x.\n", device, software); |
| |
| if (!warned) |
| { |
| FIXME("device %p, software %#x stub!\n", device, software); |
| warned = TRUE; |
| } |
| |
| device->softwareVertexProcessing = software; |
| } |
| |
| BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!warned) |
| { |
| TRACE("device %p stub!\n", device); |
| warned = TRUE; |
| } |
| |
| return device->softwareVertexProcessing; |
| } |
| |
| HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_raster_status *raster_status) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, raster_status %p.\n", |
| device, swapchain_idx, raster_status); |
| |
| if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) |
| return WINED3DERR_INVALIDCALL; |
| |
| return wined3d_swapchain_get_raster_status(swapchain, raster_status); |
| } |
| |
| HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p, segments %.8e.\n", device, segments); |
| |
| if (segments != 0.0f) |
| { |
| if (!warned) |
| { |
| FIXME("device %p, segments %.8e stub!\n", device, segments); |
| warned = TRUE; |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!warned) |
| { |
| FIXME("device %p stub!\n", device); |
| warned = TRUE; |
| } |
| |
| return 0.0f; |
| } |
| |
| void CDECL wined3d_device_copy_resource(struct wined3d_device *device, |
| struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource) |
| { |
| struct wined3d_surface *dst_surface, *src_surface; |
| struct wined3d_texture *dst_texture, *src_texture; |
| RECT dst_rect, src_rect; |
| unsigned int i, count; |
| HRESULT hr; |
| |
| TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource); |
| |
| if (src_resource == dst_resource) |
| { |
| WARN("Source and destination are the same resource.\n"); |
| return; |
| } |
| |
| if (src_resource->type != dst_resource->type) |
| { |
| WARN("Resource types (%s / %s) don't match.\n", |
| debug_d3dresourcetype(dst_resource->type), |
| debug_d3dresourcetype(src_resource->type)); |
| return; |
| } |
| |
| if (src_resource->width != dst_resource->width |
| || src_resource->height != dst_resource->height |
| || src_resource->depth != dst_resource->depth) |
| { |
| WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n", |
| dst_resource->width, dst_resource->height, dst_resource->depth, |
| src_resource->width, src_resource->height, src_resource->depth); |
| return; |
| } |
| |
| if (src_resource->format->id != dst_resource->format->id) |
| { |
| WARN("Resource formats (%s / %s) don't match.\n", |
| debug_d3dformat(dst_resource->format->id), |
| debug_d3dformat(src_resource->format->id)); |
| return; |
| } |
| |
| if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type)); |
| return; |
| } |
| |
| dst_texture = wined3d_texture_from_resource(dst_resource); |
| src_texture = wined3d_texture_from_resource(src_resource); |
| |
| if (src_texture->layer_count != dst_texture->layer_count |
| || src_texture->level_count != dst_texture->level_count) |
| { |
| WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n", |
| dst_texture->layer_count, dst_texture->level_count, |
| src_texture->layer_count, src_texture->level_count); |
| return; |
| } |
| |
| count = dst_texture->layer_count * dst_texture->level_count; |
| for (i = 0; i < count; ++i) |
| { |
| dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)); |
| src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i)); |
| |
| SetRect(&dst_rect, 0, 0, dst_surface->resource.width, dst_surface->resource.height); |
| SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height); |
| if (FAILED(hr = wined3d_surface_blt(dst_surface, &dst_rect, |
| src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT))) |
| ERR("Failed to blit, sub-resource %u, hr %#x.\n", i, hr); |
| } |
| } |
| |
| HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device, |
| struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x, |
| unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource, |
| unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) |
| { |
| struct wined3d_surface *dst_surface, *src_surface; |
| struct wined3d_texture *dst_texture, *src_texture; |
| struct wined3d_resource *tmp; |
| RECT dst_rect, src_rect; |
| HRESULT hr; |
| |
| TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, " |
| "src_resource %p, src_sub_resource_idx %u, src_box %s.\n", |
| device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z, |
| src_resource, src_sub_resource_idx, debug_box(src_box)); |
| |
| if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx) |
| { |
| WARN("Source and destination are the same sub-resource.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (src_resource->type != dst_resource->type) |
| { |
| WARN("Resource types (%s / %s) don't match.\n", |
| debug_d3dresourcetype(dst_resource->type), |
| debug_d3dresourcetype(src_resource->type)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (src_resource->format->id != dst_resource->format->id) |
| { |
| WARN("Resource formats (%s / %s) don't match.\n", |
| debug_d3dformat(dst_resource->format->id), |
| debug_d3dformat(src_resource->format->id)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| dst_texture = wined3d_texture_from_resource(dst_resource); |
| if (!(tmp = wined3d_texture_get_sub_resource(dst_texture, dst_sub_resource_idx))) |
| { |
| WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| dst_surface = surface_from_resource(tmp); |
| |
| src_texture = wined3d_texture_from_resource(src_resource); |
| if (!(tmp = wined3d_texture_get_sub_resource(src_texture, src_sub_resource_idx))) |
| { |
| WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| src_surface = surface_from_resource(tmp); |
| |
| if (src_box) |
| { |
| if (src_box->front >= src_box->back) |
| { |
| WARN("Invalid box %s specified.\n", debug_box(src_box)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom); |
| } |
| else |
| { |
| SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height); |
| } |
| |
| SetRect(&dst_rect, dst_x, dst_y, dst_x + (src_rect.right - src_rect.left), |
| dst_y + (src_rect.bottom - src_rect.top)); |
| |
| if (FAILED(hr = wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT))) |
| WARN("Failed to blit, hr %#x.\n", hr); |
| |
| return hr; |
| } |
| |
| void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource, |
| unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, |
| unsigned int depth_pitch) |
| { |
| struct wined3d_resource *sub_resource; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_const_bo_address addr; |
| struct wined3d_context *context; |
| struct wined3d_texture *texture; |
| struct wined3d_surface *surface; |
| POINT dst_point; |
| RECT src_rect; |
| |
| TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n", |
| device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch); |
| |
| if (resource->type == WINED3D_RTYPE_BUFFER) |
| { |
| struct wined3d_buffer *buffer = buffer_from_resource(resource); |
| HRESULT hr; |
| |
| if (sub_resource_idx > 0) |
| { |
| WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); |
| return; |
| } |
| |
| if (FAILED(hr = wined3d_buffer_upload_data(buffer, box, data))) |
| WARN("Failed to update buffer data, hr %#x.\n", hr); |
| |
| return; |
| } |
| |
| if (resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); |
| return; |
| } |
| |
| texture = wined3d_texture_from_resource(resource); |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx))) |
| { |
| WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx); |
| return; |
| } |
| surface = surface_from_resource(sub_resource); |
| |
| src_rect.left = 0; |
| src_rect.top = 0; |
| if (box) |
| { |
| if (box->left >= box->right || box->right > sub_resource->width |
| || box->top >= box->bottom || box->bottom > sub_resource->height |
| || box->front >= box->back) |
| { |
| WARN("Invalid box %s specified.\n", debug_box(box)); |
| return; |
| } |
| |
| src_rect.right = box->right - box->left; |
| src_rect.bottom = box->bottom - box->top; |
| dst_point.x = box->left; |
| dst_point.y = box->top; |
| } |
| else |
| { |
| src_rect.right = sub_resource->width; |
| src_rect.bottom = sub_resource->height; |
| dst_point.x = 0; |
| dst_point.y = 0; |
| } |
| |
| addr.buffer_object = 0; |
| addr.addr = data; |
| |
| context = context_acquire(resource->device, NULL); |
| gl_info = context->gl_info; |
| |
| /* Only load the surface for partial updates. */ |
| if (!dst_point.x && !dst_point.y && src_rect.right == sub_resource->width |
| && src_rect.bottom == sub_resource->height) |
| wined3d_texture_prepare_texture(texture, context, FALSE); |
| else |
| surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB); |
| wined3d_texture_bind_and_dirtify(texture, context, FALSE); |
| |
| wined3d_surface_upload_data(surface, gl_info, resource->format, |
| &src_rect, row_pitch, &dst_point, FALSE, &addr); |
| |
| context_release(context); |
| |
| surface_validate_location(surface, WINED3D_LOCATION_TEXTURE_RGB); |
| surface_invalidate_location(surface, ~WINED3D_LOCATION_TEXTURE_RGB); |
| } |
| |
| HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device, |
| struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, |
| const struct wined3d_color *color, float depth, DWORD stencil) |
| { |
| const struct blit_shader *blitter; |
| struct wined3d_resource *resource; |
| enum wined3d_blit_op blit_op; |
| RECT r; |
| |
| TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n", |
| device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil); |
| |
| if (!flags) |
| return WINED3D_OK; |
| |
| resource = view->resource; |
| if (resource->type != WINED3D_RTYPE_TEXTURE_2D) |
| { |
| FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (view->depth > 1) |
| { |
| FIXME("Layered clears not implemented.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!rect) |
| { |
| SetRect(&r, 0, 0, view->width, view->height); |
| rect = &r; |
| } |
| |
| if (flags & WINED3DCLEAR_TARGET) |
| blit_op = WINED3D_BLIT_OP_COLOR_FILL; |
| else |
| blit_op = WINED3D_BLIT_OP_DEPTH_FILL; |
| |
| if (!(blitter = wined3d_select_blitter(&device->adapter->gl_info, &device->adapter->d3d_info, |
| blit_op, NULL, 0, 0, NULL, rect, resource->usage, resource->pool, resource->format))) |
| { |
| FIXME("No blitter is capable of performing the requested fill operation.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (blit_op == WINED3D_BLIT_OP_COLOR_FILL) |
| return blitter->color_fill(device, view, rect, color); |
| else |
| return blitter->depth_fill(device, view, rect, flags, depth, stencil); |
| } |
| |
| struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device, |
| unsigned int view_idx) |
