xref: /reactos/dll/directx/wine/wined3d/device.c (revision 81cffd76)
1 /*
2  * Copyright 2002 Lionel Ulmer
3  * Copyright 2002-2005 Jason Edmeades
4  * Copyright 2003-2004 Raphael Junqueira
5  * Copyright 2004 Christian Costa
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8  * Copyright 2006-2008 Henri Verbeet
9  * Copyright 2007 Andrew Riedi
10  * Copyright 2009-2011 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26 
27 #include "config.h"
28 #include "wine/port.h"
29 
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34 
35 #include "wined3d_private.h"
36 
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(winediag);
39 
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
42 {
43     WINED3D_LIGHT_DIRECTIONAL,  /* Type */
44     { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47     { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
48     { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
49     0.0f,                       /* Range */
50     0.0f,                       /* Falloff */
51     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
52     0.0f,                       /* Theta */
53     0.0f                        /* Phi */
54 };
55 
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57  * actually have the same values in GL and D3D. */
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
59 {
60     switch (primitive_type)
61     {
62         case WINED3D_PT_POINTLIST:
63             return GL_POINTS;
64 
65         case WINED3D_PT_LINELIST:
66             return GL_LINES;
67 
68         case WINED3D_PT_LINESTRIP:
69             return GL_LINE_STRIP;
70 
71         case WINED3D_PT_TRIANGLELIST:
72             return GL_TRIANGLES;
73 
74         case WINED3D_PT_TRIANGLESTRIP:
75             return GL_TRIANGLE_STRIP;
76 
77         case WINED3D_PT_TRIANGLEFAN:
78             return GL_TRIANGLE_FAN;
79 
80         case WINED3D_PT_LINELIST_ADJ:
81             return GL_LINES_ADJACENCY_ARB;
82 
83         case WINED3D_PT_LINESTRIP_ADJ:
84             return GL_LINE_STRIP_ADJACENCY_ARB;
85 
86         case WINED3D_PT_TRIANGLELIST_ADJ:
87             return GL_TRIANGLES_ADJACENCY_ARB;
88 
89         case WINED3D_PT_TRIANGLESTRIP_ADJ:
90             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
91 
92         case WINED3D_PT_PATCH:
93             return GL_PATCHES;
94 
95         default:
96             FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
97         case WINED3D_PT_UNDEFINED:
98             return ~0u;
99     }
100 }
101 
d3d_primitive_type_from_gl(GLenum primitive_type)102 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
103 {
104     switch (primitive_type)
105     {
106         case GL_POINTS:
107             return WINED3D_PT_POINTLIST;
108 
109         case GL_LINES:
110             return WINED3D_PT_LINELIST;
111 
112         case GL_LINE_STRIP:
113             return WINED3D_PT_LINESTRIP;
114 
115         case GL_TRIANGLES:
116             return WINED3D_PT_TRIANGLELIST;
117 
118         case GL_TRIANGLE_STRIP:
119             return WINED3D_PT_TRIANGLESTRIP;
120 
121         case GL_TRIANGLE_FAN:
122             return WINED3D_PT_TRIANGLEFAN;
123 
124         case GL_LINES_ADJACENCY_ARB:
125             return WINED3D_PT_LINELIST_ADJ;
126 
127         case GL_LINE_STRIP_ADJACENCY_ARB:
128             return WINED3D_PT_LINESTRIP_ADJ;
129 
130         case GL_TRIANGLES_ADJACENCY_ARB:
131             return WINED3D_PT_TRIANGLELIST_ADJ;
132 
133         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
134             return WINED3D_PT_TRIANGLESTRIP_ADJ;
135 
136         case GL_PATCHES:
137             return WINED3D_PT_PATCH;
138 
139         default:
140             FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141         case ~0u:
142             return WINED3D_PT_UNDEFINED;
143     }
144 }
145 
device_context_add(struct wined3d_device * device,struct wined3d_context * context)146 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
147 {
148     struct wined3d_context **new_array;
149 
150     TRACE("Adding context %p.\n", context);
151 
152     if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
153     {
154         ERR("Failed to grow the context array.\n");
155         return FALSE;
156     }
157 
158     new_array[device->context_count++] = context;
159     device->contexts = new_array;
160     return TRUE;
161 }
162 
device_context_remove(struct wined3d_device * device,struct wined3d_context * context)163 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
164 {
165     struct wined3d_context **new_array;
166     BOOL found = FALSE;
167     UINT i;
168 
169     TRACE("Removing context %p.\n", context);
170 
171     for (i = 0; i < device->context_count; ++i)
172     {
173         if (device->contexts[i] == context)
174         {
175             found = TRUE;
176             break;
177         }
178     }
179 
180     if (!found)
181     {
182         ERR("Context %p doesn't exist in context array.\n", context);
183         return;
184     }
185 
186     if (!--device->context_count)
187     {
188         heap_free(device->contexts);
189         device->contexts = NULL;
190         return;
191     }
192 
193     memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
194     if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
195     {
196         ERR("Failed to shrink context array. Oh well.\n");
197         return;
198     }
199 
200     device->contexts = new_array;
201 }
202 
is_full_clear(const struct wined3d_texture * texture,unsigned int sub_resource_idx,const RECT * draw_rect,const RECT * clear_rect)203 static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
204         const RECT *draw_rect, const RECT *clear_rect)
205 {
206     unsigned int width, height, level;
207 
208     level = sub_resource_idx % texture->level_count;
209     width = wined3d_texture_get_level_width(texture, level);
210     height = wined3d_texture_get_level_height(texture, level);
211 
212     /* partial draw rect */
213     if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
214         return FALSE;
215 
216     /* partial clear rect */
217     if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
218             || clear_rect->right < width || clear_rect->bottom < height))
219         return FALSE;
220 
221     return TRUE;
222 }
223 
device_clear_render_targets(struct wined3d_device * device,UINT rt_count,const struct wined3d_fb_state * fb,UINT rect_count,const RECT * clear_rect,const RECT * draw_rect,DWORD flags,const struct wined3d_color * color,float depth,DWORD stencil)224 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
225         UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
226         float depth, DWORD stencil)
227 {
228     struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
229     struct wined3d_surface *target = rtv ? wined3d_rendertarget_view_get_surface(rtv) : NULL;
230     struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
231     struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
232     const struct wined3d_state *state = &device->cs->state;
233     const struct wined3d_gl_info *gl_info;
234     UINT drawable_width, drawable_height;
235     struct wined3d_color corrected_color;
236     struct wined3d_context *context;
237     GLbitfield clear_mask = 0;
238     BOOL render_offscreen;
239     unsigned int i;
240 
241     if (target)
242         context = context_acquire(device, target->container, rtv->sub_resource_idx);
243     else
244         context = context_acquire(device, NULL, 0);
245     if (!context->valid)
246     {
247         context_release(context);
248         WARN("Invalid context, skipping clear.\n");
249         return;
250     }
251     gl_info = context->gl_info;
252 
253     /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
254      * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
255      * for the cleared parts, and the untouched parts.
