| /* |
| * 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 <stdio.h> |
| #ifdef HAVE_FLOAT_H |
| # include <float.h> |
| #endif |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| /* Define the default light parameters as specified by MSDN. */ |
| const struct wined3d_light WINED3D_default_light = |
| { |
| WINED3D_LIGHT_DIRECTIONAL, /* Type */ |
| { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */ |
| { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */ |
| { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */ |
| { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */ |
| { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */ |
| 0.0f, /* Range */ |
| 0.0f, /* Falloff */ |
| 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */ |
| 0.0f, /* Theta */ |
| 0.0f /* Phi */ |
| }; |
| |
| /********************************************************** |
| * Global variable / Constants follow |
| **********************************************************/ |
| const float identity[] = |
| { |
| 1.0f, 0.0f, 0.0f, 0.0f, |
| 0.0f, 1.0f, 0.0f, 0.0f, |
| 0.0f, 0.0f, 1.0f, 0.0f, |
| 0.0f, 0.0f, 0.0f, 1.0f, |
| }; /* When needed for comparisons */ |
| |
| /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these |
| * actually have the same values in GL and D3D. */ |
| static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) |
| { |
| switch(primitive_type) |
| { |
| case WINED3D_PT_POINTLIST: |
| return GL_POINTS; |
| |
| case WINED3D_PT_LINELIST: |
| return GL_LINES; |
| |
| case WINED3D_PT_LINESTRIP: |
| return GL_LINE_STRIP; |
| |
| case WINED3D_PT_TRIANGLELIST: |
| return GL_TRIANGLES; |
| |
| case WINED3D_PT_TRIANGLESTRIP: |
| return GL_TRIANGLE_STRIP; |
| |
| case WINED3D_PT_TRIANGLEFAN: |
| return GL_TRIANGLE_FAN; |
| |
| case WINED3D_PT_LINELIST_ADJ: |
| return GL_LINES_ADJACENCY_ARB; |
| |
| case WINED3D_PT_LINESTRIP_ADJ: |
| return GL_LINE_STRIP_ADJACENCY_ARB; |
| |
| case WINED3D_PT_TRIANGLELIST_ADJ: |
| return GL_TRIANGLES_ADJACENCY_ARB; |
| |
| case WINED3D_PT_TRIANGLESTRIP_ADJ: |
| return GL_TRIANGLE_STRIP_ADJACENCY_ARB; |
| |
| default: |
| FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); |
| return GL_NONE; |
| } |
| } |
| |
| static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) |
| { |
| switch(primitive_type) |
| { |
| case GL_POINTS: |
| return WINED3D_PT_POINTLIST; |
| |
| case GL_LINES: |
| return WINED3D_PT_LINELIST; |
| |
| case GL_LINE_STRIP: |
| return WINED3D_PT_LINESTRIP; |
| |
| case GL_TRIANGLES: |
| return WINED3D_PT_TRIANGLELIST; |
| |
| case GL_TRIANGLE_STRIP: |
| return WINED3D_PT_TRIANGLESTRIP; |
| |
| case GL_TRIANGLE_FAN: |
| return WINED3D_PT_TRIANGLEFAN; |
| |
| case GL_LINES_ADJACENCY_ARB: |
| return WINED3D_PT_LINELIST_ADJ; |
| |
| case GL_LINE_STRIP_ADJACENCY_ARB: |
| return WINED3D_PT_LINESTRIP_ADJ; |
| |
| case GL_TRIANGLES_ADJACENCY_ARB: |
| return WINED3D_PT_TRIANGLELIST_ADJ; |
| |
| case GL_TRIANGLE_STRIP_ADJACENCY_ARB: |
| return WINED3D_PT_TRIANGLESTRIP_ADJ; |
| |
| default: |
| FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type)); |
| return WINED3D_PT_UNDEFINED; |
| } |
| } |
| |
| static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum) |
| { |
| if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx) |
| *regnum = WINED3D_FFP_POSITION; |
| else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx) |
| *regnum = WINED3D_FFP_BLENDWEIGHT; |
| else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx) |
| *regnum = WINED3D_FFP_BLENDINDICES; |
| else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx) |
| *regnum = WINED3D_FFP_NORMAL; |
| else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx) |
| *regnum = WINED3D_FFP_PSIZE; |
| else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx) |
| *regnum = WINED3D_FFP_DIFFUSE; |
| else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1) |
| *regnum = WINED3D_FFP_SPECULAR; |
| else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD) |
| *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx; |
| else |
| { |
| FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx); |
| *regnum = ~0U; |
| return FALSE; |
| } |
| |
| return TRUE; |
| } |
| |
| /* Context activation is done by the caller. */ |
| void device_stream_info_from_declaration(struct wined3d_device *device, |
| struct wined3d_stream_info *stream_info, BOOL *all_vbo) |
| { |
| const struct wined3d_state *state = &device->stateBlock->state; |
| /* We need to deal with frequency data! */ |
| struct wined3d_vertex_declaration *declaration = state->vertex_declaration; |
| BOOL use_vshader; |
| unsigned int i; |
| |
| stream_info->use_map = 0; |
| stream_info->swizzle_map = 0; |
| |
| /* Check for transformed vertices, disable vertex shader if present. */ |
| stream_info->position_transformed = declaration->position_transformed; |
| use_vshader = state->vertex_shader && !declaration->position_transformed; |
| |
| /* Translate the declaration into strided data. */ |
| for (i = 0; i < declaration->element_count; ++i) |
| { |
| const struct wined3d_vertex_declaration_element *element = &declaration->elements[i]; |
| const struct wined3d_stream_state *stream = &state->streams[element->input_slot]; |
| struct wined3d_buffer *buffer = stream->buffer; |
| struct wined3d_bo_address data; |
| BOOL stride_used; |
| unsigned int idx; |
| DWORD stride; |
| |
| TRACE("%p Element %p (%u of %u)\n", declaration->elements, |
| element, i + 1, declaration->element_count); |
| |
| if (!buffer) continue; |
| |
| data.buffer_object = 0; |
| data.addr = NULL; |
| |
| stride = stream->stride; |
| if (state->user_stream) |
| { |
| TRACE("Stream %u is UP, %p\n", element->input_slot, buffer); |
| data.buffer_object = 0; |
| data.addr = (BYTE *)buffer; |
| } |
| else |
| { |
| TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer); |
| buffer_get_memory(buffer, &device->adapter->gl_info, &data); |
| |
| /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets |
| * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory |
| * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap |
| * around to some big value. Hope that with the indices, the driver wraps it back internally. If |
| * not, drawStridedSlow is needed, including a vertex buffer path. */ |
| if (state->load_base_vertex_index < 0) |
| { |
| WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", |
| state->load_base_vertex_index); |
| data.buffer_object = 0; |
| data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info); |
| if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride) |
| { |
| FIXME("System memory vertex data load offset is negative!\n"); |
| } |
| } |
| } |
| data.addr += element->offset; |
| |
| TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx); |
| |
| if (use_vshader) |
| { |
| if (element->output_slot == ~0U) |
| { |
| /* TODO: Assuming vertexdeclarations are usually used with the |
| * same or a similar shader, it might be worth it to store the |
| * last used output slot and try that one first. */ |
| stride_used = vshader_get_input(state->vertex_shader, |
| element->usage, element->usage_idx, &idx); |
| } |
| else |
| { |
| idx = element->output_slot; |
| stride_used = TRUE; |
| } |
| } |
| else |
| { |
| if (!element->ffp_valid) |
| { |
| WARN("Skipping unsupported fixed function element of format %s and usage %s\n", |
| debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage)); |
| stride_used = FALSE; |
| } |
| else |
| { |
| stride_used = fixed_get_input(element->usage, element->usage_idx, &idx); |
| } |
| } |
| |
| if (stride_used) |
| { |
| TRACE("Load %s array %u [usage %s, usage_idx %u, " |
| "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n", |
| use_vshader ? "shader": "fixed function", idx, |
| debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot, |
| element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object); |
| |
| data.addr += stream->offset; |
| |
| stream_info->elements[idx].format = element->format; |
| stream_info->elements[idx].data = data; |
| stream_info->elements[idx].stride = stride; |
| stream_info->elements[idx].stream_idx = element->input_slot; |
| |
| if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA] |
| && element->format->id == WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| stream_info->swizzle_map |= 1 << idx; |
| } |
| stream_info->use_map |= 1 << idx; |
| } |
| } |
| |
| device->num_buffer_queries = 0; |
| if (!state->user_stream) |
| { |
| WORD map = stream_info->use_map; |
| if (all_vbo) |
| *all_vbo = TRUE; |
| |
| /* PreLoad all the vertex buffers. */ |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| struct wined3d_stream_info_element *element; |
| struct wined3d_buffer *buffer; |
| |
| if (!(map & 1)) continue; |
| |
| element = &stream_info->elements[i]; |
| buffer = state->streams[element->stream_idx].buffer; |
| wined3d_buffer_preload(buffer); |
| |
| /* If the preload dropped the buffer object, update the stream info. */ |
| if (buffer->buffer_object != element->data.buffer_object) |
| { |
| element->data.buffer_object = 0; |
| element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) |
| + (ptrdiff_t)element->data.addr; |
| } |
| |
| if (!buffer->buffer_object && all_vbo) |
| *all_vbo = FALSE; |
| |
| if (buffer->query) |
| device->buffer_queries[device->num_buffer_queries++] = buffer->query; |
| } |
| } |
| else if (all_vbo) |
| { |
| *all_vbo = FALSE; |
| } |
| } |
| |
| static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info, |
| const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e) |
| { |
| e->data.addr = strided->data; |
| e->data.buffer_object = 0; |
| e->format = wined3d_get_format(gl_info, strided->format); |
| e->stride = strided->stride; |
| e->stream_idx = 0; |
| } |
| |
| static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info, |
| const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info) |
| { |
| unsigned int i; |
| |
| memset(stream_info, 0, sizeof(*stream_info)); |
| |
| if (strided->position.data) |
| stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]); |
| if (strided->normal.data) |
| stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]); |
| if (strided->diffuse.data) |
| stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]); |
| if (strided->specular.data) |
| stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]); |
| |
| for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i) |
| { |
| if (strided->tex_coords[i].data) |
| stream_info_element_from_strided(gl_info, &strided->tex_coords[i], |
| &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]); |
| } |
| |
| stream_info->position_transformed = strided->position_transformed; |
| |
| for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i) |
| { |
| if (!stream_info->elements[i].format) continue; |
| |
| if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] |
| && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| stream_info->swizzle_map |= 1 << i; |
| } |
| stream_info->use_map |= 1 << i; |
| } |
| } |
| |
| static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info) |
| { |
| TRACE("Strided Data:\n"); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6); |
| TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7); |
| } |
| |
| /* Context activation is done by the caller. */ |
| void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) |
| { |
| struct wined3d_stream_info *stream_info = &device->strided_streams; |
| const struct wined3d_state *state = &device->stateBlock->state; |
| BOOL all_vbo; |
| |
| if (device->up_strided) |
| { |
| /* Note: this is a ddraw fixed-function code path. */ |
| TRACE("=============================== Strided Input ================================\n"); |
| device_stream_info_from_strided(gl_info, device->up_strided, stream_info); |
| if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info); |
| all_vbo = FALSE; |
| } |
| else |
| { |
| TRACE("============================= Vertex Declaration =============================\n"); |
| device_stream_info_from_declaration(device, stream_info, &all_vbo); |
| } |
| |
| if (state->vertex_shader && !stream_info->position_transformed) |
| { |
| if (state->vertex_declaration->half_float_conv_needed && !all_vbo) |
| { |
| TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); |
| device->useDrawStridedSlow = TRUE; |
| } |
| else |
| { |
| device->useDrawStridedSlow = FALSE; |
| } |
| } |
| else |
| { |
| WORD slow_mask = (1 << WINED3D_FFP_PSIZE); |
| slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] |
| & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR)); |
| |
| if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !all_vbo) |
| { |
| device->useDrawStridedSlow = TRUE; |
| } |
| else |
| { |
| device->useDrawStridedSlow = FALSE; |
| } |
| } |
| } |
| |
| static void device_preload_texture(const struct wined3d_state *state, unsigned int idx) |
| { |
| struct wined3d_texture *texture; |
| enum WINED3DSRGB srgb; |
| |
| if (!(texture = state->textures[idx])) return; |
| srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB; |
| texture->texture_ops->texture_preload(texture, srgb); |
| } |
| |
| void device_preload_textures(const struct wined3d_device *device) |
| { |
| const struct wined3d_state *state = &device->stateBlock->state; |
| unsigned int i; |
| |
| if (use_vs(state)) |
| { |
| for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) |
| { |
| if (state->vertex_shader->reg_maps.sampler_type[i]) |
| device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i); |
| } |
| } |
| |
| if (use_ps(state)) |
| { |
| for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) |
| { |
| if (state->pixel_shader->reg_maps.sampler_type[i]) |
| device_preload_texture(state, i); |
| } |
| } |
| else |
| { |
| WORD ffu_map = device->fixed_function_usage_map; |
| |
| for (i = 0; ffu_map; ffu_map >>= 1, ++i) |
| { |
| if (ffu_map & 1) |
| device_preload_texture(state, i); |
| } |
| } |
| } |
| |
| BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| struct wined3d_context **new_array; |
| |
| TRACE("Adding context %p.\n", context); |
| |
| if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array)); |
| else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, |
| sizeof(*new_array) * (device->context_count + 1)); |
| |
| if (!new_array) |
| { |
| ERR("Failed to grow the context array.\n"); |
| return FALSE; |
| } |
| |
| new_array[device->context_count++] = context; |
| device->contexts = new_array; |
| return TRUE; |
| } |
| |
| void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| struct wined3d_context **new_array; |
| BOOL found = FALSE; |
| UINT i; |
| |
| TRACE("Removing context %p.\n", context); |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| if (device->contexts[i] == context) |
| { |
| found = TRUE; |
| break; |
| } |
| } |
| |
| if (!found) |
| { |
| ERR("Context %p doesn't exist in context array.\n", context); |
| return; |
| } |
| |
| if (!--device->context_count) |
| { |
| HeapFree(GetProcessHeap(), 0, device->contexts); |
| device->contexts = NULL; |
| return; |
| } |
| |
| memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts)); |
| new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts)); |
| if (!new_array) |
| { |
| ERR("Failed to shrink context array. Oh well.\n"); |
| return; |
| } |
| |
| device->contexts = new_array; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| void device_switch_onscreen_ds(struct wined3d_device *device, |
| struct wined3d_context *context, struct wined3d_surface *depth_stencil) |
| { |
| if (device->onscreen_depth_stencil) |
| { |
| surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE); |
| |
| surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE, |
| device->onscreen_depth_stencil->ds_current_size.cx, |
| device->onscreen_depth_stencil->ds_current_size.cy); |
| wined3d_surface_decref(device->onscreen_depth_stencil); |
| } |
| device->onscreen_depth_stencil = depth_stencil; |
| wined3d_surface_incref(device->onscreen_depth_stencil); |
| } |
| |
| static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect) |
| { |
| /* partial draw rect */ |
| if (draw_rect->left || draw_rect->top |
| || draw_rect->right < target->resource.width |
| || draw_rect->bottom < target->resource.height) |
| return FALSE; |
| |
| /* partial clear rect */ |
| if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0 |
| || clear_rect->right < target->resource.width |
| || clear_rect->bottom < target->resource.height)) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context, |
| DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect) |
| { |
| RECT current_rect, r; |
| |
| if (ds->flags & location) |
| SetRect(¤t_rect, 0, 0, |
| ds->ds_current_size.cx, |
| ds->ds_current_size.cy); |
| else |
| SetRectEmpty(¤t_rect); |
| |
| IntersectRect(&r, draw_rect, ¤t_rect); |
| if (EqualRect(&r, draw_rect)) |
| { |
| /* current_rect ⊇ draw_rect, modify only. */ |
| SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); |
| return; |
| } |
| |
| if (EqualRect(&r, ¤t_rect)) |
| { |
| /* draw_rect ⊇ current_rect, test if we're doing a full clear. */ |
| |
| if (!clear_rect) |
| { |
| /* Full clear, modify only. */ |
| *out_rect = *draw_rect; |
| return; |
| } |
| |
| IntersectRect(&r, draw_rect, clear_rect); |
| if (EqualRect(&r, draw_rect)) |
| { |
| /* clear_rect ⊇ draw_rect, modify only. */ |
| *out_rect = *draw_rect; |
| return; |
| } |
| } |
| |
| /* Full load. */ |
| surface_load_ds_location(ds, context, location); |
| SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, |
| UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, |
| float depth, DWORD stencil) |
| { |
| const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL; |
| struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL; |
| UINT drawable_width, drawable_height; |
| struct wined3d_context *context; |
| GLbitfield clear_mask = 0; |
| BOOL render_offscreen; |
| unsigned int i; |
| RECT ds_rect; |
| |
| /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the |
| * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true |
| * for the cleared parts, and the untouched parts. |
| * |
| * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten |
| * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set |
| * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother |
| * checking all this if the dest surface is in the drawable anyway. */ |
| if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect)) |
| { |
| for (i = 0; i < rt_count; ++i) |
| { |
| struct wined3d_surface *rt = fb->render_targets[i]; |
| if (rt) |
| surface_load_location(rt, rt->draw_binding, NULL); |
| } |
| } |
| |
| context = context_acquire(device, target); |
| if (!context->valid) |
| { |
| context_release(context); |
| WARN("Invalid context, skipping clear.\n"); |
| return; |
| } |
| |
| if (target) |
| { |
| render_offscreen = context->render_offscreen; |
| target->get_drawable_size(context, &drawable_width, &drawable_height); |
| } |
| else |
| { |
| render_offscreen = TRUE; |
| drawable_width = fb->depth_stencil->pow2Width; |
| drawable_height = fb->depth_stencil->pow2Height; |
| } |
| |
| if (flags & WINED3DCLEAR_ZBUFFER) |
| { |
| DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE; |
| |
| if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil) |
| device_switch_onscreen_ds(device, context, fb->depth_stencil); |
| prepare_ds_clear(fb->depth_stencil, context, location, |
| draw_rect, rect_count, clear_rect, &ds_rect); |
| } |
| |
| if (!context_apply_clear_state(context, device, rt_count, fb)) |
| { |
| context_release(context); |
| WARN("Failed to apply clear state, skipping clear.\n"); |
| return; |
| } |
| |
| ENTER_GL(); |
| |
| /* Only set the values up once, as they are not changing. */ |
| if (flags & WINED3DCLEAR_STENCIL) |
| { |
| if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) |
| { |
| glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); |
| } |
| glStencilMask(~0U); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); |
| glClearStencil(stencil); |
| checkGLcall("glClearStencil"); |
| clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; |
| } |
| |
| if (flags & WINED3DCLEAR_ZBUFFER) |
| { |
| DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE; |
| |
| surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom); |
| |
| glDepthMask(GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); |
| glClearDepth(depth); |
| checkGLcall("glClearDepth"); |
| clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; |
| } |
| |
| if (flags & WINED3DCLEAR_TARGET) |
| { |
| for (i = 0; i < rt_count; ++i) |
| { |
| struct wined3d_surface *rt = fb->render_targets[i]; |
| |
| if (rt) |
| surface_modify_location(rt, rt->draw_binding, TRUE); |