| { |
| TRACE("device %p, view_idx %u.\n", device, view_idx); |
| |
| if (view_idx >= device->adapter->gl_info.limits.buffers) |
| { |
| WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); |
| return NULL; |
| } |
| |
| return device->fb.render_targets[view_idx]; |
| } |
| |
| struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->fb.depth_stencil; |
| } |
| |
| HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device, |
| unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport) |
| { |
| struct wined3d_rendertarget_view *prev; |
| |
| TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n", |
| device, view_idx, view, set_viewport); |
| |
| if (view_idx >= device->adapter->gl_info.limits.buffers) |
| { |
| WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET)) |
| { |
| WARN("View resource %p doesn't have render target usage.\n", view->resource); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Set the viewport and scissor rectangles, if requested. Tests show that |
| * stateblock recording is ignored, the change goes directly into the |
| * primary stateblock. */ |
| if (!view_idx && set_viewport) |
| { |
| struct wined3d_state *state = &device->state; |
| |
| state->viewport.x = 0; |
| state->viewport.y = 0; |
| state->viewport.width = view->width; |
| state->viewport.height = view->height; |
| state->viewport.min_z = 0.0f; |
| state->viewport.max_z = 1.0f; |
| wined3d_cs_emit_set_viewport(device->cs, &state->viewport); |
| |
| state->scissor_rect.top = 0; |
| state->scissor_rect.left = 0; |
| state->scissor_rect.right = view->width; |
| state->scissor_rect.bottom = view->height; |
| wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect); |
| } |
| |
| |
| prev = device->fb.render_targets[view_idx]; |
| if (view == prev) |
| return WINED3D_OK; |
| |
| if (view) |
| wined3d_rendertarget_view_incref(view); |
| device->fb.render_targets[view_idx] = view; |
| wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view); |
| /* Release after the assignment, to prevent device_resource_released() |
| * from seeing the surface as still in use. */ |
| if (prev) |
| wined3d_rendertarget_view_decref(prev); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view) |
| { |
| struct wined3d_rendertarget_view *prev; |
| |
| TRACE("device %p, view %p.\n", device, view); |
| |
| prev = device->fb.depth_stencil; |
| if (prev == view) |
| { |
| TRACE("Trying to do a NOP SetRenderTarget operation.\n"); |
| return; |
| } |
| |
| if ((device->fb.depth_stencil = view)) |
| wined3d_rendertarget_view_incref(view); |
| wined3d_cs_emit_set_depth_stencil_view(device->cs, view); |
| if (prev) |
| wined3d_rendertarget_view_decref(prev); |
| } |
| |
| static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device, |
| struct wined3d_texture *cursor_image, unsigned int sub_resource_idx) |
| { |
| struct wined3d_sub_resource_data data; |
| struct wined3d_resource_desc desc; |
| struct wined3d_map_desc map_desc; |
| struct wined3d_texture *texture; |
| HRESULT hr; |
| |
| if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY))) |
| { |
| ERR("Failed to map source texture.\n"); |
| return NULL; |
| } |
| |
| data.data = map_desc.data; |
| data.row_pitch = map_desc.row_pitch; |
| data.slice_pitch = map_desc.slice_pitch; |
| |
| desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; |
| desc.format = WINED3DFMT_B8G8R8A8_UNORM; |
| desc.multisample_type = WINED3D_MULTISAMPLE_NONE; |
| desc.multisample_quality = 0; |
| desc.usage = WINED3DUSAGE_DYNAMIC; |
| desc.pool = WINED3D_POOL_DEFAULT; |
| desc.width = cursor_image->sub_resources[sub_resource_idx].resource->width; |
| desc.height = cursor_image->sub_resources[sub_resource_idx].resource->height; |
| desc.depth = 1; |
| desc.size = 0; |
| |
| hr = wined3d_texture_create(device, &desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE, |
| &data, NULL, &wined3d_null_parent_ops, &texture); |
| wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to create cursor texture.\n"); |
| return NULL; |
| } |
| |
| return texture; |
| } |
| |
| HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device, |
| UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx) |
| { |
| struct wined3d_display_mode mode; |
| struct wined3d_map_desc map_desc; |
| struct wined3d_resource *sub_resource; |
| struct wined3d_surface *cursor_image; |
| HRESULT hr; |
| |
| TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n", |
| device, x_hotspot, y_hotspot, texture, sub_resource_idx); |
| |
| if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)) |
| || sub_resource->type != WINED3D_RTYPE_SURFACE) |
| return WINED3DERR_INVALIDCALL; |
| |
| cursor_image = surface_from_resource(sub_resource); |
| |
| if (device->cursor_texture) |
| { |
| wined3d_texture_decref(device->cursor_texture); |
| device->cursor_texture = NULL; |
| } |
| |
| if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| WARN("Texture %p has invalid format %s.\n", |
| texture, debug_d3dformat(texture->resource.format->id)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL))) |
| { |
| ERR("Failed to get display mode, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height) |
| { |
| WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n", |
| cursor_image, cursor_image->resource.width, cursor_image->resource.height, |