256      *
257      * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
258      * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
259      * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
260      * checking all this if the dest surface is in the drawable anyway. */
261     for (i = 0; i < rt_count; ++i)
262     {
263         struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
264 
265         if (rtv && rtv->format->id != WINED3DFMT_NULL)
266         {
267             struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
268 
269             if (flags & WINED3DCLEAR_TARGET && !is_full_clear(rt, rtv->sub_resource_idx,
270                     draw_rect, rect_count ? clear_rect : NULL))
271                 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
272             else
273                 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
274         }
275     }
276 
277     if (target)
278     {
279         render_offscreen = context->render_offscreen;
280         wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
281     }
282     else
283     {
284         unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->container->level_count;
285 
286         render_offscreen = TRUE;
287         drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container, ds_level);
288         drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container, ds_level);
289     }
290 
291     if (depth_stencil)
292     {
293         DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
294         struct wined3d_texture *ds = wined3d_texture_from_resource(dsv->resource);
295 
296         if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL)
297                 && !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
298             wined3d_texture_load_location(ds, dsv->sub_resource_idx, context, ds_location);
299         else
300             wined3d_texture_prepare_location(ds, dsv->sub_resource_idx, context, ds_location);
301 
302         if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
303         {
304             wined3d_texture_validate_location(ds, dsv->sub_resource_idx, ds_location);
305             wined3d_texture_invalidate_location(ds, dsv->sub_resource_idx, ~ds_location);
306         }
307     }
308 
309     if (!context_apply_clear_state(context, state, rt_count, fb))
310     {
311         context_release(context);
312         WARN("Failed to apply clear state, skipping clear.\n");
313         return;
314     }
315 
316     /* Only set the values up once, as they are not changing. */
317     if (flags & WINED3DCLEAR_STENCIL)
318     {
319         if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
320         {
321             gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
322             context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
323         }
324         gl_info->gl_ops.gl.p_glStencilMask(~0U);
325         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
326         gl_info->gl_ops.gl.p_glClearStencil(stencil);
327         checkGLcall("glClearStencil");
328         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
329     }
330 
331     if (flags & WINED3DCLEAR_ZBUFFER)
332     {
333         gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
334         context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
335         gl_info->gl_ops.gl.p_glClearDepth(depth);
336         checkGLcall("glClearDepth");
337         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
338     }
339 
340     if (flags & WINED3DCLEAR_TARGET)
341     {
342         for (i = 0; i < rt_count; ++i)
343         {
344             struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
345             struct wined3d_texture *texture;
346 
347             if (!rtv)
348                 continue;
349 
350             if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
351             {
352                 FIXME("Not supported on buffer resources.\n");
353                 continue;
354             }
355 
356             texture = texture_from_resource(rtv->resource);
357             wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
358             wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
359         }
360 
361         if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
362         {
363             if (rt_count > 1)
364                 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
365                         "support, this might cause graphical issues.\n");
366 
367             corrected_color.r = color->r < wined3d_srgb_const1[0]
368                     ? color->r * wined3d_srgb_const0[3]
369                     : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
370                     - wined3d_srgb_const0[2];
371             corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
372             corrected_color.g = color->g < wined3d_srgb_const1[0]
373                     ? color->g * wined3d_srgb_const0[3]
374                     : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
375                     - wined3d_srgb_const0[2];
376             corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
377             corrected_color.b = color->b < wined3d_srgb_const1[0]
378                     ? color->b * wined3d_srgb_const0[3]
379                     : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
380                     - wined3d_srgb_const0[2];
381             corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
382             color = &corrected_color;
383         }
384 
385         gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
386         for (i = 0; i < MAX_RENDER_TARGETS; ++i)
387             context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITE(i)));
388         gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
389         checkGLcall("glClearColor");
390         clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
391     }
392 
393     if (!rect_count)
394     {
395         if (render_offscreen)
396         {
397             gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
398                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
399         }
400         else
401         {
402             gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
403                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
404         }
405         checkGLcall("glScissor");
406         gl_info->gl_ops.gl.p_glClear(clear_mask);
407         checkGLcall("glClear");
408     }
409     else
410     {
411         RECT current_rect;
412 
413         /* Now process each rect in turn. */
414         for (i = 0; i < rect_count; ++i)
415         {
416             /* Note that GL uses lower left, width/height. */
417             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
418 
419             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
420                     wine_dbgstr_rect(&clear_rect[i]),
421                     wine_dbgstr_rect(&current_rect));
422 
423             /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
424              * The rectangle is not cleared, no error is returned, but further rectangles are
425              * still cleared if they are valid. */
426             if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
427             {
428                 TRACE("Rectangle with negative dimensions, ignoring.\n");
429                 continue;
430             }
431 
432             if (render_offscreen)
433             {
434                 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
435                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
436             }
437             else
438             {
439                 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
440                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
441             }
442             checkGLcall("glScissor");
443 
444             gl_info->gl_ops.gl.p_glClear(clear_mask);
445             checkGLcall("glClear");
446         }
447     }
448 
449     if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
450             && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
451         gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
452 
453     context_release(context);
454 }
455 
wined3d_device_incref(struct wined3d_device * device)456 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
457 {
458     ULONG refcount = InterlockedIncrement(&device->ref);
459 
460     TRACE("%p increasing refcount to %u.\n", device, refcount);
461 
462     return refcount;
463 }
464 
device_leftover_sampler(struct wine_rb_entry * entry,void * context)465 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
466 {
467     struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
468 
469     ERR("Leftover sampler %p.\n", sampler);
470 }
471 
wined3d_device_decref(struct wined3d_device * device)472 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
473 {
474     ULONG refcount = InterlockedDecrement(&device->ref);
475 
476     TRACE("%p decreasing refcount to %u.\n", device, refcount);
477 
478     if (!refcount)
479     {
480         UINT i;
481 
482         wined3d_cs_destroy(device->cs);
483 
484         if (device->recording && wined3d_stateblock_decref(device->recording))
485             ERR("Something's still holding the recording stateblock.\n");
486         device->recording = NULL;
487 
488         state_cleanup(&device->state);
489 
490         for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
491         {
492             heap_free(device->multistate_funcs[i]);
493             device->multistate_funcs[i] = NULL;
494         }
495 
496         if (!list_empty(&device->resources))
497         {
498             struct wined3d_resource *resource;
499 
500             ERR("Device released with resources still bound.\n");
501 
502             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
503             {
504                 ERR("Leftover resource %p with type %s (%#x).\n",
505                         resource, debug_d3dresourcetype(resource->type), resource->type);
506             }
507         }
508 
509         if (device->contexts)
510             ERR("Context array not freed!\n");
511         if (device->hardwareCursor)
512             DestroyCursor(device->hardwareCursor);
513         device->hardwareCursor = 0;
514 
515         wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
516 
517         wined3d_decref(device->wined3d);
518         device->wined3d = NULL;
519         heap_free(device);
520         TRACE("Freed device %p.\n", device);
521     }
522 
523     return refcount;
524 }
525 
wined3d_device_get_swapchain_count(const struct wined3d_device * device)526 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
527 {
528     TRACE("device %p.\n", device);
529 
530     return device->swapchain_count;
531 }
532 
wined3d_device_get_swapchain(const struct wined3d_device * device,UINT swapchain_idx)533 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
534 {
535     TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
536 
537     if (swapchain_idx >= device->swapchain_count)
538     {
539         WARN("swapchain_idx %u >= swapchain_count %u.\n",