| } |
| |
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); |
| context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); |
| glClearColor(color->r, color->g, color->b, color->a); |
| checkGLcall("glClearColor"); |
| clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; |
| } |
| |
| if (!clear_rect) |
| { |
| if (render_offscreen) |
| { |
| glScissor(draw_rect->left, draw_rect->top, |
| draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); |
| } |
| else |
| { |
| glScissor(draw_rect->left, drawable_height - draw_rect->bottom, |
| draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top); |
| } |
| checkGLcall("glScissor"); |
| glClear(clear_mask); |
| checkGLcall("glClear"); |
| } |
| else |
| { |
| RECT current_rect; |
| |
| /* Now process each rect in turn. */ |
| for (i = 0; i < rect_count; ++i) |
| { |
| /* Note that GL uses lower left, width/height. */ |
| IntersectRect(¤t_rect, draw_rect, &clear_rect[i]); |
| |
| TRACE("clear_rect[%u] %s, current_rect %s.\n", i, |
| wine_dbgstr_rect(&clear_rect[i]), |
| wine_dbgstr_rect(¤t_rect)); |
| |
| /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently. |
| * The rectangle is not cleared, no error is returned, but further rectangles are |
| * still cleared if they are valid. */ |
| if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom) |
| { |
| TRACE("Rectangle with negative dimensions, ignoring.\n"); |
| continue; |
| } |
| |
| if (render_offscreen) |
| { |
| glScissor(current_rect.left, current_rect.top, |
| current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); |
| } |
| else |
| { |
| glScissor(current_rect.left, drawable_height - current_rect.bottom, |
| current_rect.right - current_rect.left, current_rect.bottom - current_rect.top); |
| } |
| checkGLcall("glScissor"); |
| |
| glClear(clear_mask); |
| checkGLcall("glClear"); |
| } |
| } |
| |
| LEAVE_GL(); |
| |
| if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET |
| && target->container.type == WINED3D_CONTAINER_SWAPCHAIN |
| && target->container.u.swapchain->front_buffer == target)) |
| wglFlush(); /* Flush to ensure ordering across contexts. */ |
| |
| context_release(context); |
| } |
| |
| ULONG CDECL wined3d_device_incref(struct wined3d_device *device) |
| { |
| ULONG refcount = InterlockedIncrement(&device->ref); |
| |
| TRACE("%p increasing refcount to %u.\n", device, refcount); |
| |
| return refcount; |
| } |
| |
| ULONG CDECL wined3d_device_decref(struct wined3d_device *device) |
| { |
| ULONG refcount = InterlockedDecrement(&device->ref); |
| |
| TRACE("%p decreasing refcount to %u.\n", device, refcount); |
| |
| if (!refcount) |
| { |
| struct wined3d_stateblock *stateblock; |
| UINT i; |
| |
| if (wined3d_stateblock_decref(device->updateStateBlock) |
| && device->updateStateBlock != device->stateBlock) |
| FIXME("Something's still holding the update stateblock.\n"); |
| device->updateStateBlock = NULL; |
| |
| stateblock = device->stateBlock; |
| device->stateBlock = NULL; |
| if (wined3d_stateblock_decref(stateblock)) |
| FIXME("Something's still holding the stateblock.\n"); |
| |
| for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); |
| device->multistate_funcs[i] = NULL; |
| } |
| |
| if (!list_empty(&device->resources)) |
| { |
| struct wined3d_resource *resource; |
| |
| FIXME("Device released with resources still bound, acceptable but unexpected.\n"); |
| |
| LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| FIXME("Leftover resource %p with type %s (%#x).\n", |
| resource, debug_d3dresourcetype(resource->type), resource->type); |
| } |
| } |
| |
| if (device->contexts) |
| ERR("Context array not freed!\n"); |
| if (device->hardwareCursor) |
| DestroyCursor(device->hardwareCursor); |
| device->hardwareCursor = 0; |
| |
| wined3d_decref(device->wined3d); |
| device->wined3d = NULL; |
| HeapFree(GetProcessHeap(), 0, device); |
| TRACE("Freed device %p.\n", device); |
| } |
| |
| return refcount; |
| } |
| |
| UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->swapchain_count; |
| } |
| |
| HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_swapchain **swapchain) |
| { |
| TRACE("device %p, swapchain_idx %u, swapchain %p.\n", |
| device, swapchain_idx, swapchain); |
| |
| if (swapchain_idx >= device->swapchain_count) |
| { |
| WARN("swapchain_idx %u >= swapchain_count %u.\n", |
| swapchain_idx, device->swapchain_count); |
| *swapchain = NULL; |
| |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *swapchain = device->swapchains[swapchain_idx]; |
| wined3d_swapchain_incref(*swapchain); |
| TRACE("Returning %p.\n", *swapchain); |
| |
| return WINED3D_OK; |
| } |
| |
| static void device_load_logo(struct wined3d_device *device, const char *filename) |
| { |
| struct wined3d_color_key color_key; |
| HBITMAP hbm; |
| BITMAP bm; |
| HRESULT hr; |
| HDC dcb = NULL, dcs = NULL; |
| |
| hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION); |
| if(hbm) |
| { |
| GetObjectA(hbm, sizeof(BITMAP), &bm); |
| dcb = CreateCompatibleDC(NULL); |
| if(!dcb) goto out; |
| SelectObject(dcb, hbm); |
| } |
| else |
| { |
| /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image |
| * couldn't be loaded |
| */ |
| memset(&bm, 0, sizeof(bm)); |
| bm.bmWidth = 32; |
| bm.bmHeight = 32; |
| } |
| |
| hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0, |
| WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE, |
| NULL, &wined3d_null_parent_ops, &device->logo_surface); |
| if (FAILED(hr)) |
| { |
| ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr); |
| goto out; |
| } |
| |
| if (dcb) |
| { |
| if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs))) |
| goto out; |
| BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY); |
| wined3d_surface_releasedc(device->logo_surface, dcs); |
| |
| color_key.color_space_low_value = 0; |
| color_key.color_space_high_value = 0; |
| wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key); |
| } |
| else |
| { |
| const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f}; |
| /* Fill the surface with a white color to show that wined3d is there */ |
| wined3d_device_color_fill(device, device->logo_surface, NULL, &c); |
| } |
| |
| out: |
| if (dcb) DeleteDC(dcb); |
| if (hbm) DeleteObject(hbm); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| unsigned int i, j, count; |
| /* Under DirectX you can sample even if no texture is bound, whereas |
| * OpenGL will only allow that when a valid texture is bound. |
| * We emulate this by creating dummy textures and binding them |
| * to each texture stage when the currently set D3D texture is NULL. */ |
| ENTER_GL(); |
| |
| if (gl_info->supported[APPLE_CLIENT_STORAGE]) |
| { |
| /* The dummy texture does not have client storage backing */ |
| glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); |
| checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); |
| } |
| |
| count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); |
| for (i = 0; i < count; ++i) |
| { |
| DWORD color = 0x000000ff; |
| |
| /* Make appropriate texture active */ |
| context_active_texture(context, gl_info, i); |
| |
| glGenTextures(1, &device->dummy_texture_2d[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]); |
| |
| glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]); |
| checkGLcall("glBindTexture"); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| glGenTextures(1, &device->dummy_texture_rect[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]); |
| |
| glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]); |
| checkGLcall("glBindTexture"); |
| |
| glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| } |
| |
| if (gl_info->supported[EXT_TEXTURE3D]) |
| { |
| glGenTextures(1, &device->dummy_texture_3d[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]); |
| |
| glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]); |
| checkGLcall("glBindTexture"); |
| |
| GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color)); |
| checkGLcall("glTexImage3D"); |
| } |
| |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| glGenTextures(1, &device->dummy_texture_cube[i]); |
| checkGLcall("glGenTextures"); |
| TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]); |
| |
| glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]); |
| checkGLcall("glBindTexture"); |
| |
| for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j) |
| { |
| glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color); |
| checkGLcall("glTexImage2D"); |
| } |
| } |
| } |
| |
| if (gl_info->supported[APPLE_CLIENT_STORAGE]) |
| { |
| /* Reenable because if supported it is enabled by default */ |
| glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); |
| checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); |
| } |
| |
| LEAVE_GL(); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); |
| |
| ENTER_GL(); |
| if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) |
| { |
| glDeleteTextures(count, device->dummy_texture_cube); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)"); |
| } |
| |
| if (gl_info->supported[EXT_TEXTURE3D]) |
| { |
| glDeleteTextures(count, device->dummy_texture_3d); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)"); |
| } |
| |
| if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) |
| { |
| glDeleteTextures(count, device->dummy_texture_rect); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)"); |
| } |
| |
| glDeleteTextures(count, device->dummy_texture_2d); |
| checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)"); |
| LEAVE_GL(); |
| |
| memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube)); |
| memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d)); |
| memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect)); |
| memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d)); |
| } |
| |
| static LONG fullscreen_style(LONG style) |
| { |
| /* Make sure the window is managed, otherwise we won't get keyboard input. */ |
| style |= WS_POPUP | WS_SYSMENU; |
| style &= ~(WS_CAPTION | WS_THICKFRAME); |
| |
| return style; |
| } |
| |
| static LONG fullscreen_exstyle(LONG exstyle) |
| { |
| /* Filter out window decorations. */ |
| exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE); |
| |
| return exstyle; |
| } |
| |
| void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h) |
| { |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| TRACE("Setting up window %p for fullscreen mode.\n", window); |
| |
| if (device->style || device->exStyle) |
| { |
| ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n", |
| window, device->style, device->exStyle); |
| } |
| |
| device->style = GetWindowLongW(window, GWL_STYLE); |
| device->exStyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| style = fullscreen_style(device->style); |
| exstyle = fullscreen_exstyle(device->exStyle); |
| |
| TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n", |
| device->style, device->exStyle, style, exstyle); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| SetWindowLongW(window, GWL_STYLE, style); |
| SetWindowLongW(window, GWL_EXSTYLE, exstyle); |
| SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE); |
| |
| device->filter_messages = filter_messages; |
| } |
| |
| void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window) |
| { |
| BOOL filter_messages; |
| LONG style, exstyle; |
| |
| if (!device->style && !device->exStyle) return; |
| |
| TRACE("Restoring window style of window %p to %08x, %08x.\n", |
| window, device->style, device->exStyle); |
| |
| style = GetWindowLongW(window, GWL_STYLE); |
| exstyle = GetWindowLongW(window, GWL_EXSTYLE); |
| |
| filter_messages = device->filter_messages; |
| device->filter_messages = TRUE; |
| |
| /* Only restore the style if the application didn't modify it during the |
| * fullscreen phase. Some applications change it before calling Reset() |
| * when switching between windowed and fullscreen modes (HL2), some |
| * depend on the original style (Eve Online). */ |
| if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle)) |
| { |
| SetWindowLongW(window, GWL_STYLE, device->style); |
| SetWindowLongW(window, GWL_EXSTYLE, device->exStyle); |
| } |
| SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE); |
| |
| device->filter_messages = filter_messages; |
| |
| /* Delete the old values. */ |
| device->style = 0; |
| device->exStyle = 0; |
| } |
| |
| HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window) |
| { |
| TRACE("device %p, window %p.\n", device, window); |
| |
| if (!wined3d_register_window(window, device)) |
| { |
| ERR("Failed to register window %p.\n", window); |
| return E_FAIL; |
| } |
| |
| InterlockedExchangePointer((void **)&device->focus_window, window); |
| SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_release_focus_window(struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| if (device->focus_window) wined3d_unregister_window(device->focus_window); |
| InterlockedExchangePointer((void **)&device->focus_window, NULL); |
| } |
| |
| HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device, |
| struct wined3d_swapchain_desc *swapchain_desc) |
| { |
| static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f}; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_swapchain *swapchain = NULL; |
| struct wined3d_context *context; |
| HRESULT hr; |
| DWORD state; |
| unsigned int i; |
| |
| TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); |
| |
| if (device->d3d_initialized) |
| return WINED3DERR_INVALIDCALL; |
| if (!device->adapter->opengl) |
| return WINED3DERR_INVALIDCALL; |
| |
| device->valid_rt_mask = 0; |
| for (i = 0; i < gl_info->limits.buffers; ++i) |
| device->valid_rt_mask |= (1 << i); |
| device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(*device->fb.render_targets) * gl_info->limits.buffers); |
| |
| /* Initialize the texture unit mapping to a 1:1 mapping */ |
| for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) |
| { |
| if (state < gl_info->limits.fragment_samplers) |
| { |
| device->texUnitMap[state] = state; |
| device->rev_tex_unit_map[state] = state; |
| } |
| else |
| { |
| device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE; |
| device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE; |
| } |
| } |
| |
| /* Setup the implicit swapchain. This also initializes a context. */ |
| TRACE("Creating implicit swapchain\n"); |
| hr = device->device_parent->ops->create_swapchain(device->device_parent, |
| swapchain_desc, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create implicit swapchain\n"); |
| goto err_out; |
| } |
| |
| device->swapchain_count = 1; |
| device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); |
| if (!device->swapchains) |
| { |
| ERR("Out of memory!\n"); |
| goto err_out; |
| } |
| device->swapchains[0] = swapchain; |
| |
| if (swapchain->back_buffers && swapchain->back_buffers[0]) |
| { |
| TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers); |
| device->fb.render_targets[0] = swapchain->back_buffers[0]; |
| } |
| else |
| { |
| TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer); |
| device->fb.render_targets[0] = swapchain->front_buffer; |
| } |
| wined3d_surface_incref(device->fb.render_targets[0]); |
| |
| /* Depth Stencil support */ |
| device->fb.depth_stencil = device->auto_depth_stencil; |
| if (device->fb.depth_stencil) |
| wined3d_surface_incref(device->fb.depth_stencil); |
| |
| hr = device->shader_backend->shader_alloc_private(device); |
| if (FAILED(hr)) |
| { |
| TRACE("Shader private data couldn't be allocated\n"); |
| goto err_out; |
| } |
| hr = device->frag_pipe->alloc_private(device); |
| if (FAILED(hr)) |
| { |
| TRACE("Fragment pipeline private data couldn't be allocated\n"); |
| goto err_out; |
| } |
| hr = device->blitter->alloc_private(device); |
| if (FAILED(hr)) |
| { |
| TRACE("Blitter private data couldn't be allocated\n"); |
| goto err_out; |
| } |
| |
| /* Set up some starting GL setup */ |
| |
| /* Setup all the devices defaults */ |
| stateblock_init_default_state(device->stateBlock); |
| |
| context = context_acquire(device, swapchain->front_buffer); |
| |
| create_dummy_textures(device, context); |
| |
| ENTER_GL(); |
| |
| /* Initialize the current view state */ |
| device->view_ident = 1; |
| device->contexts[0]->last_was_rhw = 0; |
| |
| switch (wined3d_settings.offscreen_rendering_mode) |
| { |
| case ORM_FBO: |
| device->offscreenBuffer = GL_COLOR_ATTACHMENT0; |
| break; |
| |
| case ORM_BACKBUFFER: |
| { |
| if (context_get_current()->aux_buffers > 0) |
| { |
| TRACE("Using auxiliary buffer for offscreen rendering\n"); |
| device->offscreenBuffer = GL_AUX0; |
| } |
| else |
| { |
| TRACE("Using back buffer for offscreen rendering\n"); |
| device->offscreenBuffer = GL_BACK; |
| } |
| } |
| } |
| |
| TRACE("All defaults now set up, leaving 3D init.\n"); |
| LEAVE_GL(); |
| |
| context_release(context); |
| |
| /* Clear the screen */ |
| wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET |
| | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0), |
| &black, 1.0f, 0); |
| |
| device->d3d_initialized = TRUE; |
| |
| if (wined3d_settings.logo) |
| device_load_logo(device, wined3d_settings.logo); |
| return WINED3D_OK; |
| |
| err_out: |
| HeapFree(GetProcessHeap(), 0, device->fb.render_targets); |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchain_count = 0; |
| if (swapchain) |
| wined3d_swapchain_decref(swapchain); |
| if (device->blit_priv) |
| device->blitter->free_private(device); |
| if (device->fragment_priv) |
| device->frag_pipe->free_private(device); |
| if (device->shader_priv) |
| device->shader_backend->shader_free_private(device); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device, |
| struct wined3d_swapchain_desc *swapchain_desc) |
| { |
| struct wined3d_swapchain *swapchain = NULL; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); |
| |
| /* Setup the implicit swapchain */ |
| TRACE("Creating implicit swapchain\n"); |
| hr = device->device_parent->ops->create_swapchain(device->device_parent, |
| swapchain_desc, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create implicit swapchain\n"); |
| goto err_out; |
| } |
| |
| device->swapchain_count = 1; |
| device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains)); |
| if (!device->swapchains) |
| { |
| ERR("Out of memory!\n"); |
| goto err_out; |
| } |
| device->swapchains[0] = swapchain; |
| return WINED3D_OK; |
| |
| err_out: |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device) |
| { |
| struct wined3d_resource *resource, *cursor; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_surface *surface; |
| UINT i; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!device->d3d_initialized) |
| return WINED3DERR_INVALIDCALL; |
| |
| /* Force making the context current again, to verify it is still valid |
| * (workaround for broken drivers) */ |
| context_set_current(NULL); |
| /* I don't think that the interface guarantees that the device is destroyed from the same thread |
| * it was created. Thus make sure a context is active for the glDelete* calls |
| */ |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| if (device->logo_surface) |
| wined3d_surface_decref(device->logo_surface); |
| |
| stateblock_unbind_resources(device->stateBlock); |
| |
| /* Unload resources */ |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Unloading resource %p.\n", resource); |
| |
| resource->resource_ops->resource_unload(resource); |
| } |
| |
| TRACE("Deleting high order patches\n"); |
| for (i = 0; i < PATCHMAP_SIZE; ++i) |
| { |
| struct wined3d_rect_patch *patch; |
| struct list *e1, *e2; |
| |
| LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i]) |
| { |
| patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry); |
| wined3d_device_delete_patch(device, patch->Handle); |
| } |
| } |
| |
| /* Delete the mouse cursor texture */ |
| if (device->cursorTexture) |
| { |
| ENTER_GL(); |
| glDeleteTextures(1, &device->cursorTexture); |
| LEAVE_GL(); |
| device->cursorTexture = 0; |
| } |
| |
| /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader |
| * private data, it might contain opengl pointers |
| */ |
| if (device->depth_blt_texture) |
| { |
| ENTER_GL(); |
| glDeleteTextures(1, &device->depth_blt_texture); |
| LEAVE_GL(); |
| device->depth_blt_texture = 0; |
| } |
| |
| /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */ |
| device->blitter->free_private(device); |
| device->frag_pipe->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| |
| /* Release the buffers (with sanity checks)*/ |
| if (device->onscreen_depth_stencil) |
| { |
| surface = device->onscreen_depth_stencil; |
| device->onscreen_depth_stencil = NULL; |
| wined3d_surface_decref(surface); |
| } |
| |
| if (device->fb.depth_stencil) |