| mode.width, mode.height); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* TODO: MSDN: Cursor sizes must be a power of 2 */ |
| |
| /* Do not store the surface's pointer because the application may |
| * release it after setting the cursor image. Windows doesn't |
| * addref the set surface, so we can't do this either without |
| * creating circular refcount dependencies. */ |
| if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx))) |
| { |
| ERR("Failed to create cursor texture.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32) |
| { |
| UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8; |
| ICONINFO cursor_info; |
| DWORD *mask_bits; |
| HCURSOR cursor; |
| |
| /* 32-bit user32 cursors ignore the alpha channel if it's all |
| * zeroes, and use the mask instead. Fill the mask with all ones |
| * to ensure we still get a fully transparent cursor. */ |
| if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size))) |
| return E_OUTOFMEMORY; |
| memset(mask_bits, 0xff, mask_size); |
| |
| wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL, |
| WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY); |
| cursor_info.fIcon = FALSE; |
| cursor_info.xHotspot = x_hotspot; |
| cursor_info.yHotspot = y_hotspot; |
| cursor_info.hbmMask = CreateBitmap(cursor_image->resource.width, |
| cursor_image->resource.height, 1, 1, mask_bits); |
| cursor_info.hbmColor = CreateBitmap(cursor_image->resource.width, |
| cursor_image->resource.height, 1, 32, map_desc.data); |
| wined3d_resource_unmap(&texture->resource, sub_resource_idx); |
| |
| /* Create our cursor and clean up. */ |
| cursor = CreateIconIndirect(&cursor_info); |
| if (cursor_info.hbmMask) |
| DeleteObject(cursor_info.hbmMask); |
| if (cursor_info.hbmColor) |
| DeleteObject(cursor_info.hbmColor); |
| if (device->hardwareCursor) |
| DestroyCursor(device->hardwareCursor); |
| device->hardwareCursor = cursor; |
| if (device->bCursorVisible) |
| SetCursor(cursor); |
| |
| HeapFree(GetProcessHeap(), 0, mask_bits); |
| } |
| |
| TRACE("New cursor dimensions are %ux%u.\n", cursor_image->resource.width, cursor_image->resource.height); |
| device->cursorWidth = cursor_image->resource.width; |
| device->cursorHeight = cursor_image->resource.height; |
| device->xHotSpot = x_hotspot; |
| device->yHotSpot = y_hotspot; |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device, |
| int x_screen_space, int y_screen_space, DWORD flags) |
| { |
| TRACE("device %p, x %d, y %d, flags %#x.\n", |
| device, x_screen_space, y_screen_space, flags); |
| |
| device->xScreenSpace = x_screen_space; |
| device->yScreenSpace = y_screen_space; |
| |
| if (device->hardwareCursor) |
| { |
| POINT pt; |
| |
| GetCursorPos( &pt ); |
| if (x_screen_space == pt.x && y_screen_space == pt.y) |
| return; |
| SetCursorPos( x_screen_space, y_screen_space ); |
| |
| /* Switch to the software cursor if position diverges from the hardware one. */ |
| GetCursorPos( &pt ); |
| if (x_screen_space != pt.x || y_screen_space != pt.y) |
| { |
| if (device->bCursorVisible) SetCursor( NULL ); |
| DestroyCursor( device->hardwareCursor ); |
| device->hardwareCursor = 0; |
| } |
| } |
| } |
| |
| BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show) |
| { |
| BOOL oldVisible = device->bCursorVisible; |
| |
| TRACE("device %p, show %#x.\n", device, show); |
| |
| /* |
| * When ShowCursor is first called it should make the cursor appear at the OS's last |
| * known cursor position. |
| */ |
| if (show && !oldVisible) |
| { |
| POINT pt; |
| GetCursorPos(&pt); |
| device->xScreenSpace = pt.x; |
| device->yScreenSpace = pt.y; |
| } |
| |
| if (device->hardwareCursor) |
| { |
| device->bCursorVisible = show; |
| if (show) |
| SetCursor(device->hardwareCursor); |
| else |
| SetCursor(NULL); |
| } |
| else if (device->cursor_texture) |
| { |
| device->bCursorVisible = show; |
| } |
| |
| return oldVisible; |
| } |
| |
| void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device) |
| { |
| struct wined3d_resource *resource, *cursor; |
| |
| TRACE("device %p.\n", device); |
| |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Checking resource %p for eviction.\n", resource); |
| |
| if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count) |
| { |
| TRACE("Evicting %p.\n", resource); |
| resource->resource_ops->resource_unload(resource); |
| } |
| } |
| |
| /* Invalidate stream sources, the buffer(s) may have been evicted. */ |
| device_invalidate_state(device, STATE_STREAMSRC); |
| } |
| |
| static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_resource *resource, *cursor; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_shader *shader; |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Unloading resource %p.\n", resource); |
| |
| resource->resource_ops->resource_unload(resource); |
| } |
| |
| LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry) |
| { |
| device->shader_backend->shader_destroy(shader); |
| } |
| |
| if (device->depth_blt_texture) |
| { |
| gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture); |
| device->depth_blt_texture = 0; |
| } |
| |
| device->blitter->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| destroy_dummy_textures(device, gl_info); |
| destroy_default_sampler(device); |
| |
| context_release(context); |