540                 swapchain_idx, device->swapchain_count);
541         return NULL;
542     }
543 
544     return device->swapchains[swapchain_idx];
545 }
546 
device_load_logo(struct wined3d_device * device,const char * filename)547 static void device_load_logo(struct wined3d_device *device, const char *filename)
548 {
549     struct wined3d_color_key color_key;
550     struct wined3d_resource_desc desc;
551     HBITMAP hbm;
552     BITMAP bm;
553     HRESULT hr;
554     HDC dcb = NULL, dcs = NULL;
555 
556     if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
557     {
558         ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
559         return;
560     }
561     GetObjectA(hbm, sizeof(BITMAP), &bm);
562 
563     if (!(dcb = CreateCompatibleDC(NULL)))
564         goto out;
565     SelectObject(dcb, hbm);
566 
567     desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
568     desc.format = WINED3DFMT_B5G6R5_UNORM;
569     desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
570     desc.multisample_quality = 0;
571     desc.usage = WINED3DUSAGE_DYNAMIC;
572     desc.access = WINED3D_RESOURCE_ACCESS_GPU;
573     desc.width = bm.bmWidth;
574     desc.height = bm.bmHeight;
575     desc.depth = 1;
576     desc.size = 0;
577     if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
578             WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
579             NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
580     {
581         ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
582         goto out;
583     }
584 
585     if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
586     {
587         wined3d_texture_decref(device->logo_texture);
588         device->logo_texture = NULL;
589         goto out;
590     }
591     BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
592     wined3d_texture_release_dc(device->logo_texture, 0, dcs);
593 
594     color_key.color_space_low_value = 0;
595     color_key.color_space_high_value = 0;
596     wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
597 
598 out:
599     if (dcb) DeleteDC(dcb);
600     if (hbm) DeleteObject(hbm);
601 }
602 
603 /* Context activation is done by the caller. */
create_dummy_textures(struct wined3d_device * device,struct wined3d_context * context)604 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
605 {
606     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
607     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
608     struct wined3d_dummy_textures *textures = &device->dummy_textures;
609     unsigned int i;
610     DWORD color;
611 
612     if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
613         color = 0x000000ff;
614     else
615         color = 0x00000000;
616 
617     /* Under DirectX you can sample even if no texture is bound, whereas
618      * OpenGL will only allow that when a valid texture is bound.
619      * We emulate this by creating dummy textures and binding them
620      * to each texture stage when the currently set D3D texture is NULL. */
621     context_active_texture(context, gl_info, 0);
622 
623     gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
624     TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
625     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
626     gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
627             GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
628 
629     gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
630     TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
631     gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
632     gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
633             GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
634 
635     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
636     {
637         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
638         TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
639         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
640         gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
641                 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
642     }
643 
644     if (gl_info->supported[EXT_TEXTURE3D])
645     {
646         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
647         TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
648         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
649         GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
650                     GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
651     }
652 
653     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
654     {
655         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
656         TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
657         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
658         for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
659         {
660             gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
661                     GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
662         }
663     }
664 
665     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
666     {
667         DWORD cube_array_data[6];
668 
669         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
670         TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
671         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
672         for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
673             cube_array_data[i] = color;
674         GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
675                     GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
676     }
677 
678     if (gl_info->supported[EXT_TEXTURE_ARRAY])
679     {
680 
681         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
682         TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
683         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
684         gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
685                 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
686 
687         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
688         TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
689         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
690         GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
691                     GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
692     }
693 
694     if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
695     {
696         GLuint buffer;
697 
698         GL_EXTCALL(glGenBuffers(1, &buffer));
699         GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
700         GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
701         GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
702 
703         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
704         TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
705         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
706         GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
707         GL_EXTCALL(glDeleteBuffers(1, &buffer));
708     }
709 
710     if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
711     {
712         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
713         TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
714         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
715         GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
716 
717         gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
718         TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
719         gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
720         GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
721 
722         if (gl_info->supported[ARB_CLEAR_TEXTURE])
723         {
724             GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
725             GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
726         }
727         else
728         {
729             WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
730         }
731     }
732 
733     checkGLcall("create dummy textures");
734 
735     context_bind_dummy_textures(device, context);
736 }
737 
738 /* Context activation is done by the caller. */
destroy_dummy_textures(struct wined3d_device * device,struct wined3d_context * context)739 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
740 {
741     struct wined3d_dummy_textures *dummy_textures = &device->dummy_textures;
742     const struct wined3d_gl_info *gl_info = context->gl_info;
743 
744     if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
745     {
746         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
747         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
748     }
749 
750     if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
751         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
752 
753     if (gl_info->supported[EXT_TEXTURE_ARRAY])
754     {
755         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
756         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
757     }
758 
759     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
760         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
761 
762     if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
763         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
764 
765     if (gl_info->supported[EXT_TEXTURE3D])
766         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
767 
768     if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
769         gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
770 
771     gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
772     gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
773 
774     checkGLcall("delete dummy textures");
775 
776     memset(dummy_textures, 0, sizeof(*dummy_textures));
777 }
778 
779 /* Context activation is done by the caller. */
create_default_samplers(struct wined3d_device * device,struct wined3d_context * context)780 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
781 {
782     struct wined3d_sampler_desc desc;
783     HRESULT hr;
784 
785     desc.address_u = WINED3D_TADDRESS_WRAP;
786     desc.address_v = WINED3D_TADDRESS_WRAP;
787     desc.address_w = WINED3D_TADDRESS_WRAP;
788     memset(desc.border_color, 0, sizeof(desc.border_color));
789     desc.mag_filter = WINED3D_TEXF_POINT;
790     desc.min_filter = WINED3D_TEXF_POINT;
791     desc.mip_filter = WINED3D_TEXF_NONE;
792     desc.lod_bias = 0.0f;
793     desc.min_lod = -1000.0f;
794     desc.max_lod =  1000.0f;
795     desc.mip_base_level = 0;
796     desc.max_anisotropy = 1;
797     desc.compare = FALSE;
798     desc.comparison_func = WINED3D_CMP_NEVER;
799     desc.srgb_decode = TRUE;
800 
801     /* In SM4+ shaders there is a separation between resources and samplers. Some shader
802      * instructions allow access to resources without using samplers.
803      * In GLSL, resources are always accessed through sampler or image variables. The default
804      * sampler object is used to emulate the direct resource access when there is no sampler state
805      * to use.