| { |
| surface = device->fb.depth_stencil; |
| |
| TRACE("Releasing depth/stencil buffer %p.\n", surface); |
| |
| device->fb.depth_stencil = NULL; |
| wined3d_surface_decref(surface); |
| } |
| |
| if (device->auto_depth_stencil) |
| { |
| surface = device->auto_depth_stencil; |
| device->auto_depth_stencil = NULL; |
| if (wined3d_surface_decref(surface)) |
| FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface); |
| } |
| |
| for (i = 1; i < gl_info->limits.buffers; ++i) |
| { |
| wined3d_device_set_render_target(device, i, NULL, FALSE); |
| } |
| |
| surface = device->fb.render_targets[0]; |
| TRACE("Setting rendertarget 0 to NULL\n"); |
| device->fb.render_targets[0] = NULL; |
| TRACE("Releasing the render target at %p\n", surface); |
| wined3d_surface_decref(surface); |
| |
| context_release(context); |
| |
| for (i = 0; i < device->swapchain_count; ++i) |
| { |
| TRACE("Releasing the implicit swapchain %u.\n", i); |
| if (wined3d_swapchain_decref(device->swapchains[i])) |
| FIXME("Something's still holding the implicit swapchain.\n"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchains = NULL; |
| device->swapchain_count = 0; |
| |
| HeapFree(GetProcessHeap(), 0, device->fb.render_targets); |
| device->fb.render_targets = NULL; |
| |
| device->d3d_initialized = FALSE; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device) |
| { |
| unsigned int i; |
| |
| for (i = 0; i < device->swapchain_count; ++i) |
| { |
| TRACE("Releasing the implicit swapchain %u.\n", i); |
| if (wined3d_swapchain_decref(device->swapchains[i])) |
| FIXME("Something's still holding the implicit swapchain.\n"); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, device->swapchains); |
| device->swapchains = NULL; |
| device->swapchain_count = 0; |
| return WINED3D_OK; |
| } |
| |
| /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw |
| * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from |
| * CreateDevice if D3DCREATE_MULTITHREADED is passed. |
| * |
| * There is no way to deactivate thread safety once it is enabled. |
| */ |
| void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| /* For now just store the flag (needed in case of ddraw). */ |
| device->create_parms.flags |= WINED3DCREATE_MULTITHREADED; |
| } |
| |
| HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device, |
| UINT swapchain_idx, const struct wined3d_display_mode *mode) |
| { |
| struct wined3d_adapter *adapter = device->adapter; |
| const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id); |
| DEVMODEW devmode; |
| LONG ret; |
| RECT clip_rc; |
| |
| TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode, |
| mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id)); |
| |
| /* Resize the screen even without a window: |
| * The app could have unset it with SetCooperativeLevel, but not called |
| * RestoreDisplayMode first. Then the release will call RestoreDisplayMode, |
| * but we don't have any hwnd |
| */ |
| |
| memset(&devmode, 0, sizeof(devmode)); |
| devmode.dmSize = sizeof(devmode); |
| devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; |
| devmode.dmBitsPerPel = format->byte_count * CHAR_BIT; |
| devmode.dmPelsWidth = mode->width; |
| devmode.dmPelsHeight = mode->height; |
| |
| devmode.dmDisplayFrequency = mode->refresh_rate; |
| if (mode->refresh_rate) |
| devmode.dmFields |= DM_DISPLAYFREQUENCY; |
| |
| /* Only change the mode if necessary */ |
| if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height |
| && adapter->screen_format == mode->format_id && !mode->refresh_rate) |
| return WINED3D_OK; |
| |
| ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL); |
| if (ret != DISP_CHANGE_SUCCESSFUL) |
| { |
| if (devmode.dmDisplayFrequency) |
| { |
| WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n"); |
| devmode.dmFields &= ~DM_DISPLAYFREQUENCY; |
| devmode.dmDisplayFrequency = 0; |
| ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL; |
| } |
| if(ret != DISP_CHANGE_SUCCESSFUL) { |
| return WINED3DERR_NOTAVAILABLE; |
| } |
| } |
| |
| /* Store the new values */ |
| adapter->screen_size.cx = mode->width; |
| adapter->screen_size.cy = mode->height; |
| adapter->screen_format = mode->format_id; |
| |
| /* And finally clip mouse to our screen */ |
| SetRect(&clip_rc, 0, 0, mode->width, mode->height); |
| ClipCursor(&clip_rc); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d) |
| { |
| TRACE("device %p, wined3d %p.\n", device, wined3d); |
| |
| *wined3d = device->wined3d; |
| wined3d_incref(*wined3d); |
| |
| TRACE("Returning %p.\n", *wined3d); |
| |
| return WINED3D_OK; |
| } |
| |
| UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| TRACE("Emulating %d MB, returning %d MB left.\n", |
| device->adapter->TextureRam / (1024 * 1024), |
| (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024)); |
| |
| return device->adapter->TextureRam - device->adapter->UsedTextureRam; |
| } |
| |
| HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx, |
| struct wined3d_buffer *buffer, UINT offset, UINT stride) |
| { |
| struct wined3d_stream_state *stream; |
| struct wined3d_buffer *prev_buffer; |
| |
| TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n", |
| device, stream_idx, buffer, offset, stride); |
| |
| if (stream_idx >= MAX_STREAMS) |
| { |
| WARN("Stream index %u out of range.\n", stream_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| else if (offset & 0x3) |
| { |
| WARN("Offset %u is not 4 byte aligned.\n", offset); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->updateStateBlock->state.streams[stream_idx]; |
| prev_buffer = stream->buffer; |
| |
| device->updateStateBlock->changed.streamSource |= 1 << stream_idx; |
| |
| if (prev_buffer == buffer |
| && stream->stride == stride |
| && stream->offset == offset) |
| { |
| TRACE("Application is setting the old values over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| stream->buffer = buffer; |
| if (buffer) |
| { |
| stream->stride = stride; |
| stream->offset = offset; |
| } |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| if (buffer) |
| wined3d_buffer_incref(buffer); |
| if (prev_buffer) |
| wined3d_buffer_decref(prev_buffer); |
| return WINED3D_OK; |
| } |
| |
| if (buffer) |
| { |
| InterlockedIncrement(&buffer->resource.bind_count); |
| wined3d_buffer_incref(buffer); |
| } |
| if (prev_buffer) |
| { |
| InterlockedDecrement(&prev_buffer->resource.bind_count); |
| wined3d_buffer_decref(prev_buffer); |
| } |
| |
| device_invalidate_state(device, STATE_STREAMSRC); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device, |
| UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride) |
| { |
| struct wined3d_stream_state *stream; |
| |
| TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n", |
| device, stream_idx, buffer, offset, stride); |
| |
| if (stream_idx >= MAX_STREAMS) |
| { |
| WARN("Stream index %u out of range.\n", stream_idx); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->stateBlock->state.streams[stream_idx]; |
| *buffer = stream->buffer; |
| if (*buffer) |
| wined3d_buffer_incref(*buffer); |
| if (offset) |
| *offset = stream->offset; |
| *stride = stream->stride; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider) |
| { |
| struct wined3d_stream_state *stream; |
| UINT old_flags, old_freq; |
| |
| TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider); |
| |
| /* Verify input. At least in d3d9 this is invalid. */ |
| if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA)) |
| { |
| WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx) |
| { |
| WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| if (!divider) |
| { |
| WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stream = &device->updateStateBlock->state.streams[stream_idx]; |
| old_flags = stream->flags; |
| old_freq = stream->frequency; |
| |
| stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA); |
| stream->frequency = divider & 0x7fffff; |
| |
| device->updateStateBlock->changed.streamFreq |= 1 << stream_idx; |
| |
| if (stream->frequency != old_freq || stream->flags != old_flags) |
| device_invalidate_state(device, STATE_STREAMSRC); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device, |
| UINT stream_idx, UINT *divider) |
| { |
| struct wined3d_stream_state *stream; |
| |
| TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider); |
| |
| stream = &device->updateStateBlock->state.streams[stream_idx]; |
| *divider = stream->flags | stream->frequency; |
| |
| TRACE("Returning %#x.\n", *divider); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device, |
| enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix) |
| { |
| TRACE("device %p, state %s, matrix %p.\n", |
| device, debug_d3dtstype(d3dts), matrix); |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f); |
| device->updateStateBlock->state.transforms[d3dts] = *matrix; |
| return WINED3D_OK; |
| } |
| |
| /* If the new matrix is the same as the current one, |
| * we cut off any further processing. this seems to be a reasonable |
| * optimization because as was noticed, some apps (warcraft3 for example) |
| * tend towards setting the same matrix repeatedly for some reason. |
| * |
| * From here on we assume that the new matrix is different, wherever it matters. */ |
| if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix))) |
| { |
| TRACE("The application is setting the same matrix over again.\n"); |
| return WINED3D_OK; |
| } |
| |
| conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]); |
| |
| /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord |
| * where ViewMat = Camera space, WorldMat = world space. |
| * |
| * In OpenGL, camera and world space is combined into GL_MODELVIEW |
| * matrix. The Projection matrix stay projection matrix. */ |
| |
| if (d3dts == WINED3D_TS_VIEW) |
| device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float)); |
| |
| if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends)) |
| device_invalidate_state(device, STATE_TRANSFORM(d3dts)); |
| |
| return WINED3D_OK; |
| |
| } |
| |
| HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device, |
| enum wined3d_transform_state state, struct wined3d_matrix *matrix) |
| { |
| TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); |
| |
| *matrix = device->stateBlock->state.transforms[state]; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device, |
| enum wined3d_transform_state state, const struct wined3d_matrix *matrix) |
| { |
| const struct wined3d_matrix *mat = NULL; |
| struct wined3d_matrix temp; |
| |
| TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix); |
| |
| /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code |
| * below means it will be recorded in a state block change, but it |
| * works regardless where it is recorded. |
| * If this is found to be wrong, change to StateBlock. */ |
| if (state > HIGHEST_TRANSFORMSTATE) |
| { |
| WARN("Unhandled transform state %#x.\n", state); |
| return WINED3D_OK; |
| } |
| |
| mat = &device->updateStateBlock->state.transforms[state]; |
| multiply_matrix(&temp, mat, matrix); |
| |
| /* Apply change via set transform - will reapply to eg. lights this way. */ |
| return wined3d_device_set_transform(device, state, &temp); |
| } |
| |
| /* Note lights are real special cases. Although the device caps state only |
| * e.g. 8 are supported, you can reference any indexes you want as long as |
| * that number max are enabled at any one point in time. Therefore since the |
| * indices can be anything, we need a hashmap of them. However, this causes |
| * stateblock problems. When capturing the state block, I duplicate the |
| * hashmap, but when recording, just build a chain pretty much of commands to |
| * be replayed. */ |
| HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, |
| UINT light_idx, const struct wined3d_light *light) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *object = NULL; |
| struct list *e; |
| float rho; |
| |
| TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); |
| |
| /* Check the parameter range. Need for speed most wanted sets junk lights |
| * which confuse the GL driver. */ |
| if (!light) |
| return WINED3DERR_INVALIDCALL; |
| |
| switch (light->type) |
| { |
| case WINED3D_LIGHT_POINT: |
| case WINED3D_LIGHT_SPOT: |
| case WINED3D_LIGHT_PARALLELPOINT: |
| case WINED3D_LIGHT_GLSPOT: |
| /* Incorrect attenuation values can cause the gl driver to crash. |
| * Happens with Need for speed most wanted. */ |
| if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f) |
| { |
| WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| break; |
| |
| case WINED3D_LIGHT_DIRECTIONAL: |
| /* Ignores attenuation */ |
| break; |
| |
| default: |
| WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx]) |
| { |
| object = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (object->OriginalIndex == light_idx) |
| break; |
| object = NULL; |
| } |
| |
| if (!object) |
| { |
| TRACE("Adding new light\n"); |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| { |
| ERR("Out of memory error when allocating a light\n"); |
| return E_OUTOFMEMORY; |
| } |
| list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry); |
| object->glIndex = -1; |
| object->OriginalIndex = light_idx; |
| } |
| |
| /* Initialize the object. */ |
| TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", |
| light_idx, light->type, |
| light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a, |
| light->specular.r, light->specular.g, light->specular.b, light->specular.a, |
| light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a); |
| TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z, |
| light->direction.x, light->direction.y, light->direction.z); |
| TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", |
| light->range, light->falloff, light->theta, light->phi); |
| |
| /* Save away the information. */ |
| object->OriginalParms = *light; |
| |
| switch (light->type) |
| { |
| case WINED3D_LIGHT_POINT: |
| /* Position */ |
| object->lightPosn[0] = light->position.x; |
| object->lightPosn[1] = light->position.y; |
| object->lightPosn[2] = light->position.z; |
| object->lightPosn[3] = 1.0f; |
| object->cutoff = 180.0f; |
| /* FIXME: Range */ |
| break; |
| |
| case WINED3D_LIGHT_DIRECTIONAL: |
| /* Direction */ |
| object->lightPosn[0] = -light->direction.x; |
| object->lightPosn[1] = -light->direction.y; |
| object->lightPosn[2] = -light->direction.z; |
| object->lightPosn[3] = 0.0f; |
| object->exponent = 0.0f; |
| object->cutoff = 180.0f; |
| break; |
| |
| case WINED3D_LIGHT_SPOT: |
| /* Position */ |
| object->lightPosn[0] = light->position.x; |
| object->lightPosn[1] = light->position.y; |
| object->lightPosn[2] = light->position.z; |
| object->lightPosn[3] = 1.0f; |
| |
| /* Direction */ |
| object->lightDirn[0] = light->direction.x; |
| object->lightDirn[1] = light->direction.y; |
| object->lightDirn[2] = light->direction.z; |
| object->lightDirn[3] = 1.0f; |
| |
| /* opengl-ish and d3d-ish spot lights use too different models |
| * for the light "intensity" as a function of the angle towards |
| * the main light direction, so we only can approximate very |
| * roughly. However, spot lights are rather rarely used in games |
| * (if ever used at all). Furthermore if still used, probably |
| * nobody pays attention to such details. */ |
| if (!light->falloff) |
| { |
| /* Falloff = 0 is easy, because d3d's and opengl's spot light |
| * equations have the falloff resp. exponent parameter as an |
| * exponent, so the spot light lighting will always be 1.0 for |
| * both of them, and we don't have to care for the rest of the |
| * rather complex calculation. */ |
| object->exponent = 0.0f; |
| } |
| else |
| { |
| rho = light->theta + (light->phi - light->theta) / (2 * light->falloff); |
| if (rho < 0.0001f) |
| rho = 0.0001f; |
| object->exponent = -0.3f / logf(cosf(rho / 2)); |
| } |
| |
| if (object->exponent > 128.0f) |
| object->exponent = 128.0f; |
| |
| object->cutoff = (float)(light->phi * 90 / M_PI); |
| /* FIXME: Range */ |
| break; |
| |
| default: |
| FIXME("Unrecognized light type %#x.\n", light->type); |
| } |
| |
| /* Update the live definitions if the light is currently assigned a glIndex. */ |
| if (object->glIndex != -1 && !device->isRecordingState) |
| device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, |
| UINT light_idx, struct wined3d_light *light) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light); |
| |
| LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| |
| if (!light_info) |
| { |
| TRACE("Light information requested but light not defined\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *light = light_info->OriginalParms; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable); |
| |
| LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| TRACE("Found light %p.\n", light_info); |
| |
| /* Special case - enabling an undefined light creates one with a strict set of parameters. */ |
| if (!light_info) |
| { |
| TRACE("Light enabled requested but light not defined, so defining one!\n"); |
| wined3d_device_set_light(device, light_idx, &WINED3D_default_light); |
| |
| /* Search for it again! Should be fairly quick as near head of list. */ |
| LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| if (!light_info) |
| { |
| FIXME("Adding default lights has failed dismally\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (!enable) |
| { |
| if (light_info->glIndex != -1) |
| { |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex)); |
| |
| device->updateStateBlock->state.lights[light_info->glIndex] = NULL; |
| light_info->glIndex = -1; |
| } |
| else |
| { |
| TRACE("Light already disabled, nothing to do\n"); |
| } |
| light_info->enabled = FALSE; |
| } |
| else |
| { |
| light_info->enabled = TRUE; |
| if (light_info->glIndex != -1) |
| { |
| TRACE("Nothing to do as light was enabled\n"); |
| } |
| else |
| { |
| unsigned int i; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| /* Find a free GL light. */ |
| for (i = 0; i < gl_info->limits.lights; ++i) |
| { |
| if (!device->updateStateBlock->state.lights[i]) |
| { |
| device->updateStateBlock->state.lights[i] = light_info; |
| light_info->glIndex = i; |
| break; |
| } |
| } |
| if (light_info->glIndex == -1) |
| { |
| /* Our tests show that Windows returns D3D_OK in this situation, even with |
| * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This |
| * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE |
| * as well for those lights. |
| * |
| * TODO: Test how this affects rendering. */ |
| WARN("Too many concurrently active lights\n"); |
| return WINED3D_OK; |
| } |
| |
| /* i == light_info->glIndex */ |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_ACTIVELIGHT(i)); |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable) |
| { |
| UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx); |
| struct wined3d_light_info *light_info = NULL; |
| struct list *e; |
| |
| TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable); |
| |
| LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx]) |
| { |
| light_info = LIST_ENTRY(e, struct wined3d_light_info, entry); |
| if (light_info->OriginalIndex == light_idx) |
| break; |
| light_info = NULL; |
| } |
| |
| if (!light_info) |
| { |
| TRACE("Light enabled state requested but light not defined.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| /* true is 128 according to SetLightEnable */ |
| *enable = light_info->enabled ? 128 : 0; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane) |
| { |
| TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane); |
| |
| /* Validate plane_idx. */ |
| if (plane_idx >= device->adapter->gl_info.limits.clipplanes) |
| { |
| TRACE("Application has requested clipplane this device doesn't support.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| device->updateStateBlock->changed.clipplane |= 1 << plane_idx; |
| |
| if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0] |
| && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1] |
| && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2] |
| && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3]) |
| { |
| TRACE("Application is setting old values over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0]; |
| device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1]; |
| device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2]; |
| device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3]; |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_CLIPPLANE(plane_idx)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *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[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0]; |
| plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1]; |
| plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2]; |
| plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3]; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, |
| const struct wined3d_clip_status *clip_status) |
| { |
| FIXME("device %p, clip_status %p stub!\n", device, clip_status); |
| |
| if (!clip_status) |
| return WINED3DERR_INVALIDCALL; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, |
| struct wined3d_clip_status *clip_status) |
| { |
| FIXME("device %p, clip_status %p stub!\n", device, clip_status); |
| |
| if (!clip_status) |
| return WINED3DERR_INVALIDCALL; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material) |
| { |
| TRACE("device %p, material %p.\n", device, material); |
| |
| device->updateStateBlock->changed.material = TRUE; |
| device->updateStateBlock->state.material = *material; |
| |
| /* Handle recording of state blocks */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_MATERIAL); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material) |
| { |
| TRACE("device %p, material %p.\n", device, material); |
| |
| *material = device->updateStateBlock->state.material; |
| |
| TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n", |
| material->diffuse.r, material->diffuse.g, |
| material->diffuse.b, material->diffuse.a); |
| TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n", |
| material->ambient.r, material->ambient.g, |
| material->ambient.b, material->ambient.a); |
| TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n", |
| material->specular.r, material->specular.g, |
| material->specular.b, material->specular.a); |
| TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n", |
| material->emissive.r, material->emissive.g, |
| material->emissive.b, material->emissive.a); |
| TRACE("power %.8e.\n", material->power); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, |
| struct wined3d_buffer *buffer, enum wined3d_format_id format_id) |
| { |
| struct wined3d_buffer *prev_buffer; |
| |
| TRACE("device %p, buffer %p, format %s.\n", |
| device, buffer, debug_d3dformat(format_id)); |
| |
| prev_buffer = device->updateStateBlock->state.index_buffer; |
| |
| device->updateStateBlock->changed.indices = TRUE; |
| device->updateStateBlock->state.index_buffer = buffer; |
| device->updateStateBlock->state.index_format = format_id; |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| if (buffer) |
| wined3d_buffer_incref(buffer); |
| if (prev_buffer) |
| wined3d_buffer_decref(prev_buffer); |
| return WINED3D_OK; |
| } |
| |
| if (prev_buffer != buffer) |
| { |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| if (buffer) |
| { |
| InterlockedIncrement(&buffer->resource.bind_count); |
| wined3d_buffer_incref(buffer); |
| } |
| if (prev_buffer) |
| { |
| InterlockedDecrement(&prev_buffer->resource.bind_count); |
| wined3d_buffer_decref(prev_buffer); |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer) |
| { |
| TRACE("device %p, buffer %p.\n", device, buffer); |
| |
| *buffer = device->stateBlock->state.index_buffer; |
| |
| if (*buffer) |
| wined3d_buffer_incref(*buffer); |
| |
| TRACE("Returning %p.\n", *buffer); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */ |
| HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index) |
| { |
| TRACE("device %p, base_index %d.\n", device, base_index); |
| |
| if (device->updateStateBlock->state.base_vertex_index == base_index) |
| { |
| TRACE("Application is setting the old value over, nothing to do\n"); |
| return WINED3D_OK; |
| } |
| |
| device->updateStateBlock->state.base_vertex_index = base_index; |
| |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything\n"); |
| return WINED3D_OK; |
| } |
| return WINED3D_OK; |
| } |
| |
| INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device) |
| { |
| TRACE("device %p.\n", device); |
| |
| return device->stateBlock->state.base_vertex_index; |
| } |
| |
| HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport) |
| { |
| TRACE("device %p, viewport %p.\n", device, viewport); |
| TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n", |
| viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z); |
| |
| device->updateStateBlock->changed.viewport = TRUE; |
| device->updateStateBlock->state.viewport = *viewport; |
| |
| /* Handle recording of state blocks */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_VIEWPORT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport) |
| { |
| TRACE("device %p, viewport %p.\n", device, viewport); |
| |
| *viewport = device->stateBlock->state.viewport; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device, |
| enum wined3d_render_state state, DWORD value) |
| { |
| DWORD old_value = device->stateBlock->state.render_states[state]; |
| |
| TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value); |
| |
| device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f); |
| device->updateStateBlock->state.render_states[state] = value; |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| /* Compared here and not before the assignment to allow proper stateblock recording. */ |
| if (value == old_value) |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| else |
| device_invalidate_state(device, STATE_RENDER(state)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device, |
| enum wined3d_render_state state, DWORD *value) |
| { |
| TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value); |
| |
| *value = device->stateBlock->state.render_states[state]; |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device, |
| UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) |
| { |
| DWORD old_value; |
| |
| TRACE("device %p, sampler_idx %u, state %s, value %#x.\n", |
| device, sampler_idx, debug_d3dsamplerstate(state), value); |
| |
| if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) |
| sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states) |
| / sizeof(*device->stateBlock->state.sampler_states)) |
| { |
| WARN("Invalid sampler %u.\n", sampler_idx); |
| return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| old_value = device->stateBlock->state.sampler_states[sampler_idx][state]; |
| device->updateStateBlock->state.sampler_states[sampler_idx][state] = value; |
| device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state; |
| |
| /* Handle recording of state blocks. */ |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (old_value == value) |
| { |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_SAMPLER(sampler_idx)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device, |
| UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value) |
| { |
| TRACE("device %p, sampler_idx %u, state %s, value %p.\n", |
| device, sampler_idx, debug_d3dsamplerstate(state), value); |
| |
| if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3) |
| sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states) |
| / sizeof(*device->stateBlock->state.sampler_states)) |
| { |
| WARN("Invalid sampler %u.\n", sampler_idx); |
| return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| *value = device->stateBlock->state.sampler_states[sampler_idx][state]; |
| TRACE("Returning %#x.\n", *value); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect) |
| { |
| TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect)); |
| |
| device->updateStateBlock->changed.scissorRect = TRUE; |
| if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect)) |
| { |
| TRACE("App is setting the old scissor rectangle over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| CopyRect(&device->updateStateBlock->state.scissor_rect, rect); |
| |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_SCISSORRECT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect) |
| { |
| TRACE("device %p, rect %p.\n", device, rect); |
| |
| *rect = device->updateStateBlock->state.scissor_rect; |
| TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, |
| struct wined3d_vertex_declaration *declaration) |
| { |
| struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration; |
| |
| TRACE("device %p, declaration %p.\n", device, declaration); |
| |
| if (declaration) |
| wined3d_vertex_declaration_incref(declaration); |
| if (prev) |
| wined3d_vertex_declaration_decref(prev); |
| |
| device->updateStateBlock->state.vertex_declaration = declaration; |
| device->updateStateBlock->changed.vertexDecl = TRUE; |
| |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| else if (declaration == prev) |
| { |
| /* Checked after the assignment to allow proper stateblock recording. */ |
| TRACE("Application is setting the old declaration over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| device_invalidate_state(device, STATE_VDECL); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device, |
| struct wined3d_vertex_declaration **declaration) |
| { |
| TRACE("device %p, declaration %p.\n", device, declaration); |
| |
| *declaration = device->stateBlock->state.vertex_declaration; |
| if (*declaration) |
| wined3d_vertex_declaration_incref(*declaration); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader) |
| { |
| struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader; |
| |
| TRACE("device %p, shader %p.\n", device, shader); |
| |
| device->updateStateBlock->state.vertex_shader = shader; |
| device->updateStateBlock->changed.vertexShader = TRUE; |
| |
| if (device->isRecordingState) |
| { |
| if (shader) |
| wined3d_shader_incref(shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (shader == prev) |
| { |
| TRACE("Application is setting the old shader over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (shader) |
| wined3d_shader_incref(shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| |
| device_invalidate_state(device, STATE_VSHADER); |
| |
| return WINED3D_OK; |
| } |
| |
| struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device) |
| { |
| struct wined3d_shader *shader; |
| |
| TRACE("device %p.\n", device); |
| |
| shader = device->stateBlock->state.vertex_shader; |
| if (shader) |
| wined3d_shader_incref(shader); |
| |
| TRACE("Returning %p.\n", shader); |
| return shader; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device, |
| UINT start_register, const BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL)); |
| for (i = 0; i < count; ++i) |
| TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); |
| |
| for (i = start_register; i < count + start_register; ++i) |
| device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i); |
| |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device, |
| UINT start_register, BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device, |
| UINT start_register, const int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4); |
| for (i = 0; i < count; ++i) |
| TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| |
| for (i = start_register; i < count + start_register; ++i) |
| device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i); |
| |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device, |
| UINT start_register, int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device, |
| UINT start_register, const float *constants, UINT vector4f_count) |
| { |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| /* Specifically test start_register > limit to catch MAX_UINT overflows |
| * when adding start_register + vector4f_count. */ |
| if (!constants |
| || start_register + vector4f_count > device->d3d_vshader_constantF |
| || start_register > device->d3d_vshader_constantF) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4], |
| constants, vector4f_count * sizeof(float) * 4); |
| if (TRACE_ON(d3d)) |
| { |
| for (i = 0; i < vector4f_count; ++i) |
| TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| |
| if (!device->isRecordingState) |
| { |
| device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count); |
| device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT); |
| } |
| |
| memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1, |
| sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device, |
| UINT start_register, float *constants, UINT vector4f_count) |
| { |
| int count = min(vector4f_count, device->d3d_vshader_constantF - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| if (!constants || count < 0) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage) |
| { |
| DWORD i; |
| |
| for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i) |
| { |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i)); |
| } |
| } |
| |
| static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit) |
| { |
| DWORD i = device->rev_tex_unit_map[unit]; |
| DWORD j = device->texUnitMap[stage]; |
| |
| device->texUnitMap[stage] = unit; |
| if (i != WINED3D_UNMAPPED_STAGE && i != stage) |
| device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE; |
| |
| device->rev_tex_unit_map[unit] = stage; |
| if (j != WINED3D_UNMAPPED_STAGE && j != unit) |
| device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE; |
| } |
| |
| static void device_update_fixed_function_usage_map(struct wined3d_device *device) |
| { |
| UINT i; |
| |
| device->fixed_function_usage_map = 0; |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| const struct wined3d_state *state = &device->stateBlock->state; |
| enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP]; |
| enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP]; |
| DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK; |
| DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK; |
| DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK; |
| DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK; |
| DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK; |
| DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK; |
| |
| /* Not used, and disable higher stages. */ |
| if (color_op == WINED3D_TOP_DISABLE) |
| break; |
| |
| if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2) |
| || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1) |
| || ((color_arg3 == WINED3DTA_TEXTURE) |
| && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP)) |
| || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2) |
| || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1) |
| || ((alpha_arg3 == WINED3DTA_TEXTURE) |
| && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP))) |
| device->fixed_function_usage_map |= (1 << i); |
| |
| if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| && i < MAX_TEXTURES - 1) |
| device->fixed_function_usage_map |= (1 << (i + 1)); |
| } |
| } |
| |
| static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) |
| { |
| unsigned int i, tex; |
| WORD ffu_map; |
| |
| device_update_fixed_function_usage_map(device); |
| ffu_map = device->fixed_function_usage_map; |
| |
| if (device->max_ffp_textures == gl_info->limits.texture_stages |
| || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures) |
| { |
| for (i = 0; ffu_map; ffu_map >>= 1, ++i) |
| { |
| if (!(ffu_map & 1)) continue; |
| |
| if (device->texUnitMap[i] != i) |
| { |
| device_map_stage(device, i, i); |
| device_invalidate_state(device, STATE_SAMPLER(i)); |
| device_invalidate_texture_stage(device, i); |
| } |
| } |
| return; |
| } |
| |
| /* Now work out the mapping */ |
| tex = 0; |
| for (i = 0; ffu_map; ffu_map >>= 1, ++i) |
| { |
| if (!(ffu_map & 1)) continue; |
| |
| if (device->texUnitMap[i] != tex) |
| { |
| device_map_stage(device, i, tex); |
| device_invalidate_state(device, STATE_SAMPLER(i)); |
| device_invalidate_texture_stage(device, i); |
| } |
| |
| ++tex; |
| } |
| } |
| |
| static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) |
| { |
| const enum wined3d_sampler_texture_type *sampler_type = |
| device->stateBlock->state.pixel_shader->reg_maps.sampler_type; |
| unsigned int i; |
| |
| for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) |
| { |
| if (sampler_type[i] && device->texUnitMap[i] != i) |
| { |
| device_map_stage(device, i, i); |
| device_invalidate_state(device, STATE_SAMPLER(i)); |
| if (i < gl_info->limits.texture_stages) |
| device_invalidate_texture_stage(device, i); |
| } |
| } |
| } |
| |
| static BOOL device_unit_free_for_vs(const struct wined3d_device *device, |
| const enum wined3d_sampler_texture_type *pshader_sampler_tokens, |
| const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit) |
| { |
| DWORD current_mapping = device->rev_tex_unit_map[unit]; |
| |
| /* Not currently used */ |
| if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE; |
| |
| if (current_mapping < MAX_FRAGMENT_SAMPLERS) { |
| /* Used by a fragment sampler */ |
| |
| if (!pshader_sampler_tokens) { |
| /* No pixel shader, check fixed function */ |
| return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping)); |
| } |
| |
| /* Pixel shader, check the shader's sampler map */ |
| return !pshader_sampler_tokens[current_mapping]; |
| } |
| |
| /* Used by a vertex sampler */ |
| return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS]; |
| } |
| |
| static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info) |
| { |
| const enum wined3d_sampler_texture_type *vshader_sampler_type = |
| device->stateBlock->state.vertex_shader->reg_maps.sampler_type; |
| const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL; |
| int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; |
| int i; |
| |
| if (ps) |
| { |
| /* Note that we only care if a sampler is sampled or not, not the sampler's specific type. |
| * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */ |
| pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type; |
| } |
| |
| for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { |
| DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS; |
| if (vshader_sampler_type[i]) |
| { |
| if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE) |
| { |
| /* Already mapped somewhere */ |
| continue; |
| } |
| |
| while (start >= 0) |
| { |
| if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start)) |
| { |
| device_map_stage(device, vsampler_idx, start); |
| device_invalidate_state(device, STATE_SAMPLER(vsampler_idx)); |
| |
| --start; |
| break; |
| } |
| |
| --start; |
| } |
| } |
| } |
| } |
| |
| void device_update_tex_unit_map(struct wined3d_device *device) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_state *state = &device->stateBlock->state; |
| BOOL vs = use_vs(state); |
| BOOL ps = use_ps(state); |
| /* |
| * Rules are: |
| * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but |
| * that would be really messy and require shader recompilation |
| * -> When the mapping of a stage is changed, sampler and ALL texture stage states have |
| * to be reset. Because of that try to work with a 1:1 mapping as much as possible |
| */ |
| if (ps) |
| device_map_psamplers(device, gl_info); |
| else |
| device_map_fixed_function_samplers(device, gl_info); |
| |
| if (vs) |
| device_map_vsamplers(device, ps, gl_info); |
| } |
| |
| HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader) |
| { |
| struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader; |
| |
| TRACE("device %p, shader %p.\n", device, shader); |
| |
| device->updateStateBlock->state.pixel_shader = shader; |
| device->updateStateBlock->changed.pixelShader = TRUE; |
| |
| if (device->isRecordingState) |
| { |
| if (shader) |
| wined3d_shader_incref(shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (shader == prev) |
| { |
| TRACE("Application is setting the old shader over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (shader) |
| wined3d_shader_incref(shader); |
| if (prev) |
| wined3d_shader_decref(prev); |
| |
| device_invalidate_state(device, STATE_PIXELSHADER); |
| |
| return WINED3D_OK; |
| } |
| |
| struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device) |
| { |
| struct wined3d_shader *shader; |
| |
| TRACE("device %p.\n", device); |
| |
| shader = device->stateBlock->state.pixel_shader; |
| if (shader) |
| wined3d_shader_incref(shader); |
| |
| TRACE("Returning %p.\n", shader); |
| return shader; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device, |
| UINT start_register, const BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL)); |
| for (i = 0; i < count; ++i) |
| TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false"); |
| |
| for (i = start_register; i < count + start_register; ++i) |
| device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i); |
| |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device, |
| UINT start_register, BOOL *constants, UINT bool_count) |
| { |
| UINT count = min(bool_count, MAX_CONST_B - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, bool_count %u.\n", |
| device, start_register, constants, bool_count); |
| |
| if (!constants || start_register >= MAX_CONST_B) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device, |