| |
| while (device->context_count) |
| { |
| swapchain_destroy_contexts(device->contexts[0]->swapchain); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| swapchain->context = NULL; |
| } |
| |
| static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_context *context; |
| struct wined3d_surface *target; |
| HRESULT hr; |
| |
| if (FAILED(hr = device->shader_backend->shader_alloc_private(device, |
| device->adapter->vertex_pipe, device->adapter->fragment_pipe))) |
| { |
| ERR("Failed to allocate shader private data, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| if (FAILED(hr = device->blitter->alloc_private(device))) |
| { |
| ERR("Failed to allocate blitter private data, hr %#x.\n", hr); |
| device->shader_backend->shader_free_private(device); |
| return hr; |
| } |
| |
| /* Recreate the primary swapchain's context */ |
| swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context)); |
| if (!swapchain->context) |
| { |
| ERR("Failed to allocate memory for swapchain context array.\n"); |
| device->blitter->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| return E_OUTOFMEMORY; |
| } |
| |
| target = swapchain->back_buffers |
| ? surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)) |
| : surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); |
| if (!(context = context_create(swapchain, target, swapchain->ds_format))) |
| { |
| WARN("Failed to create context.\n"); |
| device->blitter->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| return E_FAIL; |
| } |
| |
| swapchain->context[0] = context; |
| swapchain->num_contexts = 1; |
| create_dummy_textures(device, context); |
| create_default_sampler(device); |
| context_release(context); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, |
| const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode, |
| wined3d_device_reset_cb callback, BOOL reset_state) |
| { |
| struct wined3d_rendertarget_view_desc view_desc; |
| struct wined3d_resource *resource, *cursor; |
| struct wined3d_swapchain *swapchain; |
| struct wined3d_display_mode m; |
| BOOL DisplayModeChanged; |
| HRESULT hr = WINED3D_OK; |
| unsigned int i; |
| |
| TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n", |
| device, swapchain_desc, mode, callback, reset_state); |
| |
| if (!(swapchain = wined3d_device_get_swapchain(device, 0))) |
| { |
| ERR("Failed to get the first implicit swapchain.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| DisplayModeChanged = swapchain->reapply_mode; |
| |
| if (reset_state) |
| { |
| if (device->logo_texture) |
| { |
| wined3d_texture_decref(device->logo_texture); |
| device->logo_texture = NULL; |
| } |
| if (device->cursor_texture) |
| { |
| wined3d_texture_decref(device->cursor_texture); |
| device->cursor_texture = NULL; |
| } |
| state_unbind_resources(&device->state); |
| } |
| |
| if (device->fb.render_targets) |
| { |
| for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) |
| { |
| wined3d_device_set_rendertarget_view(device, i, NULL, FALSE); |
| } |
| } |
| wined3d_device_set_depth_stencil_view(device, NULL); |
| |
| if (device->onscreen_depth_stencil) |
| { |
| wined3d_texture_decref(device->onscreen_depth_stencil->container); |
| device->onscreen_depth_stencil = NULL; |
| } |
| |
| if (reset_state) |
| { |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Enumerating resource %p.\n", resource); |
| if (FAILED(hr = callback(resource))) |
| return hr; |
| } |
| } |
| |
| TRACE("New params:\n"); |
| TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width); |
| TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height); |
| TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format)); |
| TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count); |
| TRACE("multisample_type %#x\n", swapchain_desc->multisample_type); |
| TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality); |
| TRACE("swap_effect %#x\n", swapchain_desc->swap_effect); |
| TRACE("device_window %p\n", swapchain_desc->device_window); |
| TRACE("windowed %#x\n", swapchain_desc->windowed); |
| TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil); |
| if (swapchain_desc->enable_auto_depth_stencil) |
| TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format)); |
| TRACE("flags %#x\n", swapchain_desc->flags); |
| TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate); |
| TRACE("swap_interval %u\n", swapchain_desc->swap_interval); |
| TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode); |
| |
| /* No special treatment of these parameters. Just store them */ |
| swapchain->desc.swap_effect = swapchain_desc->swap_effect; |
| swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil; |
| swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format; |
| swapchain->desc.flags = swapchain_desc->flags; |
| swapchain->desc.refresh_rate = swapchain_desc->refresh_rate; |
| swapchain->desc.swap_interval = swapchain_desc->swap_interval; |
| swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode; |
| |
| if (swapchain_desc->device_window |
| && swapchain_desc->device_window != swapchain->desc.device_window) |
| { |
| TRACE("Changing the device window from %p to %p.\n", |
| swapchain->desc.device_window, swapchain_desc->device_window); |
| swapchain->desc.device_window = swapchain_desc->device_window; |