806      */
807     if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
808     {
809         ERR("Failed to create default sampler, hr %#x.\n", hr);
810         device->default_sampler = NULL;
811     }
812 
813     /* In D3D10+, a NULL sampler maps to the default sampler state. */
814     desc.address_u = WINED3D_TADDRESS_CLAMP;
815     desc.address_v = WINED3D_TADDRESS_CLAMP;
816     desc.address_w = WINED3D_TADDRESS_CLAMP;
817     desc.mag_filter = WINED3D_TEXF_LINEAR;
818     desc.min_filter = WINED3D_TEXF_LINEAR;
819     desc.mip_filter = WINED3D_TEXF_LINEAR;
820     if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
821     {
822         ERR("Failed to create null sampler, hr %#x.\n", hr);
823         device->null_sampler = NULL;
824     }
825 }
826 
827 /* Context activation is done by the caller. */
destroy_default_samplers(struct wined3d_device * device,struct wined3d_context * context)828 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
829 {
830     wined3d_sampler_decref(device->default_sampler);
831     device->default_sampler = NULL;
832     wined3d_sampler_decref(device->null_sampler);
833     device->null_sampler = NULL;
834 }
835 
fullscreen_style(LONG style)836 static LONG fullscreen_style(LONG style)
837 {
838     /* Make sure the window is managed, otherwise we won't get keyboard input. */
839     style |= WS_POPUP | WS_SYSMENU;
840     style &= ~(WS_CAPTION | WS_THICKFRAME);
841 
842     return style;
843 }
844 
fullscreen_exstyle(LONG exstyle)845 static LONG fullscreen_exstyle(LONG exstyle)
846 {
847     /* Filter out window decorations. */
848     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
849 
850     return exstyle;
851 }
852 
wined3d_device_setup_fullscreen_window(struct wined3d_device * device,HWND window,UINT w,UINT h)853 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
854 {
855     BOOL filter_messages;
856     LONG style, exstyle;
857 
858     TRACE("Setting up window %p for fullscreen mode.\n", window);
859 
860     if (device->style || device->exStyle)
861     {
862         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
863                 window, device->style, device->exStyle);
864     }
865 
866     device->style = GetWindowLongW(window, GWL_STYLE);
867     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
868 
869     style = fullscreen_style(device->style);
870     exstyle = fullscreen_exstyle(device->exStyle);
871 
872     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
873             device->style, device->exStyle, style, exstyle);
874 
875     filter_messages = device->filter_messages;
876     device->filter_messages = TRUE;
877 
878     SetWindowLongW(window, GWL_STYLE, style);
879     SetWindowLongW(window, GWL_EXSTYLE, exstyle);
880     SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
881 
882     device->filter_messages = filter_messages;
883 }
884 
wined3d_device_restore_fullscreen_window(struct wined3d_device * device,HWND window,const RECT * window_rect)885 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
886         const RECT *window_rect)
887 {
888     unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
889     BOOL filter_messages;
890     LONG style, exstyle;
891     RECT rect = {0};
892 
893     if (!device->style && !device->exStyle)
894         return;
895 
896     style = GetWindowLongW(window, GWL_STYLE);
897     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
898 
899     /* These flags are set by wined3d_device_setup_fullscreen_window, not the
900      * application, and we want to ignore them in the test below, since it's
901      * not the application's fault that they changed. Additionally, we want to
902      * preserve the current status of these flags (i.e. don't restore them) to
903      * more closely emulate the behavior of Direct3D, which leaves these flags
904      * alone when returning to windowed mode. */
905     device->style ^= (device->style ^ style) & WS_VISIBLE;
906     device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
907 
908     TRACE("Restoring window style of window %p to %08x, %08x.\n",
909             window, device->style, device->exStyle);
910 
911     filter_messages = device->filter_messages;
912     device->filter_messages = TRUE;
913 
914     /* Only restore the style if the application didn't modify it during the
915      * fullscreen phase. Some applications change it before calling Reset()
916      * when switching between windowed and fullscreen modes (HL2), some
917      * depend on the original style (Eve Online). */
918     if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
919     {
920         SetWindowLongW(window, GWL_STYLE, device->style);
921         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
922     }
923 
924     if (window_rect)
925         rect = *window_rect;
926     else
927         window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
928     SetWindowPos(window, 0, rect.left, rect.top,
929             rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
930 
931     device->filter_messages = filter_messages;
932 
933     /* Delete the old values. */
934     device->style = 0;
935     device->exStyle = 0;
936 }
937 
wined3d_device_acquire_focus_window(struct wined3d_device * device,HWND window)938 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
939 {
940     TRACE("device %p, window %p.\n", device, window);
941 
942     if (!wined3d_register_window(window, device))
943     {
944         ERR("Failed to register window %p.\n", window);
945         return E_FAIL;
946     }
947 
948     InterlockedExchangePointer((void **)&device->focus_window, window);
949     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
950 
951     return WINED3D_OK;
952 }
953 
wined3d_device_release_focus_window(struct wined3d_device * device)954 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
955 {
956     TRACE("device %p.\n", device);
957 
958     if (device->focus_window) wined3d_unregister_window(device->focus_window);
959     InterlockedExchangePointer((void **)&device->focus_window, NULL);
960 }
961 
device_init_swapchain_state(struct wined3d_device * device,struct wined3d_swapchain * swapchain)962 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
963 {
964     BOOL ds_enable = swapchain->desc.enable_auto_depth_stencil;
965     unsigned int i;
966 
967     for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
968     {
969         wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
970     }
971     if (device->back_buffer_view)
972         wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
973 
974     wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
975 }
976 
wined3d_device_delete_opengl_contexts_cs(void * object)977 static void wined3d_device_delete_opengl_contexts_cs(void *object)
978 {
979     struct wined3d_resource *resource, *cursor;
980     struct wined3d_device *device = object;
981     struct wined3d_context *context;
982     struct wined3d_shader *shader;
983 
984     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
985     {
986         TRACE("Unloading resource %p.\n", resource);
987         wined3d_cs_emit_unload_resource(device->cs, resource);
988     }
989 
990     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
991     {
992         device->shader_backend->shader_destroy(shader);
993     }
994 
995     context = context_acquire(device, NULL, 0);
996     device->blitter->ops->blitter_destroy(device->blitter, context);
997     device->shader_backend->shader_free_private(device);
998     destroy_dummy_textures(device, context);
999     destroy_default_samplers(device, context);
1000     context_release(context);
1001 
1002     while (device->context_count)
1003     {
1004         if (device->contexts[0]->swapchain)
1005             swapchain_destroy_contexts(device->contexts[0]->swapchain);
1006         else
1007             context_destroy(device, device->contexts[0]);
1008     }
1009 }
1010 
wined3d_device_delete_opengl_contexts(struct wined3d_device * device)1011 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
1012 {
1013     wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1014     device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1015 }
1016 
wined3d_device_create_primary_opengl_context_cs(void * object)1017 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1018 {
1019     struct wined3d_device *device = object;
1020     struct wined3d_swapchain *swapchain;
1021     struct wined3d_context *context;
1022     struct wined3d_texture *target;
1023     HRESULT hr;
1024 
1025     if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1026             device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1027     {
1028         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1029         return;
1030     }
1031 
1032     if (!(device->blitter = wined3d_cpu_blitter_create()))
1033     {
1034         ERR("Failed to create CPU blitter.\n");
1035         device->shader_backend->shader_free_private(device);
1036         return;
1037     }