| UINT start_register, const int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4); |
| for (i = 0; i < count; ++i) |
| TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| |
| for (i = start_register; i < count + start_register; ++i) |
| device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i); |
| |
| if (!device->isRecordingState) |
| device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device, |
| UINT start_register, int *constants, UINT vector4i_count) |
| { |
| UINT count = min(vector4i_count, MAX_CONST_I - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n", |
| device, start_register, constants, vector4i_count); |
| |
| if (!constants || start_register >= MAX_CONST_I) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device, |
| UINT start_register, const float *constants, UINT vector4f_count) |
| { |
| UINT i; |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| /* Specifically test start_register > limit to catch MAX_UINT overflows |
| * when adding start_register + vector4f_count. */ |
| if (!constants |
| || start_register + vector4f_count > device->d3d_pshader_constantF |
| || start_register > device->d3d_pshader_constantF) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4], |
| constants, vector4f_count * sizeof(float) * 4); |
| if (TRACE_ON(d3d)) |
| { |
| for (i = 0; i < vector4f_count; ++i) |
| TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i, |
| constants[i * 4], constants[i * 4 + 1], |
| constants[i * 4 + 2], constants[i * 4 + 3]); |
| } |
| |
| if (!device->isRecordingState) |
| { |
| device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count); |
| device_invalidate_state(device, STATE_PIXELSHADERCONSTANT); |
| } |
| |
| memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1, |
| sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device, |
| UINT start_register, float *constants, UINT vector4f_count) |
| { |
| int count = min(vector4f_count, device->d3d_pshader_constantF - start_register); |
| |
| TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n", |
| device, start_register, constants, vector4f_count); |
| |
| if (!constants || count < 0) |
| return WINED3DERR_INVALIDCALL; |
| |
| memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4); |
| |
| return WINED3D_OK; |
| } |
| |
| /* Context activation is done by the caller. */ |
| /* Do not call while under the GL lock. */ |
| #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) |
| static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount, |
| const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, |
| DWORD DestFVF) |
| { |
| struct wined3d_matrix mat, proj_mat, view_mat, world_mat; |
| struct wined3d_viewport vp; |
| UINT vertex_size; |
| unsigned int i; |
| BYTE *dest_ptr; |
| BOOL doClip; |
| DWORD numTextures; |
| HRESULT hr; |
| |
| if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL)) |
| { |
| WARN(" lighting state not saved yet... Some strange stuff may happen !\n"); |
| } |
| |
| if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION))) |
| { |
| ERR("Source has no position mask\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING]) |
| { |
| static BOOL warned = FALSE; |
| /* |
| * The clipping code is not quite correct. Some things need |
| * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9, |
| * so disable clipping for now. |
| * (The graphics in Half-Life are broken, and my processvertices |
| * test crashes with IDirect3DDevice3) |
| doClip = TRUE; |
| */ |
| doClip = FALSE; |
| if(!warned) { |
| warned = TRUE; |
| FIXME("Clipping is broken and disabled for now\n"); |
| } |
| } |
| else |
| doClip = FALSE; |
| |
| vertex_size = get_flexible_vertex_size(DestFVF); |
| if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0))) |
| { |
| WARN("Failed to map buffer, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat); |
| wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat); |
| wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat); |
| |
| TRACE("View mat:\n"); |
| TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); |
| TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); |
| TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); |
| TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); |
| |
| TRACE("Proj mat:\n"); |
| TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); |
| TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); |
| TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); |
| TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); |
| |
| TRACE("World mat:\n"); |
| TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); |
| TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); |
| TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); |
| TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); |
| |
| /* Get the viewport */ |
| wined3d_device_get_viewport(device, &vp); |
| TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n", |
| vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z); |
| |
| multiply_matrix(&mat,&view_mat,&world_mat); |
| multiply_matrix(&mat,&proj_mat,&mat); |
| |
| numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT; |
| |
| for (i = 0; i < dwCount; i+= 1) { |
| unsigned int tex_index; |
| |
| if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || |
| ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { |
| /* The position first */ |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION]; |
| const float *p = (const float *)(element->data.addr + i * element->stride); |
| float x, y, z, rhw; |
| TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); |
| |
| /* Multiplication with world, view and projection matrix */ |
| x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41); |
| y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42); |
| z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43); |
| rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44); |
| |
| TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw); |
| |
| /* WARNING: The following things are taken from d3d7 and were not yet checked |
| * against d3d8 or d3d9! |
| */ |
| |
| /* Clipping conditions: From msdn |
| * |
| * A vertex is clipped if it does not match the following requirements |
| * -rhw < x <= rhw |
| * -rhw < y <= rhw |
| * 0 < z <= rhw |
| * 0 < rhw ( Not in d3d7, but tested in d3d7) |
| * |
| * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and |
| * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked) |
| * |
| */ |
| |
| if( !doClip || |
| ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) && |
| (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && |
| ( rhw > eps ) ) ) { |
| |
| /* "Normal" viewport transformation (not clipped) |
| * 1) The values are divided by rhw |
| * 2) The y axis is negative, so multiply it with -1 |
| * 3) Screen coordinates go from -(Width/2) to +(Width/2) and |
| * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ |
| * 4) Multiply x with Width/2 and add Width/2 |
| * 5) The same for the height |
| * 6) Add the viewpoint X and Y to the 2D coordinates and |
| * The minimum Z value to z |
| * 7) rhw = 1 / rhw Reciprocal of Homogeneous W.... |
| * |
| * Well, basically it's simply a linear transformation into viewport |
| * coordinates |
| */ |
| |
| x /= rhw; |
| y /= rhw; |
| z /= rhw; |
| |
| y *= -1; |
| |
| x *= vp.width / 2; |
| y *= vp.height / 2; |
| z *= vp.max_z - vp.min_z; |
| |
| x += vp.width / 2 + vp.x; |
| y += vp.height / 2 + vp.y; |
| z += vp.min_z; |
| |
| rhw = 1 / rhw; |
| } else { |
| /* That vertex got clipped |
| * Contrary to OpenGL it is not dropped completely, it just |
| * undergoes a different calculation. |
| */ |
| TRACE("Vertex got clipped\n"); |
| x += rhw; |
| y += rhw; |
| |
| x /= 2; |
| y /= 2; |
| |
| /* Msdn mentions that Direct3D9 keeps a list of clipped vertices |
| * outside of the main vertex buffer memory. That needs some more |
| * investigation... |
| */ |
| } |
| |
| TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw); |
| |
| |
| ( (float *) dest_ptr)[0] = x; |
| ( (float *) dest_ptr)[1] = y; |
| ( (float *) dest_ptr)[2] = z; |
| ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */ |
| |
| dest_ptr += 3 * sizeof(float); |
| |
| if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) |
| dest_ptr += sizeof(float); |
| } |
| |
| if (DestFVF & WINED3DFVF_PSIZE) |
| dest_ptr += sizeof(DWORD); |
| |
| if (DestFVF & WINED3DFVF_NORMAL) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL]; |
| const float *normal = (const float *)(element->data.addr + i * element->stride); |
| /* AFAIK this should go into the lighting information */ |
| FIXME("Didn't expect the destination to have a normal\n"); |
| copy_and_next(dest_ptr, normal, 3 * sizeof(float)); |
| } |
| |
| if (DestFVF & WINED3DFVF_DIFFUSE) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE]; |
| const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE))) |
| { |
| static BOOL warned = FALSE; |
| |
| if(!warned) { |
| ERR("No diffuse color in source, but destination has one\n"); |
| warned = TRUE; |
| } |
| |
| *( (DWORD *) dest_ptr) = 0xffffffff; |
| dest_ptr += sizeof(DWORD); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, color_d, sizeof(DWORD)); |
| } |
| } |
| |
| if (DestFVF & WINED3DFVF_SPECULAR) |
| { |
| /* What's the color value in the feedback buffer? */ |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; |
| const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR))) |
| { |
| static BOOL warned = FALSE; |
| |
| if(!warned) { |
| ERR("No specular color in source, but destination has one\n"); |
| warned = TRUE; |
| } |
| |
| *( (DWORD *) dest_ptr) = 0xFF000000; |
| dest_ptr += sizeof(DWORD); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, color_s, sizeof(DWORD)); |
| } |
| } |
| |
| for (tex_index = 0; tex_index < numTextures; ++tex_index) |
| { |
| const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index]; |
| const float *tex_coord = (const float *)(element->data.addr + i * element->stride); |
| if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index)))) |
| { |
| ERR("No source texture, but destination requests one\n"); |
| dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float); |
| } |
| else |
| { |
| copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float)); |
| } |
| } |
| } |
| |
| wined3d_buffer_unmap(dest); |
| |
| return WINED3D_OK; |
| } |
| #undef copy_and_next |
| |
| /* Do not call while under the GL lock. */ |
| HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device, |
| UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer, |
| const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf) |
| { |
| struct wined3d_state *state = &device->stateBlock->state; |
| struct wined3d_stream_info stream_info; |
| const struct wined3d_gl_info *gl_info; |
| BOOL streamWasUP = state->user_stream; |
| struct wined3d_context *context; |
| struct wined3d_shader *vs; |
| unsigned int i; |
| HRESULT hr; |
| |
| TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, " |
| "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n", |
| device, src_start_idx, dst_idx, vertex_count, |
| dst_buffer, declaration, flags, dst_fvf); |
| |
| if (declaration) |
| FIXME("Output vertex declaration not implemented yet.\n"); |
| |
| /* Need any context to write to the vbo. */ |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| /* ProcessVertices reads from vertex buffers, which have to be assigned. |
| * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus |
| * restore it afterwards. */ |
| vs = state->vertex_shader; |
| state->vertex_shader = NULL; |
| state->user_stream = FALSE; |
| device_stream_info_from_declaration(device, &stream_info, NULL); |
| state->user_stream = streamWasUP; |
| state->vertex_shader = vs; |
| |
| /* We can't convert FROM a VBO, and vertex buffers used to source into |
| * process_vertices() are unlikely to ever be used for drawing. Release |
| * VBOs in those buffers and fix up the stream_info structure. |
| * |
| * Also apply the start index. */ |
| for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i) |
| { |
| struct wined3d_stream_info_element *e; |
| |
| if (!(stream_info.use_map & (1 << i))) |
| continue; |
| |
| e = &stream_info.elements[i]; |
| if (e->data.buffer_object) |
| { |
| struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer; |
| e->data.buffer_object = 0; |
| e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info)); |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object)); |
| vb->buffer_object = 0; |
| LEAVE_GL(); |
| } |
| if (e->data.addr) |
| e->data.addr += e->stride * src_start_idx; |
| } |
| |
| hr = process_vertices_strided(device, dst_idx, vertex_count, |
| &stream_info, dst_buffer, flags, dst_fvf); |
| |
| context_release(context); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device, |
| UINT stage, enum wined3d_texture_stage_state state, DWORD value) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| DWORD old_value; |
| |
| TRACE("device %p, stage %u, state %s, value %#x.\n", |
| device, stage, debug_d3dtexturestate(state), value); |
| |
| if (state > WINED3D_HIGHEST_TEXTURE_STATE) |
| { |
| WARN("Invalid state %#x passed.\n", state); |
| return WINED3D_OK; |
| } |
| |
| if (stage >= gl_info->limits.texture_stages) |
| { |
| WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n", |
| stage, gl_info->limits.texture_stages - 1); |
| return WINED3D_OK; |
| } |
| |
| old_value = device->updateStateBlock->state.texture_states[stage][state]; |
| device->updateStateBlock->changed.textureState[stage] |= 1 << state; |
| device->updateStateBlock->state.texture_states[stage][state] = value; |
| |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything.\n"); |
| return WINED3D_OK; |
| } |
| |
| /* Checked after the assignments to allow proper stateblock recording. */ |
| if (old_value == value) |
| { |
| TRACE("Application is setting the old value over, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (stage > device->stateBlock->state.lowest_disabled_stage |
| && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative |
| == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP)) |
| { |
| /* Colorop change above lowest disabled stage? That won't change |
| * anything in the GL setup. Changes in other states are important on |
| * disabled stages too. */ |
| return WINED3D_OK; |
| } |
| |
| if (state == WINED3D_TSS_COLOR_OP) |
| { |
| unsigned int i; |
| |
| if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE) |
| { |
| /* Previously enabled stage disabled now. Make sure to dirtify |
| * all enabled stages above stage, they have to be disabled. |
| * |
| * The current stage is dirtified below. */ |
| for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i) |
| { |
| TRACE("Additionally dirtifying stage %u.\n", i); |
| device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); |
| } |
| device->stateBlock->state.lowest_disabled_stage = stage; |
| TRACE("New lowest disabled: %u.\n", stage); |
| } |
| else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE) |
| { |
| /* Previously disabled stage enabled. Stages above it may need |
| * enabling. Stage must be lowest_disabled_stage here, if it's |
| * bigger success is returned above, and stages below the lowest |
| * disabled stage can't be enabled (because they are enabled |
| * already). |
| * |
| * Again stage stage doesn't need to be dirtified here, it is |
| * handled below. */ |
| for (i = stage + 1; i < gl_info->limits.texture_stages; ++i) |
| { |
| if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE) |
| break; |
| TRACE("Additionally dirtifying stage %u due to enable.\n", i); |
| device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); |
| } |
| device->stateBlock->state.lowest_disabled_stage = i; |
| TRACE("New lowest disabled: %u.\n", i); |
| } |
| } |
| |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device, |
| UINT stage, enum wined3d_texture_stage_state state, DWORD *value) |
| { |
| TRACE("device %p, stage %u, state %s, value %p.\n", |
| device, stage, debug_d3dtexturestate(state), value); |
| |
| if (state > WINED3D_HIGHEST_TEXTURE_STATE) |
| { |
| WARN("Invalid state %#x passed.\n", state); |
| return WINED3D_OK; |
| } |
| |
| *value = device->updateStateBlock->state.texture_states[stage][state]; |
| TRACE("Returning %#x.\n", *value); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device, |
| UINT stage, struct wined3d_texture *texture) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| struct wined3d_texture *prev; |
| |
| TRACE("device %p, stage %u, texture %p.\n", device, stage, texture); |
| |
| if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) |
| stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| /* Windows accepts overflowing this array... we do not. */ |
| if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures)) |
| { |
| WARN("Ignoring invalid stage %u.\n", stage); |
| return WINED3D_OK; |
| } |
| |
| if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH) |
| { |
| WARN("Rejecting attempt to set scratch texture.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| device->updateStateBlock->changed.textures |= 1 << stage; |
| |
| prev = device->updateStateBlock->state.textures[stage]; |
| TRACE("Previous texture %p.\n", prev); |
| |
| if (texture == prev) |
| { |
| TRACE("App is setting the same texture again, nothing to do.\n"); |
| return WINED3D_OK; |
| } |
| |
| TRACE("Setting new texture to %p.\n", texture); |
| device->updateStateBlock->state.textures[stage] = texture; |
| |
| if (device->isRecordingState) |
| { |
| TRACE("Recording... not performing anything\n"); |
| |
| if (texture) wined3d_texture_incref(texture); |
| if (prev) wined3d_texture_decref(prev); |
| |
| return WINED3D_OK; |
| } |
| |
| if (texture) |
| { |
| LONG bind_count = InterlockedIncrement(&texture->resource.bind_count); |
| |
| wined3d_texture_incref(texture); |
| |
| if (!prev || texture->target != prev->target) |
| device_invalidate_state(device, STATE_PIXELSHADER); |
| |
| if (!prev && stage < gl_info->limits.texture_stages) |
| { |
| /* The source arguments for color and alpha ops have different |
| * meanings when a NULL texture is bound, so the COLOR_OP and |
| * ALPHA_OP have to be dirtified. */ |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); |
| } |
| |
| if (bind_count == 1) |
| texture->sampler = stage; |
| } |
| |
| if (prev) |
| { |
| LONG bind_count = InterlockedDecrement(&prev->resource.bind_count); |
| |
| wined3d_texture_decref(prev); |
| |
| if (!texture && stage < gl_info->limits.texture_stages) |
| { |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); |
| device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); |
| } |
| |
| if (bind_count && prev->sampler == stage) |
| { |
| unsigned int i; |
| |
| /* Search for other stages the texture is bound to. Shouldn't |
| * happen if applications bind textures to a single stage only. */ |
| TRACE("Searching for other stages the texture is bound to.\n"); |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| if (device->updateStateBlock->state.textures[i] == prev) |
| { |
| TRACE("Texture is also bound to stage %u.\n", i); |
| prev->sampler = i; |
| break; |
| } |
| } |
| } |
| } |
| |
| device_invalidate_state(device, STATE_SAMPLER(stage)); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device, |
| UINT stage, struct wined3d_texture **texture) |
| { |
| TRACE("device %p, stage %u, texture %p.\n", device, stage, texture); |
| |
| if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3) |
| stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS); |
| |
| if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures)) |
| { |
| WARN("Ignoring invalid stage %u.\n", stage); |
| return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */ |
| } |
| |
| *texture = device->stateBlock->state.textures[stage]; |
| if (*texture) |
| wined3d_texture_incref(*texture); |
| |
| TRACE("Returning %p.\n", *texture); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx, |
| UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer) |
| { |
| struct wined3d_swapchain *swapchain; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n", |
| device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer); |
| |
| hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr); |
| return hr; |
| } |
| |
| hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer); |
| wined3d_swapchain_decref(swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr); |
| return hr; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps) |
| { |
| TRACE("device %p, caps %p.\n", device, caps); |
| |
| return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, |