| swapchain->device_window = swapchain_desc->device_window; |
| wined3d_swapchain_set_window(swapchain, NULL); |
| } |
| |
| if (mode) |
| { |
| DisplayModeChanged = TRUE; |
| m = *mode; |
| } |
| else if (swapchain_desc->windowed) |
| { |
| m = swapchain->original_mode; |
| } |
| else |
| { |
| m.width = swapchain_desc->backbuffer_width; |
| m.height = swapchain_desc->backbuffer_height; |
| m.refresh_rate = swapchain_desc->refresh_rate; |
| m.format_id = swapchain_desc->backbuffer_format; |
| m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN; |
| |
| if ((m.width != swapchain->desc.backbuffer_width |
| || m.height != swapchain->desc.backbuffer_height)) |
| DisplayModeChanged = TRUE; |
| } |
| |
| if (!swapchain_desc->windowed != !swapchain->desc.windowed |
| || DisplayModeChanged) |
| { |
| if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m))) |
| { |
| WARN("Failed to set display mode, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!swapchain_desc->windowed) |
| { |
| if (swapchain->desc.windowed) |
| { |
| HWND focus_window = device->create_parms.focus_window; |
| if (!focus_window) |
| focus_window = swapchain_desc->device_window; |
| if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window))) |
| { |
| ERR("Failed to acquire focus window, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| /* switch from windowed to fs */ |
| wined3d_device_setup_fullscreen_window(device, swapchain->device_window, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height); |
| } |
| else |
| { |
| /* Fullscreen -> fullscreen mode change */ |
| MoveWindow(swapchain->device_window, 0, 0, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height, |
| TRUE); |
| } |
| swapchain->d3d_mode = m; |
| } |
| else if (!swapchain->desc.windowed) |
| { |
| /* Fullscreen -> windowed switch */ |
| wined3d_device_restore_fullscreen_window(device, swapchain->device_window); |
| wined3d_device_release_focus_window(device); |
| } |
| swapchain->desc.windowed = swapchain_desc->windowed; |
| } |
| else if (!swapchain_desc->windowed) |
| { |
| DWORD style = device->style; |
| DWORD exStyle = device->exStyle; |
| /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into |
| * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call |
| * Reset to clear up their mess. Guild Wars also loses the device during that. |
| */ |
| device->style = 0; |
| device->exStyle = 0; |
| wined3d_device_setup_fullscreen_window(device, swapchain->device_window, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height); |
| device->style = style; |
| device->exStyle = exStyle; |
| } |
| |
| if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count, |
| swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format, |
| swapchain_desc->multisample_type, swapchain_desc->multisample_quality))) |
| return hr; |
| |
| if (device->auto_depth_stencil_view) |
| { |
| wined3d_rendertarget_view_decref(device->auto_depth_stencil_view); |
| device->auto_depth_stencil_view = NULL; |
| } |
| if (swapchain->desc.enable_auto_depth_stencil) |
| { |
| struct wined3d_resource_desc texture_desc; |
| struct wined3d_texture *texture; |
| |
| TRACE("Creating the depth stencil buffer\n"); |
| |
| texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; |
| texture_desc.format = swapchain->desc.auto_depth_stencil_format; |
| texture_desc.multisample_type = swapchain->desc.multisample_type; |
| texture_desc.multisample_quality = swapchain->desc.multisample_quality; |
| texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; |
| texture_desc.pool = WINED3D_POOL_DEFAULT; |
| texture_desc.width = swapchain->desc.backbuffer_width; |
| texture_desc.height = swapchain->desc.backbuffer_height; |
| texture_desc.depth = 1; |
| texture_desc.size = 0; |
| |
| if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, |
| device->device_parent, &texture_desc, &texture))) |
| { |
| ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| view_desc.format_id = texture->resource.format->id; |
| view_desc.u.texture.level_idx = 0; |
| view_desc.u.texture.layer_idx = 0; |
| view_desc.u.texture.layer_count = 1; |
| hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource, |
| NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view); |
| wined3d_texture_decref(texture); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view); |
| } |
| |
| if (device->back_buffer_view) |
| { |
| wined3d_rendertarget_view_decref(device->back_buffer_view); |
| device->back_buffer_view = NULL; |
| } |
| if (swapchain->desc.backbuffer_count) |
| { |
| view_desc.format_id = swapchain_desc->backbuffer_format; |
| view_desc.u.texture.level_idx = 0; |
| view_desc.u.texture.layer_idx = 0; |
| view_desc.u.texture.layer_count = 1; |
| if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, &swapchain->back_buffers[0]->resource, |
| NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) |
| { |
| ERR("Failed to create rendertarget view, hr %#x.\n", hr); |
| return hr; |
| } |
| } |
| |
| wine_rb_clear(&device->samplers, device_free_sampler, NULL); |
| |
| if (reset_state) |
| { |
| TRACE("Resetting stateblock.\n"); |
| if (device->recording) |
| { |
| wined3d_stateblock_decref(device->recording); |
| device->recording = NULL; |
| } |
| wined3d_cs_emit_reset_state(device->cs); |