1038     wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1039     wined3d_arbfp_blitter_create(&device->blitter, device);
1040     wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1041     wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
1042 
1043     swapchain = device->swapchains[0];
1044     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1045     context = context_acquire(device, target, 0);
1046     create_dummy_textures(device, context);
1047     create_default_samplers(device, context);
1048     context_release(context);
1049 }
1050 
wined3d_device_create_primary_opengl_context(struct wined3d_device * device)1051 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1052 {
1053     wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1054     device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1055     if (!device->swapchains[0]->num_contexts)
1056         return E_FAIL;
1057 
1058     return WINED3D_OK;
1059 }
1060 
wined3d_device_init_3d(struct wined3d_device * device,struct wined3d_swapchain_desc * swapchain_desc)1061 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1062         struct wined3d_swapchain_desc *swapchain_desc)
1063 {
1064     static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1065     struct wined3d_swapchain *swapchain = NULL;
1066     DWORD clear_flags = 0;
1067     HRESULT hr;
1068 
1069     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1070 
1071     if (device->d3d_initialized)
1072         return WINED3DERR_INVALIDCALL;
1073     if (device->wined3d->flags & WINED3D_NO3D)
1074         return WINED3DERR_INVALIDCALL;
1075 
1076     memset(device->fb.render_targets, 0, sizeof(device->fb.render_targets));
1077 
1078     /* Setup the implicit swapchain. This also initializes a context. */
1079     TRACE("Creating implicit swapchain.\n");
1080     if (FAILED(hr = device->device_parent->ops->create_swapchain(device->device_parent,
1081             swapchain_desc, &swapchain)))
1082     {
1083         WARN("Failed to create implicit swapchain.\n");
1084         goto err_out;
1085     }
1086 
1087     if (swapchain_desc->backbuffer_count)
1088     {
1089         struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1090         struct wined3d_view_desc view_desc;
1091 
1092         view_desc.format_id = back_buffer->format->id;
1093         view_desc.flags = 0;
1094         view_desc.u.texture.level_idx = 0;
1095         view_desc.u.texture.level_count = 1;
1096         view_desc.u.texture.layer_idx = 0;
1097         view_desc.u.texture.layer_count = 1;
1098         if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1099                 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1100         {
1101             ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1102             goto err_out;
1103         }
1104     }
1105 
1106     device->swapchain_count = 1;
1107     if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1108     {
1109         ERR("Out of memory!\n");
1110         goto err_out;
1111     }
1112     device->swapchains[0] = swapchain;
1113 
1114     if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1115         goto err_out;
1116     device_init_swapchain_state(device, swapchain);
1117 
1118     device->contexts[0]->last_was_rhw = 0;
1119 
1120     TRACE("All defaults now set up.\n");
1121 
1122     /* Clear the screen */
1123     if (swapchain->back_buffers && swapchain->back_buffers[0])
1124         clear_flags |= WINED3DCLEAR_TARGET;
1125     if (swapchain_desc->enable_auto_depth_stencil)
1126         clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1127     if (clear_flags)
1128         wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1129 
1130     device->d3d_initialized = TRUE;
1131 
1132     if (wined3d_settings.logo)
1133         device_load_logo(device, wined3d_settings.logo);
1134     return WINED3D_OK;
1135 
1136 err_out:
1137     heap_free(device->swapchains);
1138     device->swapchain_count = 0;
1139     if (device->back_buffer_view)
1140         wined3d_rendertarget_view_decref(device->back_buffer_view);
1141     if (swapchain)
1142         wined3d_swapchain_decref(swapchain);
1143 
1144     return hr;
1145 }
1146 
wined3d_device_init_gdi(struct wined3d_device * device,struct wined3d_swapchain_desc * swapchain_desc)1147 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1148         struct wined3d_swapchain_desc *swapchain_desc)
1149 {
1150     struct wined3d_swapchain *swapchain = NULL;
1151     HRESULT hr;
1152 
1153     TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1154 
1155     /* Setup the implicit swapchain */
1156     TRACE("Creating implicit swapchain\n");
1157     hr = device->device_parent->ops->create_swapchain(device->device_parent,
1158             swapchain_desc, &swapchain);
1159     if (FAILED(hr))
1160     {
1161         WARN("Failed to create implicit swapchain\n");
1162         goto err_out;
1163     }
1164 
1165     device->swapchain_count = 1;
1166     if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1167     {
1168         ERR("Out of memory!\n");
1169         goto err_out;
1170     }
1171     device->swapchains[0] = swapchain;
1172 
1173     if (!(device->blitter = wined3d_cpu_blitter_create()))
1174     {
1175         ERR("Failed to create CPU blitter.\n");
1176         heap_free(device->swapchains);
1177         device->swapchain_count = 0;
1178         goto err_out;
1179     }
1180 
1181     return WINED3D_OK;
1182 
1183 err_out:
1184     wined3d_swapchain_decref(swapchain);
1185     return hr;
1186 }
1187 
device_free_sampler(struct wine_rb_entry * entry,void * context)1188 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1189 {
1190     struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1191 
1192     wined3d_sampler_decref(sampler);
1193 }
1194 
wined3d_device_uninit_3d(struct wined3d_device * device)1195 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1196 {
1197     unsigned int i;
1198 
1199     TRACE("device %p.\n", device);
1200 
1201     if (!device->d3d_initialized)
1202         return WINED3DERR_INVALIDCALL;
1203 
1204     device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1205 
1206     if (device->logo_texture)
1207         wined3d_texture_decref(device->logo_texture);
1208     if (device->cursor_texture)
1209         wined3d_texture_decref(device->cursor_texture);
1210 
1211     state_unbind_resources(&device->state);
1212 
1213     wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1214 
1215 #if defined(STAGING_CSMT)
1216     context_set_current(NULL);
1217 #endif /* STAGING_CSMT */
1218     wined3d_device_delete_opengl_contexts(device);
1219 
1220     if (device->fb.depth_stencil)
1221     {
1222         struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1223 
1224         TRACE("Releasing depth/stencil view %p.\n", view);
1225 
1226         device->fb.depth_stencil = NULL;
1227         wined3d_rendertarget_view_decref(view);
1228     }
1229 
1230     if (device->auto_depth_stencil_view)
1231     {
1232         struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1233 
1234         device->auto_depth_stencil_view = NULL;
1235         if (wined3d_rendertarget_view_decref(view))
1236             ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1237     }
1238 
1239     for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1240     {
1241         wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1242     }
1243     if (device->back_buffer_view)
1244     {
1245         wined3d_rendertarget_view_decref(device->back_buffer_view);
1246         device->back_buffer_view = NULL;
1247     }
1248 
1249     for (i = 0; i < device->swapchain_count; ++i)
1250     {
1251         TRACE("Releasing the implicit swapchain %u.\n", i);
1252         if (wined3d_swapchain_decref(device->swapchains[i]))
1253             FIXME("Something's still holding the implicit swapchain.\n");
1254     }
1255 
1256     heap_free(device->swapchains);
1257     device->swapchains = NULL;
1258     device->swapchain_count = 0;
1259 
1260     device->d3d_initialized = FALSE;
1261 
1262     return WINED3D_OK;
1263 }
1264 
wined3d_device_uninit_gdi(struct wined3d_device * device)1265 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1266 {
1267     unsigned int i;
1268 
1269     device->blitter->ops->blitter_destroy(device->blitter, NULL);
1270 
1271     for (i = 0; i < device->swapchain_count; ++i)
1272     {
1273         TRACE("Releasing the implicit swapchain %u.\n", i);
1274         if (wined3d_swapchain_decref(device->swapchains[i]))
1275             FIXME("Something's still holding the implicit swapchain.\n");
1276     }
1277 
1278     heap_free(device->swapchains);
1279     device->swapchains = NULL;
1280     device->swapchain_count = 0;
1281     return WINED3D_OK;
1282 }
1283 
1284 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1285  * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1286  * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1287  *
1288  * There is no way to deactivate thread safety once it is enabled.