| device->create_parms.device_type, caps); |
| } |
| |
| HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_display_mode *mode) |
| { |
| struct wined3d_swapchain *swapchain; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode); |
| |
| if (swapchain_idx) |
| { |
| hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); |
| if (SUCCEEDED(hr)) |
| { |
| hr = wined3d_swapchain_get_display_mode(swapchain, mode); |
| wined3d_swapchain_decref(swapchain); |
| } |
| } |
| else |
| { |
| const struct wined3d_adapter *adapter = device->adapter; |
| |
| /* Don't read the real display mode, but return the stored mode |
| * instead. X11 can't change the color depth, and some apps are |
| * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out |
| * that GetDisplayMode still returns 24 bpp. |
| * |
| * Also don't relay to the swapchain because with ddraw it's possible |
| * that there isn't a swapchain at all. */ |
| mode->width = adapter->screen_size.cx; |
| mode->height = adapter->screen_size.cy; |
| mode->format_id = adapter->screen_format; |
| mode->refresh_rate = 0; |
| hr = WINED3D_OK; |
| } |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device) |
| { |
| struct wined3d_stateblock *stateblock; |
| HRESULT hr; |
| |
| TRACE("device %p.\n", device); |
| |
| if (device->isRecordingState) |
| return WINED3DERR_INVALIDCALL; |
| |
| hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock); |
| if (FAILED(hr)) |
| return hr; |
| |
| wined3d_stateblock_decref(device->updateStateBlock); |
| device->updateStateBlock = stateblock; |
| device->isRecordingState = TRUE; |
| |
| TRACE("Recording stateblock %p.\n", stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device, |
| struct wined3d_stateblock **stateblock) |
| { |
| struct wined3d_stateblock *object = device->updateStateBlock; |
| |
| TRACE("device %p, stateblock %p.\n", device, stateblock); |
| |
| if (!device->isRecordingState) |
| { |
| WARN("Not recording.\n"); |
| *stateblock = NULL; |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| stateblock_init_contained_states(object); |
| |
| *stateblock = object; |
| device->isRecordingState = FALSE; |
| device->updateStateBlock = device->stateBlock; |
| wined3d_stateblock_incref(device->updateStateBlock); |
| |
| TRACE("Returning stateblock %p.\n", *stateblock); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device) |
| { |
| /* At the moment we have no need for any functionality at the beginning |
| * of a scene. */ |
| TRACE("device %p.\n", device); |
| |
| if (device->inScene) |
| { |
| WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| device->inScene = TRUE; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device) |
| { |
| struct wined3d_context *context; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!device->inScene) |
| { |
| WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| context = context_acquire(device, NULL); |
| /* We only have to do this if we need to read the, swapbuffers performs a flush for us */ |
| wglFlush(); |
| /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever |
| * fails. */ |
| context_release(context); |
| |
| device->inScene = FALSE; |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect, |
| const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region) |
| { |
| UINT i; |
| |
| TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n", |
| device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect), |
| dst_window_override, dirty_region); |
| |
| for (i = 0; i < device->swapchain_count; ++i) |
| { |
| wined3d_swapchain_present(device->swapchains[i], src_rect, |
| dst_rect, dst_window_override, dirty_region, 0); |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, |
| const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) |
| { |
| RECT draw_rect; |
| |
| TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n", |
| device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil); |
| |
| if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)) |
| { |
| struct wined3d_surface *ds = device->fb.depth_stencil; |
| if (!ds) |
| { |
| WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n"); |
| /* TODO: What about depth stencil buffers without stencil bits? */ |
| return WINED3DERR_INVALIDCALL; |
| } |
| else if (flags & WINED3DCLEAR_TARGET) |
| { |
| if (ds->resource.width < device->fb.render_targets[0]->resource.width |
| || ds->resource.height < device->fb.render_targets[0]->resource.height) |
| { |
| WARN("Silently ignoring depth and target clear with mismatching sizes\n"); |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect); |
| device_clear_render_targets(device, device->adapter->gl_info.limits.buffers, |
| &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil); |
| |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, |
| enum wined3d_primitive_type primitive_type) |
| { |
| TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type)); |
| |
| device->updateStateBlock->changed.primitive_type = TRUE; |
| device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type); |
| } |
| |
| void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device, |
| enum wined3d_primitive_type *primitive_type) |
| { |
| TRACE("device %p, primitive_type %p\n", device, primitive_type); |
| |
| *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type); |
| |
| TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type)); |
| } |
| |
| HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count) |
| { |
| TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count); |
| |
| if (!device->stateBlock->state.vertex_declaration) |
| { |
| WARN("Called without a valid vertex declaration set.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */ |
| if (device->stateBlock->state.user_stream) |
| { |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| device->stateBlock->state.user_stream = FALSE; |
| } |
| |
| if (device->stateBlock->state.load_base_vertex_index) |
| { |
| device->stateBlock->state.load_base_vertex_index = 0; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| |
| /* Account for the loading offset due to index buffers. Instead of |
| * reloading all sources correct it with the startvertex parameter. */ |
| drawPrimitive(device, vertex_count, start_vertex, 0, NULL); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count) |
| { |
| struct wined3d_buffer *index_buffer; |
| UINT index_size = 2; |
| GLuint vbo; |
| 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); |
| |
| index_buffer = device->stateBlock->state.index_buffer; |
| if (!index_buffer) |
| { |
| /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called |
| * without an index buffer set. (The first time at least...) |
| * D3D8 simply dies, but I doubt it can do much harm to return |
| * D3DERR_INVALIDCALL there as well. */ |
| WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!device->stateBlock->state.vertex_declaration) |
| { |
| WARN("Called without a valid vertex declaration set.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (device->stateBlock->state.user_stream) |
| { |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| device->stateBlock->state.user_stream = FALSE; |
| } |
| vbo = index_buffer->buffer_object; |
| |
| if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT) |
| index_size = 2; |
| else |
| index_size = 4; |
| |
| if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && |
| device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index) |
| { |
| device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| |
| drawPrimitive(device, index_count, start_idx, index_size, |
| vbo ? NULL : index_buffer->resource.allocatedMemory); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count, |
| const void *stream_data, UINT stream_stride) |
| { |
| struct wined3d_stream_state *stream; |
| struct wined3d_buffer *vb; |
| |
| TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n", |
| device, vertex_count, stream_data, stream_stride); |
| |
| if (!device->stateBlock->state.vertex_declaration) |
| { |
| WARN("Called without a valid vertex declaration set.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Note in the following, it's not this type, but that's the purpose of streamIsUP */ |
| stream = &device->stateBlock->state.streams[0]; |
| vb = stream->buffer; |
| stream->buffer = (struct wined3d_buffer *)stream_data; |
| if (vb) |
| wined3d_buffer_decref(vb); |
| stream->offset = 0; |
| stream->stride = stream_stride; |
| device->stateBlock->state.user_stream = TRUE; |
| if (device->stateBlock->state.load_base_vertex_index) |
| { |
| device->stateBlock->state.load_base_vertex_index = 0; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| |
| /* TODO: Only mark dirty if drawing from a different UP address */ |
| device_invalidate_state(device, STATE_STREAMSRC); |
| |
| drawPrimitive(device, vertex_count, 0, 0, NULL); |
| |
| /* MSDN specifies stream zero settings must be set to NULL */ |
| stream->buffer = NULL; |
| stream->stride = 0; |
| |
| /* stream zero settings set to null at end, as per the msdn. No need to |
| * mark dirty here, the app has to set the new stream sources or use UP |
| * drawing again. */ |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device, |
| UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id, |
| const void *stream_data, UINT stream_stride) |
| { |
| struct wined3d_stream_state *stream; |
| struct wined3d_buffer *vb, *ib; |
| UINT index_size; |
| |
| TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n", |
| device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride); |
| |
| if (!device->stateBlock->state.vertex_declaration) |
| { |
| WARN("(%p) : Called without a valid vertex declaration set\n", device); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (index_data_format_id == WINED3DFMT_R16_UINT) |
| index_size = 2; |
| else |
| index_size = 4; |
| |
| stream = &device->stateBlock->state.streams[0]; |
| vb = stream->buffer; |
| stream->buffer = (struct wined3d_buffer *)stream_data; |
| if (vb) |
| wined3d_buffer_decref(vb); |
| stream->offset = 0; |
| stream->stride = stream_stride; |
| device->stateBlock->state.user_stream = TRUE; |
| |
| /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */ |
| device->stateBlock->state.base_vertex_index = 0; |
| if (device->stateBlock->state.load_base_vertex_index) |
| { |
| device->stateBlock->state.load_base_vertex_index = 0; |
| device_invalidate_state(device, STATE_BASEVERTEXINDEX); |
| } |
| /* Invalidate the state until we have nicer tracking of the stream source pointers */ |
| device_invalidate_state(device, STATE_STREAMSRC); |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| |
| drawPrimitive(device, index_count, 0, index_size, index_data); |
| |
| /* MSDN specifies stream zero settings and index buffer must be set to NULL */ |
| stream->buffer = NULL; |
| stream->stride = 0; |
| ib = device->stateBlock->state.index_buffer; |
| if (ib) |
| { |
| wined3d_buffer_decref(ib); |
| device->stateBlock->state.index_buffer = NULL; |
| } |
| /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call |
| * SetStreamSource to specify a vertex buffer |
| */ |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device, |
| UINT vertex_count, const struct wined3d_strided_data *strided_data) |
| { |
| /* Mark the state dirty until we have nicer tracking. It's fine to change |
| * baseVertexIndex because that call is only called by ddraw which does |
| * not need that value. */ |
| device_invalidate_state(device, STATE_VDECL); |
| device_invalidate_state(device, STATE_STREAMSRC); |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| |
| device->stateBlock->state.base_vertex_index = 0; |
| device->up_strided = strided_data; |
| drawPrimitive(device, vertex_count, 0, 0, NULL); |
| device->up_strided = NULL; |
| |
| /* Invalidate the states again to make sure the values from the stateblock |
| * are properly applied in the next regular draw. Note that the application- |
| * provided strided data has ovwritten pretty much the entire vertex and |
| * and index stream related states */ |
| device_invalidate_state(device, STATE_VDECL); |
| device_invalidate_state(device, STATE_STREAMSRC); |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device, |
| UINT index_count, const struct wined3d_strided_data *strided_data, |
| UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id) |
| { |
| UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2; |
| |
| /* Mark the state dirty until we have nicer tracking |
| * its fine to change baseVertexIndex because that call is only called by ddraw which does not need |
| * that value. |
| */ |
| device_invalidate_state(device, STATE_VDECL); |
| device_invalidate_state(device, STATE_STREAMSRC); |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| |
| device->stateBlock->state.user_stream = TRUE; |
| device->stateBlock->state.base_vertex_index = 0; |
| device->up_strided = strided_data; |
| drawPrimitive(device, index_count, 0, index_size, index_data); |
| device->up_strided = NULL; |
| |
| device_invalidate_state(device, STATE_VDECL); |
| device_invalidate_state(device, STATE_STREAMSRC); |
| device_invalidate_state(device, STATE_INDEXBUFFER); |
| return WINED3D_OK; |
| } |
| |
| /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */ |
| static HRESULT device_update_volume(struct wined3d_device *device, |
| struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume) |
| { |
| struct wined3d_map_desc src; |
| struct wined3d_map_desc dst; |
| HRESULT hr; |
| |
| TRACE("device %p, src_volume %p, dst_volume %p.\n", |
| device, src_volume, dst_volume); |
| |
| /* TODO: Implement direct loading into the gl volume instead of using |
| * memcpy and dirtification to improve loading performance. */ |
| hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY); |
| if (FAILED(hr)) return hr; |
| hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD); |
| if (FAILED(hr)) |
| { |
| wined3d_volume_unmap(src_volume); |
| return hr; |
| } |
| |
| memcpy(dst.data, src.data, dst_volume->resource.size); |
| |
| hr = wined3d_volume_unmap(dst_volume); |
| if (FAILED(hr)) |
| wined3d_volume_unmap(src_volume); |
| else |
| hr = wined3d_volume_unmap(src_volume); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, |
| struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture) |
| { |
| enum wined3d_resource_type type; |
| unsigned int level_count, i; |
| HRESULT hr; |
| |
| TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture); |
| |
| /* Verify that the source and destination textures are non-NULL. */ |
| if (!src_texture || !dst_texture) |
| { |
| WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (src_texture == dst_texture) |
| { |
| WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Verify that the source and destination textures are the same type. */ |
| type = src_texture->resource.type; |
| if (dst_texture->resource.type != type) |
| { |
| WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Check that both textures have the identical numbers of levels. */ |
| level_count = wined3d_texture_get_level_count(src_texture); |
| if (wined3d_texture_get_level_count(dst_texture) != level_count) |
| { |
| WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Make sure that the destination texture is loaded. */ |
| dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB); |
| |
| /* Update every surface level of the texture. */ |
| switch (type) |
| { |
| case WINED3D_RTYPE_TEXTURE: |
| { |
| struct wined3d_surface *src_surface; |
| struct wined3d_surface *dst_surface; |
| |
| for (i = 0; i < level_count; ++i) |
| { |
| src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i)); |
| dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)); |
| hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to update surface, hr %#x.\n", hr); |
| return hr; |
| } |
| } |
| break; |
| } |
| |
| case WINED3D_RTYPE_CUBE_TEXTURE: |
| { |
| struct wined3d_surface *src_surface; |
| struct wined3d_surface *dst_surface; |
| |
| for (i = 0; i < level_count * 6; ++i) |
| { |
| src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i)); |
| dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)); |
| hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to update surface, hr %#x.\n", hr); |
| return hr; |
| } |
| } |
| break; |
| } |
| |
| case WINED3D_RTYPE_VOLUME_TEXTURE: |
| { |
| for (i = 0; i < level_count; ++i) |
| { |
| hr = device_update_volume(device, |
| volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)), |
| volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i))); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to update volume, hr %#x.\n", hr); |
| return hr; |
| } |
| } |
| break; |
| } |
| |
| default: |
| FIXME("Unsupported texture type %#x.\n", type); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_surface *dst_surface) |
| { |
| struct wined3d_swapchain *swapchain; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface); |
| |
| hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); |
| if (FAILED(hr)) return hr; |
| |
| hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface); |
| wined3d_swapchain_decref(swapchain); |
| |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes) |
| { |
| const struct wined3d_state *state = &device->stateBlock->state; |
| struct wined3d_texture *texture; |
| DWORD i; |
| |
| TRACE("device %p, num_passes %p.\n", device, num_passes); |
| |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE) |
| { |
| WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i); |
| return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE) |
| { |
| WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i); |
| return WINED3DERR_UNSUPPORTEDTEXTUREFILTER; |
| } |
| |
| texture = state->textures[i]; |
| if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue; |
| |
| if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE |
| && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT) |
| { |
| WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i); |
| return E_FAIL; |
| } |
| } |
| |
| if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE] |
| || state->render_states[WINED3D_RS_STENCILENABLE]) |
| { |
| struct wined3d_surface *ds = device->fb.depth_stencil; |
| struct wined3d_surface *target = device->fb.render_targets[0]; |
| |
| if(ds && target |
| && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height)) |
| { |
| WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n"); |
| return WINED3DERR_CONFLICTINGRENDERSTATE; |
| } |
| } |
| |
| /* return a sensible default */ |
| *num_passes = 1; |
| |
| TRACE("returning D3D_OK\n"); |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p, software %#x.\n", device, software); |
| |
| if (!warned) |
| { |
| FIXME("device %p, software %#x stub!\n", device, software); |
| warned = TRUE; |
| } |
| |
| device->softwareVertexProcessing = software; |
| |
| return WINED3D_OK; |
| } |
| |
| BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!warned) |
| { |
| TRACE("device %p stub!\n", device); |
| warned = TRUE; |
| } |
| |
| return device->softwareVertexProcessing; |
| } |
| |
| HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_raster_status *raster_status) |
| { |
| struct wined3d_swapchain *swapchain; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_idx %u, raster_status %p.\n", |
| device, swapchain_idx, raster_status); |
| |
| hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr); |
| return hr; |
| } |
| |
| hr = wined3d_swapchain_get_raster_status(swapchain, raster_status); |
| wined3d_swapchain_decref(swapchain); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to get raster status, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p, segments %.8e.\n", device, segments); |
| |
| if (segments != 0.0f) |
| { |
| if (!warned) |
| { |
| FIXME("device %p, segments %.8e stub!\n", device, segments); |
| warned = TRUE; |
| } |
| } |
| |
| return WINED3D_OK; |
| } |
| |
| float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) |
| { |
| static BOOL warned; |
| |
| TRACE("device %p.\n", device); |
| |
| if (!warned) |
| { |
| FIXME("device %p stub!\n", device); |
| warned = TRUE; |
| } |
| |
| return 0.0f; |
| } |
| |
| HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device, |
| struct wined3d_surface *src_surface, const RECT *src_rect, |
| struct wined3d_surface *dst_surface, const POINT *dst_point) |
| { |
| TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n", |
| device, src_surface, wine_dbgstr_rect(src_rect), |
| dst_surface, wine_dbgstr_point(dst_point)); |
| |
| if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT) |
| { |
| WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", |