| state_cleanup(&device->state); |
| |
| if (device->d3d_initialized) |
| delete_opengl_contexts(device, swapchain); |
| |
| if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info, |
| &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT))) |
| ERR("Failed to initialize device state, hr %#x.\n", hr); |
| device->update_state = &device->state; |
| |
| device_init_swapchain_state(device, swapchain); |
| } |
| else if (device->back_buffer_view) |
| { |
| struct wined3d_rendertarget_view *view = device->back_buffer_view; |
| struct wined3d_state *state = &device->state; |
| |
| wined3d_device_set_rendertarget_view(device, 0, view, FALSE); |
| |
| /* Note the min_z / max_z is not reset. */ |
| state->viewport.x = 0; |
| state->viewport.y = 0; |
| state->viewport.width = view->width; |
| state->viewport.height = view->height; |
| wined3d_cs_emit_set_viewport(device->cs, &state->viewport); |
| |
| state->scissor_rect.top = 0; |
| state->scissor_rect.left = 0; |
| state->scissor_rect.right = view->width; |
| state->scissor_rect.bottom = view->height; |
| wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect); |
| } |
| |
| if (reset_state && device->d3d_initialized) |
| hr = create_primary_opengl_context(device, swapchain); |
| |
| /* All done. There is no need to reload resources or shaders, this will happen automatically on the |
| * first use |
| */ |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs) |
| { |
| TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs); |
| |
| if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n"); |
| |
| return WINED3D_OK; |
| } |
| |
| |
| void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device, |
| struct wined3d_device_creation_parameters *parameters) |
| { |
| TRACE("device %p, parameters %p.\n", device, parameters); |
| |
| *parameters = device->create_parms; |
| } |
| |
| struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->wined3d; |
| } |
| |
| void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device, |
| UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n", |
| device, swapchain_idx, flags, ramp); |
| |
| if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) |
| wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp); |
| } |
| |
| void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_gamma_ramp *ramp) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, ramp %p.\n", |
| device, swapchain_idx, ramp); |
| |
| if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx))) |
| wined3d_swapchain_get_gamma_ramp(swapchain, ramp); |
| } |
| |
| void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| TRACE("device %p, resource %p.\n", device, resource); |
| |
| list_add_head(&device->resources, &resource->resource_list_entry); |
| } |
| |
| static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| TRACE("device %p, resource %p.\n", device, resource); |
| |
| list_remove(&resource->resource_list_entry); |
| } |
| |
| void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| enum wined3d_resource_type type = resource->type; |
| unsigned int i; |
| |
| TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type)); |
| |
| context_resource_released(device, resource, type); |
| |
| switch (type) |
| { |
| case WINED3D_RTYPE_SURFACE: |
| { |
| struct wined3d_surface *surface = surface_from_resource(resource); |
| |
| if (!device->d3d_initialized) break; |
| |
| for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) |
| { |
| if (wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]) == surface) |
| { |
| ERR("Surface %p is still in use as render target %u.\n", surface, i); |
| device->fb.render_targets[i] = NULL; |
| } |
| } |
| |
| if (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface) |
| { |
| ERR("Surface %p is still in use as depth/stencil buffer.\n", surface); |
| device->fb.depth_stencil = NULL; |
| } |
| } |
| break; |
| |
| case WINED3D_RTYPE_TEXTURE_2D: |
| case WINED3D_RTYPE_TEXTURE_3D: |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| struct wined3d_texture *texture = wined3d_texture_from_resource(resource); |
| |
| if (device->state.textures[i] == texture) |
| { |
| ERR("Texture %p is still in use, stage %u.\n", texture, i); |
| device->state.textures[i] = NULL; |
| } |
| |
| if (device->recording && device->update_state->textures[i] == texture) |
| { |
| ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n", |
| texture, device->recording, i); |
| device->update_state->textures[i] = NULL; |
| } |
| } |
| break; |
| |
| case WINED3D_RTYPE_BUFFER: |
| { |
| struct wined3d_buffer *buffer = buffer_from_resource(resource); |
| |
| for (i = 0; i < MAX_STREAMS; ++i) |
| { |
| if (device->state.streams[i].buffer == buffer) |
| { |
| ERR("Buffer %p is still in use, stream %u.\n", buffer, i); |
| device->state.streams[i].buffer = NULL; |
| } |
| |
| if (device->recording && device->update_state->streams[i].buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", |
| buffer, device->recording, i); |
| device->update_state->streams[i].buffer = NULL; |
| } |
| } |
| |
| if (device->state.index_buffer == buffer) |
| { |
| ERR("Buffer %p is still in use as index buffer.\n", buffer); |
| device->state.index_buffer = NULL; |
| } |
| |
| if (device->recording && device->update_state->index_buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", |