1289  */
wined3d_device_set_multithreaded(struct wined3d_device * device)1290 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1291 {
1292     TRACE("device %p.\n", device);
1293 
1294     /* For now just store the flag (needed in case of ddraw). */
1295     device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1296 }
1297 
wined3d_device_get_available_texture_mem(const struct wined3d_device * device)1298 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1299 {
1300     /* const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; */
1301 
1302     TRACE("device %p.\n", device);
1303 
1304     /* We can not acquire the context unless there is a swapchain. */
1305     /*
1306     if (device->swapchains && gl_info->supported[NVX_GPU_MEMORY_INFO] &&
1307             !wined3d_settings.emulated_textureram)
1308     {
1309         GLint vram_free_kb;
1310         UINT64 vram_free;
1311 
1312         struct wined3d_context *context = context_acquire(device, NULL, 0);
1313         gl_info->gl_ops.gl.p_glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &vram_free_kb);
1314         vram_free = (UINT64)vram_free_kb * 1024;
1315         context_release(context);
1316 
1317         TRACE("Total 0x%s bytes. emulation 0x%s left, driver 0x%s left.\n",
1318                 wine_dbgstr_longlong(device->adapter->vram_bytes),
1319                 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used),
1320                 wine_dbgstr_longlong(vram_free));
1321 
1322         vram_free = min(vram_free, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1323         return min(UINT_MAX, vram_free);
1324     }
1325     */
1326 
1327     TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1328             wine_dbgstr_longlong(device->adapter->vram_bytes),
1329             wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1330             wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1331 
1332     return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1333 }
1334 
wined3d_device_set_stream_output(struct wined3d_device * device,UINT idx,struct wined3d_buffer * buffer,UINT offset)1335 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1336         struct wined3d_buffer *buffer, UINT offset)
1337 {
1338     struct wined3d_stream_output *stream;
1339     struct wined3d_buffer *prev_buffer;
1340 
1341     TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1342 
1343     if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1344     {
1345         WARN("Invalid stream output %u.\n", idx);
1346         return;
1347     }
1348 
1349     stream = &device->update_state->stream_output[idx];
1350     prev_buffer = stream->buffer;
1351 
1352     if (buffer)
1353         wined3d_buffer_incref(buffer);
1354     stream->buffer = buffer;
1355     stream->offset = offset;
1356     if (!device->recording)
1357         wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1358     if (prev_buffer)
1359         wined3d_buffer_decref(prev_buffer);
1360 }
1361 
wined3d_device_get_stream_output(struct wined3d_device * device,UINT idx,UINT * offset)1362 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1363         UINT idx, UINT *offset)
1364 {
1365     TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1366 
1367     if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1368     {
1369         WARN("Invalid stream output %u.\n", idx);
1370         return NULL;
1371     }
1372 
1373     if (offset)
1374         *offset = device->state.stream_output[idx].offset;
1375     return device->state.stream_output[idx].buffer;
1376 }
1377 
wined3d_device_set_stream_source(struct wined3d_device * device,UINT stream_idx,struct wined3d_buffer * buffer,UINT offset,UINT stride)1378 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1379         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1380 {
1381     struct wined3d_stream_state *stream;
1382     struct wined3d_buffer *prev_buffer;
1383 
1384     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1385             device, stream_idx, buffer, offset, stride);
1386 
1387     if (stream_idx >= MAX_STREAMS)
1388     {
1389         WARN("Stream index %u out of range.\n", stream_idx);
1390         return WINED3DERR_INVALIDCALL;
1391     }
1392     else if (offset & 0x3)
1393     {
1394         WARN("Offset %u is not 4 byte aligned.\n", offset);
1395         return WINED3DERR_INVALIDCALL;
1396     }
1397 
1398     stream = &device->update_state->streams[stream_idx];
1399     prev_buffer = stream->buffer;
1400 
1401     if (device->recording)
1402         device->recording->changed.streamSource |= 1u << stream_idx;
1403 
1404     if (prev_buffer == buffer
1405             && stream->stride == stride
1406             && stream->offset == offset)
1407     {
1408        TRACE("Application is setting the old values over, nothing to do.\n");
1409        return WINED3D_OK;
1410     }
1411 
1412     stream->buffer = buffer;
1413     if (buffer)
1414     {
1415         stream->stride = stride;
1416         stream->offset = offset;
1417         wined3d_buffer_incref(buffer);
1418     }
1419 
1420     if (!device->recording)
1421         wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1422     if (prev_buffer)
1423         wined3d_buffer_decref(prev_buffer);
1424 
1425     return WINED3D_OK;
1426 }
1427 
wined3d_device_get_stream_source(const struct wined3d_device * device,UINT stream_idx,struct wined3d_buffer ** buffer,UINT * offset,UINT * stride)1428 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1429         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1430 {
1431     const struct wined3d_stream_state *stream;
1432 
1433     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1434             device, stream_idx, buffer, offset, stride);
1435 
1436     if (stream_idx >= MAX_STREAMS)
1437     {
1438         WARN("Stream index %u out of range.\n", stream_idx);
1439         return WINED3DERR_INVALIDCALL;
1440     }
1441 
1442     stream = &device->state.streams[stream_idx];
1443     *buffer = stream->buffer;
1444     if (offset)
1445         *offset = stream->offset;
1446     *stride = stream->stride;
1447 
1448     return WINED3D_OK;
1449 }
1450 
wined3d_device_set_stream_source_freq(struct wined3d_device * device,UINT stream_idx,UINT divider)1451 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1452 {
1453     struct wined3d_stream_state *stream;
1454     UINT old_flags, old_freq;
1455 
1456     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1457 
1458     /* Verify input. At least in d3d9 this is invalid. */
1459     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1460     {
1461         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1462         return WINED3DERR_INVALIDCALL;
1463     }
1464     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1465     {
1466         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1467         return WINED3DERR_INVALIDCALL;
1468     }
1469     if (!divider)
1470     {
1471         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1472         return WINED3DERR_INVALIDCALL;
1473     }
1474 
1475     stream = &device->update_state->streams[stream_idx];
1476     old_flags = stream->flags;
1477     old_freq = stream->frequency;
1478 
1479     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1480     stream->frequency = divider & 0x7fffff;
1481 
1482     if (device->recording)
1483         device->recording->changed.streamFreq |= 1u << stream_idx;
1484     else if (stream->frequency != old_freq || stream->flags != old_flags)
1485         wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1486 
1487     return WINED3D_OK;
1488 }
1489 
wined3d_device_get_stream_source_freq(const struct wined3d_device * device,UINT stream_idx,UINT * divider)1490 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1491         UINT stream_idx, UINT *divider)
1492 {
1493     const struct wined3d_stream_state *stream;
1494 
1495     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1496 
1497     stream = &device->state.streams[stream_idx];
1498     *divider = stream->flags | stream->frequency;
1499 
1500     TRACE("Returning %#x.\n", *divider);
1501 
1502     return WINED3D_OK;
1503 }
1504 
wined3d_device_set_transform(struct wined3d_device * device,enum wined3d_transform_state d3dts,const struct wined3d_matrix * matrix)1505 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1506         enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1507 {
1508     TRACE("device %p, state %s, matrix %p.\n",
1509             device, debug_d3dtstype(d3dts), matrix);
1510     TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1511     TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1512     TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1513     TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1514 
1515     /* Handle recording of state blocks. */
1516     if (device->recording)
1517     {
1518         TRACE("Recording... not performing anything.\n");
1519         device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1520         device->update_state->transforms[d3dts] = *matrix;
1521         return;
1522     }
1523 
1524     /* If the new matrix is the same as the current one,
1525      * we cut off any further processing. this seems to be a reasonable
1526      * optimization because as was noticed, some apps (warcraft3 for example)
1527      * tend towards setting the same matrix repeatedly for some reason.