| src_surface, dst_surface); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect); |
| } |
| |
| HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle, |
| const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info) |
| { |
| struct wined3d_rect_patch *patch; |
| GLenum old_primitive_type; |
| unsigned int i; |
| struct list *e; |
| BOOL found; |
| |
| TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n", |
| device, handle, num_segs, rect_patch_info); |
| |
| if (!(handle || rect_patch_info)) |
| { |
| /* TODO: Write a test for the return value, thus the FIXME */ |
| FIXME("Both handle and rect_patch_info are NULL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (handle) |
| { |
| i = PATCHMAP_HASHFUNC(handle); |
| found = FALSE; |
| LIST_FOR_EACH(e, &device->patches[i]) |
| { |
| patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry); |
| if (patch->Handle == handle) |
| { |
| found = TRUE; |
| break; |
| } |
| } |
| |
| if (!found) |
| { |
| TRACE("Patch does not exist. Creating a new one\n"); |
| patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch)); |
| patch->Handle = handle; |
| list_add_head(&device->patches[i], &patch->entry); |
| } else { |
| TRACE("Found existing patch %p\n", patch); |
| } |
| } |
| else |
| { |
| /* Since opengl does not load tesselated vertex attributes into numbered vertex |
| * attributes we have to tesselate, read back, and draw. This needs a patch |
| * management structure instance. Create one. |
| * |
| * A possible improvement is to check if a vertex shader is used, and if not directly |
| * draw the patch. |
| */ |
| FIXME("Drawing an uncached patch. This is slow\n"); |
| patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch)); |
| } |
| |
| if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1] |
| || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3] |
| || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info)))) |
| { |
| HRESULT hr; |
| TRACE("Tesselation density or patch info changed, retesselating\n"); |
| |
| if (rect_patch_info) |
| patch->rect_patch_info = *rect_patch_info; |
| |
| patch->numSegs[0] = num_segs[0]; |
| patch->numSegs[1] = num_segs[1]; |
| patch->numSegs[2] = num_segs[2]; |
| patch->numSegs[3] = num_segs[3]; |
| |
| hr = tesselate_rectpatch(device, patch); |
| if (FAILED(hr)) |
| { |
| WARN("Patch tesselation failed.\n"); |
| |
| /* Do not release the handle to store the params of the patch */ |
| if (!handle) |
| HeapFree(GetProcessHeap(), 0, patch); |
| |
| return hr; |
| } |
| } |
| |
| old_primitive_type = device->stateBlock->state.gl_primitive_type; |
| device->stateBlock->state.gl_primitive_type = GL_TRIANGLES; |
| wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided); |
| device->stateBlock->state.gl_primitive_type = old_primitive_type; |
| |
| /* Destroy uncached patches */ |
| if (!handle) |
| { |
| HeapFree(GetProcessHeap(), 0, patch->mem); |
| HeapFree(GetProcessHeap(), 0, patch); |
| } |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle, |
| const float *segment_count, const struct wined3d_tri_patch_info *patch_info) |
| { |
| FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n", |
| device, handle, segment_count, patch_info); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle) |
| { |
| struct wined3d_rect_patch *patch; |
| struct list *e; |
| int i; |
| |
| TRACE("device %p, handle %#x.\n", device, handle); |
| |
| i = PATCHMAP_HASHFUNC(handle); |
| LIST_FOR_EACH(e, &device->patches[i]) |
| { |
| patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry); |
| if (patch->Handle == handle) |
| { |
| TRACE("Deleting patch %p\n", patch); |
| list_remove(&patch->entry); |
| HeapFree(GetProcessHeap(), 0, patch->mem); |
| HeapFree(GetProcessHeap(), 0, patch); |
| return WINED3D_OK; |
| } |
| } |
| |
| /* TODO: Write a test for the return value */ |
| FIXME("Attempt to destroy nonexistent patch\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device, |
| struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color) |
| { |
| RECT r; |
| |
| TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n", |
| device, surface, wine_dbgstr_rect(rect), |
| color->r, color->g, color->b, color->a); |
| |
| if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM) |
| { |
| WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool)); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (!rect) |
| { |
| SetRect(&r, 0, 0, surface->resource.width, surface->resource.height); |
| rect = &r; |
| } |
| |
| return surface_color_fill(surface, rect, color); |
| } |
| |
| /* Do not call while under the GL lock. */ |
| void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device, |
| struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color) |
| { |
| struct wined3d_resource *resource; |
| HRESULT hr; |
| RECT rect; |
| |
| resource = rendertarget_view->resource; |
| if (resource->type != WINED3D_RTYPE_SURFACE) |
| { |
| FIXME("Only supported on surface resources\n"); |
| return; |
| } |
| |
| SetRect(&rect, 0, 0, resource->width, resource->height); |
| hr = surface_color_fill(surface_from_resource(resource), &rect, color); |
| if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr); |
| } |
| |
| HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device, |
| UINT render_target_idx, struct wined3d_surface **render_target) |
| { |
| TRACE("device %p, render_target_idx %u, render_target %p.\n", |
| device, render_target_idx, render_target); |
| |
| if (render_target_idx >= device->adapter->gl_info.limits.buffers) |
| { |
| WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| *render_target = device->fb.render_targets[render_target_idx]; |
| TRACE("Returning render target %p.\n", *render_target); |
| |
| if (!*render_target) |
| return WINED3DERR_NOTFOUND; |
| |
| wined3d_surface_incref(*render_target); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device, |
| struct wined3d_surface **depth_stencil) |
| { |
| TRACE("device %p, depth_stencil %p.\n", device, depth_stencil); |
| |
| *depth_stencil = device->fb.depth_stencil; |
| TRACE("Returning depth/stencil surface %p.\n", *depth_stencil); |
| |
| if (!*depth_stencil) |
| return WINED3DERR_NOTFOUND; |
| |
| wined3d_surface_incref(*depth_stencil); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device, |
| UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport) |
| { |
| struct wined3d_surface *prev; |
| |
| TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n", |
| device, render_target_idx, render_target, set_viewport); |
| |
| if (render_target_idx >= device->adapter->gl_info.limits.buffers) |
| { |
| WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| prev = device->fb.render_targets[render_target_idx]; |
| if (render_target == prev) |
| { |
| TRACE("Trying to do a NOP SetRenderTarget operation.\n"); |
| return WINED3D_OK; |
| } |
| |
| /* Render target 0 can't be set to NULL. */ |
| if (!render_target && !render_target_idx) |
| { |
| WARN("Trying to set render target 0 to NULL.\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)) |
| { |
| FIXME("Surface %p doesn't have render target usage.\n", render_target); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| if (render_target) |
| wined3d_surface_incref(render_target); |
| device->fb.render_targets[render_target_idx] = render_target; |
| /* Release after the assignment, to prevent device_resource_released() |
| * from seeing the surface as still in use. */ |
| if (prev) |
| wined3d_surface_decref(prev); |
| |
| /* Render target 0 is special. */ |
| if (!render_target_idx && set_viewport) |
| { |
| /* Set the viewport and scissor rectangles, if requested. Tests show |
| * that stateblock recording is ignored, the change goes directly |
| * into the primary stateblock. */ |
| device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height; |
| device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width; |
| device->stateBlock->state.viewport.x = 0; |
| device->stateBlock->state.viewport.y = 0; |
| device->stateBlock->state.viewport.max_z = 1.0f; |
| device->stateBlock->state.viewport.min_z = 0.0f; |
| device_invalidate_state(device, STATE_VIEWPORT); |
| |
| device->stateBlock->state.scissor_rect.top = 0; |
| device->stateBlock->state.scissor_rect.left = 0; |
| device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width; |
| device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height; |
| device_invalidate_state(device, STATE_SCISSORRECT); |
| } |
| |
| device_invalidate_state(device, STATE_FRAMEBUFFER); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil) |
| { |
| struct wined3d_surface *prev = device->fb.depth_stencil; |
| |
| TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n", |
| device, depth_stencil, prev); |
| |
| if (prev == depth_stencil) |
| { |
| TRACE("Trying to do a NOP SetRenderTarget operation.\n"); |
| return WINED3D_OK; |
| } |
| |
| if (prev) |
| { |
| if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL |
| || prev->flags & SFLAG_DISCARD) |
| { |
| surface_modify_ds_location(prev, SFLAG_DISCARDED, |
| prev->resource.width, prev->resource.height); |
| if (prev == device->onscreen_depth_stencil) |
| { |
| wined3d_surface_decref(device->onscreen_depth_stencil); |
| device->onscreen_depth_stencil = NULL; |
| } |
| } |
| } |
| |
| device->fb.depth_stencil = depth_stencil; |
| if (depth_stencil) |
| wined3d_surface_incref(depth_stencil); |
| |
| if (!prev != !depth_stencil) |
| { |
| /* Swapping NULL / non NULL depth stencil affects the depth and tests */ |
| device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); |
| device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); |
| device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); |
| device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); |
| } |
| else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size) |
| { |
| device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS)); |
| } |
| if (prev) |
| wined3d_surface_decref(prev); |
| |
| device_invalidate_state(device, STATE_FRAMEBUFFER); |
| |
| return WINED3D_OK; |
| } |
| |
| HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device, |
| UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image) |
| { |
| TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n", |
| device, x_hotspot, y_hotspot, cursor_image); |
| |
| /* some basic validation checks */ |
| if (device->cursorTexture) |
| { |
| struct wined3d_context *context = context_acquire(device, NULL); |
| ENTER_GL(); |
| glDeleteTextures(1, &device->cursorTexture); |
| LEAVE_GL(); |
| context_release(context); |
| device->cursorTexture = 0; |
| } |
| |
| if (cursor_image) |
| { |
| struct wined3d_map_desc map_desc; |
| |
| /* MSDN: Cursor must be A8R8G8B8 */ |
| if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| WARN("surface %p has an invalid format.\n", cursor_image); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* MSDN: Cursor must be smaller than the display mode */ |
| if (cursor_image->resource.width > device->adapter->screen_size.cx |
| || cursor_image->resource.height > device->adapter->screen_size.cy) |
| { |
| WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n", |
| cursor_image, cursor_image->resource.width, cursor_image->resource.height, |
| device->adapter->screen_size.cx, device->adapter->screen_size.cy); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* TODO: MSDN: Cursor sizes must be a power of 2 */ |
| |
| /* Do not store the surface's pointer because the application may |
| * release it after setting the cursor image. Windows doesn't |
| * addref the set surface, so we can't do this either without |
| * creating circular refcount dependencies. Copy out the gl texture |
| * instead. */ |
| device->cursorWidth = cursor_image->resource.width; |
| device->cursorHeight = cursor_image->resource.height; |
| if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY))) |
| { |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM); |
| struct wined3d_context *context; |
| char *mem, *bits = map_desc.data; |
| GLint intfmt = format->glInternal; |
| GLint gl_format = format->glFormat; |
| GLint type = format->glType; |
| INT height = device->cursorHeight; |
| INT width = device->cursorWidth; |
| INT bpp = format->byte_count; |
| INT i; |
| |
| /* Reformat the texture memory (pitch and width can be |
| * different) */ |
| mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp); |
| for (i = 0; i < height; ++i) |
| memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp); |
| wined3d_surface_unmap(cursor_image); |
| |
| context = context_acquire(device, NULL); |
| |
| ENTER_GL(); |
| |
| if (gl_info->supported[APPLE_CLIENT_STORAGE]) |
| { |
| glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); |
| checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"); |
| } |
| |
| invalidate_active_texture(device, context); |
| /* Create a new cursor texture */ |
| glGenTextures(1, &device->cursorTexture); |
| checkGLcall("glGenTextures"); |
| context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture); |
| /* Copy the bitmap memory into the cursor texture */ |
| glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem); |
| checkGLcall("glTexImage2D"); |
| HeapFree(GetProcessHeap(), 0, mem); |
| |
| if (gl_info->supported[APPLE_CLIENT_STORAGE]) |
| { |
| glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); |
| checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"); |
| } |
| |
| LEAVE_GL(); |
| |
| context_release(context); |
| } |
| else |
| { |
| FIXME("A cursor texture was not returned.\n"); |
| device->cursorTexture = 0; |
| } |
| |
| if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32) |
| { |
| UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8; |
| ICONINFO cursorInfo; |
| DWORD *maskBits; |
| HCURSOR cursor; |
| |
| /* 32-bit user32 cursors ignore the alpha channel if it's all |
| * zeroes, and use the mask instead. Fill the mask with all ones |
| * to ensure we still get a fully transparent cursor. */ |
| maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size); |
| memset(maskBits, 0xff, mask_size); |
| wined3d_surface_map(cursor_image, &map_desc, NULL, |
| WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY); |
| TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height); |
| |
| cursorInfo.fIcon = FALSE; |
| cursorInfo.xHotspot = x_hotspot; |
| cursorInfo.yHotspot = y_hotspot; |
| cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height, |
| 1, 1, maskBits); |
| cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height, |
| 1, 32, map_desc.data); |
| wined3d_surface_unmap(cursor_image); |
| /* Create our cursor and clean up. */ |
| cursor = CreateIconIndirect(&cursorInfo); |
| if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask); |
| if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor); |
| if (device->hardwareCursor) DestroyCursor(device->hardwareCursor); |
| device->hardwareCursor = cursor; |
| if (device->bCursorVisible) SetCursor( cursor ); |
| HeapFree(GetProcessHeap(), 0, maskBits); |
| } |
| } |
| |
| device->xHotSpot = x_hotspot; |
| device->yHotSpot = y_hotspot; |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device, |
| int x_screen_space, int y_screen_space, DWORD flags) |
| { |
| TRACE("device %p, x %d, y %d, flags %#x.\n", |
| device, x_screen_space, y_screen_space, flags); |
| |
| device->xScreenSpace = x_screen_space; |
| device->yScreenSpace = y_screen_space; |
| |
| if (device->hardwareCursor) |
| { |
| POINT pt; |
| |
| GetCursorPos( &pt ); |
| if (x_screen_space == pt.x && y_screen_space == pt.y) |
| return; |
| SetCursorPos( x_screen_space, y_screen_space ); |
| |
| /* Switch to the software cursor if position diverges from the hardware one. */ |
| GetCursorPos( &pt ); |
| if (x_screen_space != pt.x || y_screen_space != pt.y) |
| { |
| if (device->bCursorVisible) SetCursor( NULL ); |
| DestroyCursor( device->hardwareCursor ); |
| device->hardwareCursor = 0; |
| } |
| } |
| } |
| |
| BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show) |
| { |
| BOOL oldVisible = device->bCursorVisible; |
| |
| TRACE("device %p, show %#x.\n", device, show); |
| |
| /* |
| * When ShowCursor is first called it should make the cursor appear at the OS's last |
| * known cursor position. |
| */ |
| if (show && !oldVisible) |
| { |
| POINT pt; |
| GetCursorPos(&pt); |
| device->xScreenSpace = pt.x; |
| device->yScreenSpace = pt.y; |
| } |
| |
| if (device->hardwareCursor) |
| { |
| device->bCursorVisible = show; |
| if (show) |
| SetCursor(device->hardwareCursor); |
| else |
| SetCursor(NULL); |
| } |
| else |
| { |
| if (device->cursorTexture) |
| device->bCursorVisible = show; |
| } |
| |
| return oldVisible; |
| } |
| |
| void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device) |
| { |
| struct wined3d_resource *resource, *cursor; |
| |
| TRACE("device %p.\n", device); |
| |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Checking resource %p for eviction.\n", resource); |
| |
| if (resource->pool == WINED3D_POOL_MANAGED) |
| { |
| 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 BOOL is_display_mode_supported(const struct wined3d_device *device, |
| const struct wined3d_swapchain_desc *swapchain_desc) |
| { |
| struct wined3d_display_mode m; |
| UINT i, count; |
| HRESULT hr; |
| |
| /* All Windowed modes are supported, as is leaving the current mode */ |
| if (swapchain_desc->windowed) |
| return TRUE; |
| if (!swapchain_desc->backbuffer_width) |
| return TRUE; |
| if (!swapchain_desc->backbuffer_height) |
| return TRUE; |
| |
| count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN); |
| for (i = 0; i < count; ++i) |
| { |
| memset(&m, 0, sizeof(m)); |
| hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m); |
| if (FAILED(hr)) |
| ERR("Failed to enumerate adapter mode.\n"); |
| if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height) |
| /* Mode found, it is supported. */ |
| return TRUE; |
| } |
| /* Mode not found -> not supported */ |
| return FALSE; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_resource *resource, *cursor; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| struct wined3d_shader *shader; |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Unloading resource %p.\n", resource); |
| |
| resource->resource_ops->resource_unload(resource); |
| } |
| |
| LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry) |
| { |
| device->shader_backend->shader_destroy(shader); |
| } |
| |
| ENTER_GL(); |
| if (device->depth_blt_texture) |
| { |
| glDeleteTextures(1, &device->depth_blt_texture); |
| device->depth_blt_texture = 0; |
| } |
| if (device->cursorTexture) |
| { |
| glDeleteTextures(1, &device->cursorTexture); |
| device->cursorTexture = 0; |
| } |
| LEAVE_GL(); |
| |
| device->blitter->free_private(device); |
| device->frag_pipe->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| destroy_dummy_textures(device, gl_info); |
| |
| context_release(context); |
| |
| while (device->context_count) |
| { |
| swapchain_destroy_contexts(device->contexts[0]->swapchain); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| swapchain->context = NULL; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain) |
| { |
| struct wined3d_context *context; |
| struct wined3d_surface *target; |
| HRESULT hr; |
| |
| /* Recreate the primary swapchain's context */ |
| swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context)); |
| if (!swapchain->context) |
| { |
| ERR("Failed to allocate memory for swapchain context array.\n"); |
| return E_OUTOFMEMORY; |
| } |
| |
| target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer; |
| if (!(context = context_create(swapchain, target, swapchain->ds_format))) |
| { |
| WARN("Failed to create context.\n"); |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| return E_FAIL; |
| } |
| |
| swapchain->context[0] = context; |
| swapchain->num_contexts = 1; |
| create_dummy_textures(device, context); |
| context_release(context); |
| |
| hr = device->shader_backend->shader_alloc_private(device); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to allocate shader private data, hr %#x.\n", hr); |
| goto err; |
| } |
| |
| hr = device->frag_pipe->alloc_private(device); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr); |
| device->shader_backend->shader_free_private(device); |
| goto err; |
| } |
| |
| hr = device->blitter->alloc_private(device); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to allocate blitter private data, hr %#x.\n", hr); |
| device->frag_pipe->free_private(device); |
| device->shader_backend->shader_free_private(device); |
| goto err; |
| } |
| |
| return WINED3D_OK; |
| |
| err: |
| context_acquire(device, NULL); |
| destroy_dummy_textures(device, context->gl_info); |