| buffer, device->recording); |
| device->update_state->index_buffer = NULL; |
| } |
| } |
| break; |
| |
| default: |
| break; |
| } |
| |
| /* Remove the resource from the resourceStore */ |
| device_resource_remove(device, resource); |
| |
| TRACE("Resource released.\n"); |
| } |
| |
| static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry) |
| { |
| const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry); |
| |
| return memcmp(&sampler->desc, key, sizeof(sampler->desc)); |
| } |
| |
| static const struct wine_rb_functions wined3d_sampler_rb_functions = |
| { |
| wined3d_rb_alloc, |
| wined3d_rb_realloc, |
| wined3d_rb_free, |
| wined3d_sampler_compare, |
| }; |
| |
| HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, |
| UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, |
| BYTE surface_alignment, struct wined3d_device_parent *device_parent) |
| { |
| struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; |
| const struct fragment_pipeline *fragment_pipeline; |
| const struct wined3d_vertex_pipe_ops *vertex_pipeline; |
| unsigned int i; |
| HRESULT hr; |
| |
| device->ref = 1; |
| device->wined3d = wined3d; |
| wined3d_incref(device->wined3d); |
| device->adapter = wined3d->adapter_count ? adapter : NULL; |
| device->device_parent = device_parent; |
| list_init(&device->resources); |
| list_init(&device->shaders); |
| device->surface_alignment = surface_alignment; |
| |
| /* Save the creation parameters. */ |
| device->create_parms.adapter_idx = adapter_idx; |
| device->create_parms.device_type = device_type; |
| device->create_parms.focus_window = focus_window; |
| device->create_parms.flags = flags; |
| |
| device->shader_backend = adapter->shader_backend; |
| |
| vertex_pipeline = adapter->vertex_pipe; |
| |
| fragment_pipeline = adapter->fragment_pipe; |
| |
| if (wine_rb_init(&device->samplers, &wined3d_sampler_rb_functions) == -1) |
| { |
| ERR("Failed to initialize sampler rbtree.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| if (vertex_pipeline->vp_states && fragment_pipeline->states |
| && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs, |
| &adapter->gl_info, &adapter->d3d_info, vertex_pipeline, |
| fragment_pipeline, misc_state_template))) |
| { |
| ERR("Failed to compile state table, hr %#x.\n", hr); |
| wine_rb_destroy(&device->samplers, NULL, NULL); |
| wined3d_decref(device->wined3d); |
| return hr; |
| } |
| |
| device->blitter = adapter->blitter; |
| |
| if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info, |
| &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT))) |
| { |
| ERR("Failed to initialize device state, hr %#x.\n", hr); |
| goto err; |
| } |
| device->update_state = &device->state; |
| |
| if (!(device->cs = wined3d_cs_create(device))) |
| { |
| WARN("Failed to create command stream.\n"); |
| state_cleanup(&device->state); |
| hr = E_FAIL; |
| goto err; |
| } |
| |
| return WINED3D_OK; |
| |
| err: |
| for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); |
| } |
| wine_rb_destroy(&device->samplers, NULL, NULL); |
| wined3d_decref(device->wined3d); |
| return hr; |
| } |
| |
| |
| void device_invalidate_state(const struct wined3d_device *device, DWORD state) |
| { |
| DWORD rep = device->StateTable[state].representative; |
| struct wined3d_context *context; |
| DWORD idx; |
| BYTE shift; |
| UINT i; |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| context = device->contexts[i]; |
| if(isStateDirty(context, rep)) continue; |
| |
| context->dirtyArray[context->numDirtyEntries++] = rep; |
| idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); |
| shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); |
| context->isStateDirty[idx] |= (1u << shift); |
| } |
| } |
| |
| LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, |
| UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) |
| { |
| if (device->filter_messages && message != WM_DISPLAYCHANGE) |
| { |
| TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n", |
| window, message, wparam, lparam); |
| if (unicode) |
| return DefWindowProcW(window, message, wparam, lparam); |
| else |
| return DefWindowProcA(window, message, wparam, lparam); |
| } |
| |
| if (message == WM_DESTROY) |
| { |
| TRACE("unregister window %p.\n", window); |
| wined3d_unregister_window(window); |
| |
| if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window) |
| ERR("Window %p is not the focus window for device %p.\n", window, device); |
| } |
| else if (message == WM_DISPLAYCHANGE) |
| { |
| device->device_parent->ops->mode_changed(device->device_parent); |
| } |
| else if (message == WM_ACTIVATEAPP) |
| { |
| UINT i; |
| |
| for (i = 0; i < device->swapchain_count; i++) |
| wined3d_swapchain_activate(device->swapchains[i], wparam); |
| |
| device->device_parent->ops->activate(device->device_parent, wparam); |
| } |
| else if (message == WM_SYSCOMMAND) |
| { |
| if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE) |
| { |
| if (unicode) |
| DefWindowProcW(window, message, wparam, lparam); |
| else |
| DefWindowProcA(window, message, wparam, lparam); |
| } |
| } |
| |
| if (unicode) |
| return CallWindowProcW(proc, window, message, wparam, lparam); |
| else |
| return CallWindowProcA(proc, window, message, wparam, lparam); |
| } |