1528      *
1529      * From here on we assume that the new matrix is different, wherever it matters. */
1530     if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1531     {
1532         TRACE("The application is setting the same matrix over again.\n");
1533         return;
1534     }
1535 
1536     device->state.transforms[d3dts] = *matrix;
1537     wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1538 }
1539 
wined3d_device_get_transform(const struct wined3d_device * device,enum wined3d_transform_state state,struct wined3d_matrix * matrix)1540 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1541         enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1542 {
1543     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1544 
1545     *matrix = device->state.transforms[state];
1546 }
1547 
wined3d_device_multiply_transform(struct wined3d_device * device,enum wined3d_transform_state state,const struct wined3d_matrix * matrix)1548 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1549         enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1550 {
1551     const struct wined3d_matrix *mat;
1552     struct wined3d_matrix temp;
1553 
1554     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1555 
1556     /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1557      * below means it will be recorded in a state block change, but it
1558      * works regardless where it is recorded.
1559      * If this is found to be wrong, change to StateBlock. */
1560     if (state > HIGHEST_TRANSFORMSTATE)
1561     {
1562         WARN("Unhandled transform state %#x.\n", state);
1563         return;
1564     }
1565 
1566     mat = &device->update_state->transforms[state];
1567     multiply_matrix(&temp, mat, matrix);
1568 
1569     /* Apply change via set transform - will reapply to eg. lights this way. */
1570     wined3d_device_set_transform(device, state, &temp);
1571 }
1572 
1573 /* Note lights are real special cases. Although the device caps state only
1574  * e.g. 8 are supported, you can reference any indexes you want as long as
1575  * that number max are enabled at any one point in time. Therefore since the
1576  * indices can be anything, we need a hashmap of them. However, this causes
1577  * stateblock problems. When capturing the state block, I duplicate the
1578  * hashmap, but when recording, just build a chain pretty much of commands to
1579  * be replayed. */
wined3d_device_set_light(struct wined3d_device * device,UINT light_idx,const struct wined3d_light * light)1580 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1581         UINT light_idx, const struct wined3d_light *light)
1582 {
1583     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1584     struct wined3d_light_info *object = NULL;
1585     float rho;
1586 
1587     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1588 
1589     /* Check the parameter range. Need for speed most wanted sets junk lights
1590      * which confuse the GL driver. */
1591     if (!light)
1592         return WINED3DERR_INVALIDCALL;
1593 
1594     switch (light->type)
1595     {
1596         case WINED3D_LIGHT_POINT:
1597         case WINED3D_LIGHT_SPOT:
1598         case WINED3D_LIGHT_GLSPOT:
1599             /* Incorrect attenuation values can cause the gl driver to crash.
1600              * Happens with Need for speed most wanted. */
1601             if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1602             {
1603                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1604                 return WINED3DERR_INVALIDCALL;
1605             }
1606             break;
1607 
1608         case WINED3D_LIGHT_DIRECTIONAL:
1609         case WINED3D_LIGHT_PARALLELPOINT:
1610             /* Ignores attenuation */
1611             break;
1612 
1613         default:
1614         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1615         return WINED3DERR_INVALIDCALL;
1616     }
1617 
1618     if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1619     {
1620         TRACE("Adding new light\n");
1621         if (!(object = heap_alloc_zero(sizeof(*object))))
1622             return E_OUTOFMEMORY;
1623 
1624         list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1625         object->glIndex = -1;
1626         object->OriginalIndex = light_idx;
1627     }
1628 
1629     /* Initialize the object. */
1630     TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1631             "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1632             "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1633             light_idx, light->type, debug_color(&light->diffuse),
1634             debug_color(&light->specular), debug_color(&light->ambient),
1635             light->position.x, light->position.y, light->position.z,
1636             light->direction.x, light->direction.y, light->direction.z,
1637             light->range, light->falloff, light->theta, light->phi);
1638 
1639     /* Save away the information. */
1640     object->OriginalParms = *light;
1641 
1642     switch (light->type)
1643     {
1644         case WINED3D_LIGHT_POINT:
1645             /* Position */
1646             object->position.x = light->position.x;
1647             object->position.y = light->position.y;
1648             object->position.z = light->position.z;
1649             object->position.w = 1.0f;
1650             object->cutoff = 180.0f;
1651             /* FIXME: Range */
1652             break;
1653 
1654         case WINED3D_LIGHT_DIRECTIONAL:
1655             /* Direction */
1656             object->direction.x = -light->direction.x;
1657             object->direction.y = -light->direction.y;
1658             object->direction.z = -light->direction.z;
1659             object->direction.w = 0.0f;
1660             object->exponent = 0.0f;
1661             object->cutoff = 180.0f;
1662             break;
1663 
1664         case WINED3D_LIGHT_SPOT:
1665             /* Position */
1666             object->position.x = light->position.x;
1667             object->position.y = light->position.y;
1668             object->position.z = light->position.z;
1669             object->position.w = 1.0f;
1670 
1671             /* Direction */
1672             object->direction.x = light->direction.x;
1673             object->direction.y = light->direction.y;
1674             object->direction.z = light->direction.z;
1675             object->direction.w = 0.0f;
1676 
1677             /* opengl-ish and d3d-ish spot lights use too different models
1678              * for the light "intensity" as a function of the angle towards
1679              * the main light direction, so we only can approximate very
1680              * roughly. However, spot lights are rather rarely used in games
1681              * (if ever used at all). Furthermore if still used, probably
1682              * nobody pays attention to such details. */
1683             if (!light->falloff)
1684             {
1685                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1686                  * equations have the falloff resp. exponent parameter as an
1687                  * exponent, so the spot light lighting will always be 1.0 for
1688                  * both of them, and we don't have to care for the rest of the
1689                  * rather complex calculation. */
1690                 object->exponent = 0.0f;
1691             }
1692             else
1693             {
1694                 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1695                 if (rho < 0.0001f)
1696                     rho = 0.0001f;
1697                 object->exponent = -0.3f / logf(cosf(rho / 2));
1698             }
1699 
1700             if (object->exponent > 128.0f)
1701                 object->exponent = 128.0f;
1702 
1703             object->cutoff = (float)(light->phi * 90 / M_PI);
1704             /* FIXME: Range */
1705             break;
1706 
1707         case WINED3D_LIGHT_PARALLELPOINT:
1708             object->position.x = light->position.x;
1709             object->position.y = light->position.y;
1710             object->position.z = light->position.z;
1711             object->position.w = 1.0f;
1712             break;