| context_release(context); |
| context_destroy(device, context); |
| HeapFree(GetProcessHeap(), 0, swapchain->context); |
| swapchain->num_contexts = 0; |
| return hr; |
| } |
| |
| /* Do not call while under the GL lock. */ |
| HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, |
| const struct wined3d_swapchain_desc *swapchain_desc, |
| wined3d_device_reset_cb callback) |
| { |
| struct wined3d_resource *resource, *cursor; |
| struct wined3d_swapchain *swapchain; |
| struct wined3d_display_mode mode; |
| BOOL DisplayModeChanged = FALSE; |
| BOOL update_desc = FALSE; |
| HRESULT hr; |
| |
| TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc); |
| |
| stateblock_unbind_resources(device->stateBlock); |
| |
| if (device->onscreen_depth_stencil) |
| { |
| wined3d_surface_decref(device->onscreen_depth_stencil); |
| device->onscreen_depth_stencil = NULL; |
| } |
| |
| LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| TRACE("Enumerating resource %p.\n", resource); |
| if (FAILED(hr = callback(resource))) |
| return hr; |
| } |
| |
| hr = wined3d_device_get_swapchain(device, 0, &swapchain); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to get the first implicit swapchain\n"); |
| return hr; |
| } |
| |
| if (!is_display_mode_supported(device, swapchain_desc)) |
| { |
| WARN("Rejecting reset() call because the requested display mode is not supported.\n"); |
| WARN("Requested mode: %ux%u.\n", |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height); |
| wined3d_swapchain_decref(swapchain); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| /* Is it necessary to recreate the gl context? Actually every setting can be changed |
| * on an existing gl context, so there's no real need for recreation. |
| * |
| * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED |
| * |
| * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain |
| */ |
| TRACE("New params:\n"); |
| TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width); |
| TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height); |
| TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format)); |
| TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count); |
| TRACE("multisample_type %#x\n", swapchain_desc->multisample_type); |
| TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality); |
| TRACE("swap_effect %#x\n", swapchain_desc->swap_effect); |
| TRACE("device_window %p\n", swapchain_desc->device_window); |
| TRACE("windowed %#x\n", swapchain_desc->windowed); |
| TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil); |
| if (swapchain_desc->enable_auto_depth_stencil) |
| TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format)); |
| TRACE("flags %#x\n", swapchain_desc->flags); |
| TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate); |
| TRACE("swap_interval %u\n", swapchain_desc->swap_interval); |
| TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode); |
| |
| /* No special treatment of these parameters. Just store them */ |
| swapchain->desc.swap_effect = swapchain_desc->swap_effect; |
| swapchain->desc.flags = swapchain_desc->flags; |
| swapchain->desc.swap_interval = swapchain_desc->swap_interval; |
| swapchain->desc.refresh_rate = swapchain_desc->refresh_rate; |
| |
| /* What to do about these? */ |
| if (swapchain_desc->backbuffer_count |
| && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count) |
| FIXME("Cannot change the back buffer count yet.\n"); |
| |
| if (swapchain_desc->device_window |
| && swapchain_desc->device_window != swapchain->desc.device_window) |
| { |
| TRACE("Changing the device window from %p to %p.\n", |
| swapchain->desc.device_window, swapchain_desc->device_window); |
| swapchain->desc.device_window = swapchain_desc->device_window; |
| swapchain->device_window = swapchain_desc->device_window; |
| wined3d_swapchain_set_window(swapchain, NULL); |
| } |
| |
| if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil) |
| { |
| HRESULT hrc; |
| |
| TRACE("Creating the depth stencil buffer\n"); |
| |
| hrc = device->device_parent->ops->create_depth_stencil(device->device_parent, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height, |
| swapchain_desc->auto_depth_stencil_format, |
| swapchain_desc->multisample_type, |
| swapchain_desc->multisample_quality, |
| FALSE, |
| &device->auto_depth_stencil); |
| if (FAILED(hrc)) |
| { |
| ERR("Failed to create the depth stencil buffer.\n"); |
| wined3d_swapchain_decref(swapchain); |
| return WINED3DERR_INVALIDCALL; |
| } |
| } |
| |
| if (device->onscreen_depth_stencil) |
| { |
| wined3d_surface_decref(device->onscreen_depth_stencil); |
| device->onscreen_depth_stencil = NULL; |
| } |
| |
| /* Reset the depth stencil */ |
| if (swapchain_desc->enable_auto_depth_stencil) |
| wined3d_device_set_depth_stencil(device, device->auto_depth_stencil); |
| else |
| wined3d_device_set_depth_stencil(device, NULL); |
| |
| TRACE("Resetting stateblock\n"); |
| wined3d_stateblock_decref(device->updateStateBlock); |
| wined3d_stateblock_decref(device->stateBlock); |
| |
| if (swapchain_desc->windowed) |
| { |
| mode.width = swapchain->orig_width; |
| mode.height = swapchain->orig_height; |
| mode.refresh_rate = 0; |
| mode.format_id = swapchain->desc.backbuffer_format; |
| } |
| else |
| { |
| mode.width = swapchain_desc->backbuffer_width; |
| mode.height = swapchain_desc->backbuffer_height; |
| mode.refresh_rate = swapchain_desc->refresh_rate; |
| mode.format_id = swapchain_desc->backbuffer_format; |
| } |
| |
| /* Should Width == 800 && Height == 0 set 800x600? */ |
| if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height |
| && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width |
| || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height)) |
| { |
| if (!swapchain_desc->windowed) |
| DisplayModeChanged = TRUE; |
| |
| swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width; |
| swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height; |
| update_desc = TRUE; |
| } |
| |
| if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN |
| && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format) |
| { |
| swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format; |
| update_desc = TRUE; |
| } |
| |
| if (swapchain_desc->multisample_type != swapchain->desc.multisample_type |
| || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality) |
| { |
| swapchain->desc.multisample_type = swapchain_desc->multisample_type; |
| swapchain->desc.multisample_quality = swapchain_desc->multisample_quality; |
| update_desc = TRUE; |
| } |
| |
| if (update_desc) |
| { |
| UINT i; |
| |
| hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality); |
| if (FAILED(hr)) |
| { |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| |
| for (i = 0; i < swapchain->desc.backbuffer_count; ++i) |
| { |
| hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality); |
| if (FAILED(hr)) |
| { |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| } |
| if (device->auto_depth_stencil) |
| { |
| hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width, |
| swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id, |
| swapchain->desc.multisample_type, swapchain->desc.multisample_quality); |
| if (FAILED(hr)) |
| { |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| } |
| } |
| |
| if (device->d3d_initialized) |
| delete_opengl_contexts(device, swapchain); |
| |
| if (!swapchain_desc->windowed != !swapchain->desc.windowed |
| || DisplayModeChanged) |
| { |
| wined3d_device_set_display_mode(device, 0, &mode); |
| |
| if (!swapchain_desc->windowed) |
| { |
| if (swapchain->desc.windowed) |
| { |
| HWND focus_window = device->create_parms.focus_window; |
| if (!focus_window) |
| focus_window = swapchain_desc->device_window; |
| if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window))) |
| { |
| ERR("Failed to acquire focus window, hr %#x.\n", hr); |
| wined3d_swapchain_decref(swapchain); |
| return hr; |
| } |
| |
| /* switch from windowed to fs */ |
| wined3d_device_setup_fullscreen_window(device, swapchain->device_window, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height); |
| } |
| else |
| { |
| /* Fullscreen -> fullscreen mode change */ |
| MoveWindow(swapchain->device_window, 0, 0, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height, |
| TRUE); |
| } |
| } |
| else if (!swapchain->desc.windowed) |
| { |
| /* Fullscreen -> windowed switch */ |
| wined3d_device_restore_fullscreen_window(device, swapchain->device_window); |
| wined3d_device_release_focus_window(device); |
| } |
| swapchain->desc.windowed = swapchain_desc->windowed; |
| } |
| else if (!swapchain_desc->windowed) |
| { |
| DWORD style = device->style; |
| DWORD exStyle = device->exStyle; |
| /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into |
| * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call |
| * Reset to clear up their mess. Guild Wars also loses the device during that. |
| */ |
| device->style = 0; |
| device->exStyle = 0; |
| wined3d_device_setup_fullscreen_window(device, swapchain->device_window, |
| swapchain_desc->backbuffer_width, |
| swapchain_desc->backbuffer_height); |
| device->style = style; |
| device->exStyle = exStyle; |
| } |
| |
| /* Note: No parent needed for initial internal stateblock */ |
| hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock); |
| if (FAILED(hr)) |
| ERR("Resetting the stateblock failed with error %#x.\n", hr); |
| else |
| TRACE("Created stateblock %p.\n", device->stateBlock); |
| device->updateStateBlock = device->stateBlock; |
| wined3d_stateblock_incref(device->updateStateBlock); |
| |
| stateblock_init_default_state(device->stateBlock); |
| |
| swapchain_update_render_to_fbo(swapchain); |
| swapchain_update_draw_bindings(swapchain); |
| |
| if (device->d3d_initialized) |
| hr = create_primary_opengl_context(device, swapchain); |
| wined3d_swapchain_decref(swapchain); |
| |
| /* All done. There is no need to reload resources or shaders, this will happen automatically on the |
| * first use |
| */ |
| return hr; |
| } |
| |
| HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs) |
| { |
| TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs); |
| |
| if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n"); |
| |
| return WINED3D_OK; |
| } |
| |
| |
| HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device, |
| struct wined3d_device_creation_parameters *parameters) |
| { |
| TRACE("device %p, parameters %p.\n", device, parameters); |
| |
| *parameters = device->create_parms; |
| return WINED3D_OK; |
| } |
| |
| void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device, |
| UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n", |
| device, swapchain_idx, flags, ramp); |
| |
| if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain))) |
| { |
| wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp); |
| wined3d_swapchain_decref(swapchain); |
| } |
| } |
| |
| void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device, |
| UINT swapchain_idx, struct wined3d_gamma_ramp *ramp) |
| { |
| struct wined3d_swapchain *swapchain; |
| |
| TRACE("device %p, swapchain_idx %u, ramp %p.\n", |
| device, swapchain_idx, ramp); |
| |
| if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain))) |
| { |
| wined3d_swapchain_get_gamma_ramp(swapchain, ramp); |
| wined3d_swapchain_decref(swapchain); |
| } |
| } |
| |
| void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| TRACE("device %p, resource %p.\n", device, resource); |
| |
| list_add_head(&device->resources, &resource->resource_list_entry); |
| } |
| |
| static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| TRACE("device %p, resource %p.\n", device, resource); |
| |
| list_remove(&resource->resource_list_entry); |
| } |
| |
| void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) |
| { |
| enum wined3d_resource_type type = resource->type; |
| unsigned int i; |
| |
| TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type)); |
| |
| context_resource_released(device, resource, type); |
| |
| switch (type) |
| { |
| case WINED3D_RTYPE_SURFACE: |
| { |
| struct wined3d_surface *surface = surface_from_resource(resource); |
| |
| if (!device->d3d_initialized) break; |
| |
| for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i) |
| { |
| if (device->fb.render_targets[i] == surface) |
| { |
| ERR("Surface %p is still in use as render target %u.\n", surface, i); |
| device->fb.render_targets[i] = NULL; |
| } |
| } |
| |
| if (device->fb.depth_stencil == surface) |
| { |
| ERR("Surface %p is still in use as depth/stencil buffer.\n", surface); |
| device->fb.depth_stencil = NULL; |
| } |
| } |
| break; |
| |
| case WINED3D_RTYPE_TEXTURE: |
| case WINED3D_RTYPE_CUBE_TEXTURE: |
| case WINED3D_RTYPE_VOLUME_TEXTURE: |
| for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) |
| { |
| struct wined3d_texture *texture = wined3d_texture_from_resource(resource); |
| |
| if (device->stateBlock && device->stateBlock->state.textures[i] == texture) |
| { |
| ERR("Texture %p is still in use by stateblock %p, stage %u.\n", |
| texture, device->stateBlock, i); |
| device->stateBlock->state.textures[i] = NULL; |
| } |
| |
| if (device->updateStateBlock != device->stateBlock |
| && device->updateStateBlock->state.textures[i] == texture) |
| { |
| ERR("Texture %p is still in use by stateblock %p, stage %u.\n", |
| texture, device->updateStateBlock, i); |
| device->updateStateBlock->state.textures[i] = NULL; |
| } |
| } |
| break; |
| |
| case WINED3D_RTYPE_BUFFER: |
| { |
| struct wined3d_buffer *buffer = buffer_from_resource(resource); |
| |
| for (i = 0; i < MAX_STREAMS; ++i) |
| { |
| if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", |
| buffer, device->stateBlock, i); |
| device->stateBlock->state.streams[i].buffer = NULL; |
| } |
| |
| if (device->updateStateBlock != device->stateBlock |
| && device->updateStateBlock->state.streams[i].buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p, stream %u.\n", |
| buffer, device->updateStateBlock, i); |
| device->updateStateBlock->state.streams[i].buffer = NULL; |
| } |
| |
| } |
| |
| if (device->stateBlock && device->stateBlock->state.index_buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", |
| buffer, device->stateBlock); |
| device->stateBlock->state.index_buffer = NULL; |
| } |
| |
| if (device->updateStateBlock != device->stateBlock |
| && device->updateStateBlock->state.index_buffer == buffer) |
| { |
| ERR("Buffer %p is still in use by stateblock %p as index buffer.\n", |
| buffer, device->updateStateBlock); |
| device->updateStateBlock->state.index_buffer = NULL; |
| } |
| } |
| break; |
| |
| default: |
| break; |
| } |
| |
| /* Remove the resource from the resourceStore */ |
| device_resource_remove(device, resource); |
| |
| TRACE("Resource released.\n"); |
| } |
| |
| HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, |
| HDC dc, struct wined3d_surface **surface) |
| { |
| struct wined3d_resource *resource; |
| |
| TRACE("device %p, dc %p, surface %p.\n", device, dc, surface); |
| |
| if (!dc) |
| return WINED3DERR_INVALIDCALL; |
| |
| LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry) |
| { |
| if (resource->type == WINED3D_RTYPE_SURFACE) |
| { |
| struct wined3d_surface *s = surface_from_resource(resource); |
| |
| if (s->hDC == dc) |
| { |
| TRACE("Found surface %p for dc %p.\n", s, dc); |
| *surface = s; |
| return WINED3D_OK; |
| } |
| } |
| } |
| |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, |
| UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, |
| BYTE surface_alignment, struct wined3d_device_parent *device_parent) |
| { |
| struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx]; |
| const struct fragment_pipeline *fragment_pipeline; |
| struct wined3d_display_mode mode; |
| struct shader_caps shader_caps; |
| struct fragment_caps ffp_caps; |
| unsigned int i; |
| HRESULT hr; |
| |
| device->ref = 1; |
| device->wined3d = wined3d; |
| wined3d_incref(device->wined3d); |
| device->adapter = wined3d->adapter_count ? adapter : NULL; |
| device->device_parent = device_parent; |
| list_init(&device->resources); |
| list_init(&device->shaders); |
| device->surface_alignment = surface_alignment; |
| |
| /* Get the initial screen setup for ddraw. */ |
| hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to get the adapter's display mode, hr %#x.\n", hr); |
| wined3d_decref(device->wined3d); |
| return hr; |
| } |
| adapter->screen_size.cx = mode.width; |
| adapter->screen_size.cy = mode.height; |
| adapter->screen_format = mode.format_id; |
| |
| /* Save the creation parameters. */ |
| device->create_parms.adapter_idx = adapter_idx; |
| device->create_parms.device_type = device_type; |
| device->create_parms.focus_window = focus_window; |
| device->create_parms.flags = flags; |
| |
| for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]); |
| |
| select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode); |
| device->shader_backend = adapter->shader_backend; |
| |
| if (device->shader_backend) |
| { |
| device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); |
| device->vshader_version = shader_caps.VertexShaderVersion; |
| device->pshader_version = shader_caps.PixelShaderVersion; |
| device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst; |
| device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst; |
| device->vs_clipping = shader_caps.VSClipping; |
| } |
| fragment_pipeline = adapter->fragment_pipe; |
| device->frag_pipe = fragment_pipeline; |
| if (fragment_pipeline) |
| { |
| fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps); |
| device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures; |
| |
| hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info, |
| ffp_vertexstate_template, fragment_pipeline, misc_state_template); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to compile state table, hr %#x.\n", hr); |
| wined3d_decref(device->wined3d); |
| return hr; |
| } |
| } |
| device->blitter = adapter->blitter; |
| |
| hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create stateblock.\n"); |
| for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i) |
| { |
| HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]); |
| } |
| wined3d_decref(device->wined3d); |
| return hr; |
| } |
| |
| TRACE("Created stateblock %p.\n", device->stateBlock); |
| device->updateStateBlock = device->stateBlock; |
| wined3d_stateblock_incref(device->updateStateBlock); |
| |
| return WINED3D_OK; |
| } |
| |
| |
| void device_invalidate_state(const struct wined3d_device *device, DWORD state) |
| { |
| DWORD rep = device->StateTable[state].representative; |
| struct wined3d_context *context; |
| DWORD idx; |
| BYTE shift; |
| UINT i; |
| |
| for (i = 0; i < device->context_count; ++i) |
| { |
| context = device->contexts[i]; |
| if(isStateDirty(context, rep)) continue; |
| |
| context->dirtyArray[context->numDirtyEntries++] = rep; |
| idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); |
| shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); |
| context->isStateDirty[idx] |= (1 << shift); |
| } |
| } |
| |
| void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) |
| { |
| /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */ |
| *width = context->current_rt->pow2Width; |
| *height = context->current_rt->pow2Height; |
| } |
| |
| void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) |
| { |
| const struct wined3d_swapchain *swapchain = context->swapchain; |
| /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the |
| * current context's drawable, which is the size of the back buffer of the swapchain |
| * the active context belongs to. */ |
| *width = swapchain->desc.backbuffer_width; |
| *height = swapchain->desc.backbuffer_height; |
| } |
| |
| LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, |
| UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) |
| { |
| if (device->filter_messages) |
| { |
| TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n", |
| window, message, wparam, lparam); |
| if (unicode) |
| return DefWindowProcW(window, message, wparam, lparam); |
| else |
| return DefWindowProcA(window, message, wparam, lparam); |
| } |
| |
| if (message == WM_DESTROY) |
| { |
| TRACE("unregister window %p.\n", window); |
| wined3d_unregister_window(window); |
| |
| if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window) |
| ERR("Window %p is not the focus window for device %p.\n", window, device); |
| } |
| else if (message == WM_DISPLAYCHANGE) |
| { |
| device->device_parent->ops->mode_changed(device->device_parent); |
| } |
| |
| if (unicode) |
| return CallWindowProcW(proc, window, message, wparam, lparam); |
| else |
| return CallWindowProcA(proc, window, message, wparam, lparam); |
| } |