1713 
1714         default:
1715             FIXME("Unrecognized light type %#x.\n", light->type);
1716     }
1717 
1718     if (!device->recording)
1719         wined3d_cs_emit_set_light(device->cs, object);
1720 
1721     return WINED3D_OK;
1722 }
1723 
wined3d_device_get_light(const struct wined3d_device * device,UINT light_idx,struct wined3d_light * light)1724 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1725         UINT light_idx, struct wined3d_light *light)
1726 {
1727     struct wined3d_light_info *light_info;
1728 
1729     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1730 
1731     if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1732     {
1733         TRACE("Light information requested but light not defined\n");
1734         return WINED3DERR_INVALIDCALL;
1735     }
1736 
1737     *light = light_info->OriginalParms;
1738     return WINED3D_OK;
1739 }
1740 
wined3d_device_set_light_enable(struct wined3d_device * device,UINT light_idx,BOOL enable)1741 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1742 {
1743     struct wined3d_light_info *light_info;
1744 
1745     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1746 
1747     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1748     if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1749     {
1750         TRACE("Light enabled requested but light not defined, so defining one!\n");
1751         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1752 
1753         if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1754         {
1755             FIXME("Adding default lights has failed dismally\n");
1756             return WINED3DERR_INVALIDCALL;
1757         }
1758     }
1759 
1760     wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1761     if (!device->recording)
1762         wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1763 
1764     return WINED3D_OK;
1765 }
1766 
wined3d_device_get_light_enable(const struct wined3d_device * device,UINT light_idx,BOOL * enable)1767 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1768 {
1769     struct wined3d_light_info *light_info;
1770 
1771     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1772 
1773     if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1774     {
1775         TRACE("Light enabled state requested but light not defined.\n");
1776         return WINED3DERR_INVALIDCALL;
1777     }
1778     /* true is 128 according to SetLightEnable */
1779     *enable = light_info->enabled ? 128 : 0;
1780     return WINED3D_OK;
1781 }
1782 
wined3d_device_set_clip_plane(struct wined3d_device * device,UINT plane_idx,const struct wined3d_vec4 * plane)1783 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1784         UINT plane_idx, const struct wined3d_vec4 *plane)
1785 {
1786     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1787 
1788     if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1789     {
1790         TRACE("Application has requested clipplane this device doesn't support.\n");
1791         return WINED3DERR_INVALIDCALL;
1792     }
1793 
1794     if (device->recording)
1795         device->recording->changed.clipplane |= 1u << plane_idx;
1796 
1797     if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1798     {
1799         TRACE("Application is setting old values over, nothing to do.\n");
1800         return WINED3D_OK;
1801     }
1802 
1803     device->update_state->clip_planes[plane_idx] = *plane;
1804 
1805     if (!device->recording)
1806         wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1807 
1808     return WINED3D_OK;
1809 }
1810 
wined3d_device_get_clip_plane(const struct wined3d_device * device,UINT plane_idx,struct wined3d_vec4 * plane)1811 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1812         UINT plane_idx, struct wined3d_vec4 *plane)
1813 {
1814     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1815 
1816     if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1817     {
1818         TRACE("Application has requested clipplane this device doesn't support.\n");
1819         return WINED3DERR_INVALIDCALL;
1820     }
1821 
1822     *plane = device->state.clip_planes[plane_idx];
1823 
1824     return WINED3D_OK;
1825 }
1826 
wined3d_device_set_clip_status(struct wined3d_device * device,const struct wined3d_clip_status * clip_status)1827 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1828         const struct wined3d_clip_status *clip_status)
1829 {
1830     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1831 
1832     if (!clip_status)
1833         return WINED3DERR_INVALIDCALL;
1834 
1835     return WINED3D_OK;
1836 }
1837 
wined3d_device_get_clip_status(const struct wined3d_device * device,struct wined3d_clip_status * clip_status)1838 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1839         struct wined3d_clip_status *clip_status)
1840 {
1841     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1842 
1843     if (!clip_status)
1844         return WINED3DERR_INVALIDCALL;
1845 
1846     return WINED3D_OK;
1847 }
1848 
wined3d_device_set_material(struct wined3d_device * device,const struct wined3d_material * material)1849 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1850 {
1851     TRACE("device %p, material %p.\n", device, material);
1852 
1853     device->update_state->material = *material;
1854 
1855     if (device->recording)
1856         device->recording->changed.material = TRUE;
1857     else
1858         wined3d_cs_emit_set_material(device->cs, material);
1859 }
1860 
wined3d_device_get_material(const struct wined3d_device * device,struct wined3d_material * material)1861 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1862 {
1863     TRACE("device %p, material %p.\n", device, material);
1864 
1865     *material = device->state.material;
1866 
1867     TRACE("diffuse %s\n", debug_color(&material->diffuse));
1868     TRACE("ambient %s\n", debug_color(&material->ambient));
1869     TRACE("specular %s\n", debug_color(&material->specular));
1870     TRACE("emissive %s\n", debug_color(&material->emissive));
1871     TRACE("power %.8e.\n", material->power);
1872 }
1873 
wined3d_device_set_index_buffer(struct wined3d_device * device,struct wined3d_buffer * buffer,enum wined3d_format_id format_id,unsigned int offset)1874 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1875         struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1876 {
1877     enum wined3d_format_id prev_format;
1878     struct wined3d_buffer *prev_buffer;
1879     unsigned int prev_offset;
1880 
1881     TRACE("device %p, buffer %p, format %s, offset %u.\n",
1882             device, buffer, debug_d3dformat(format_id), offset);
1883 
1884     prev_buffer = device->update_state->index_buffer;
1885     prev_format = device->update_state->index_format;
1886     prev_offset = device->update_state->index_offset;
1887 
1888     device->update_state->index_buffer = buffer;
1889     device->update_state->index_format = format_id;
1890     device->update_state->index_offset = offset;
1891 
1892     if (device->recording)
1893         device->recording->changed.indices = TRUE;
1894 
1895     if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1896         return;
1897 
1898     if (buffer)
1899         wined3d_buffer_incref(buffer);
1900     if (!device->recording)
1901         wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1902     if (prev_buffer)
1903         wined3d_buffer_decref(prev_buffer);
1904 }
1905 
wined3d_device_get_index_buffer(const struct wined3d_device * device,enum wined3d_format_id * format,unsigned int * offset)1906 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1907         enum wined3d_format_id *format, unsigned int *offset)
1908 {
1909     TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1910 
1911     *format = device->state.index_format;
1912     if (offset)
1913         *offset = device->state.index_offset;
1914     return device->state.index_buffer;
1915 }
1916 
wined3d_device_set_base_vertex_index(struct wined3d_device * device,INT base_index)1917 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1918 {
1919     TRACE("device %p, base_index %d.\n", device, base_index);
1920 
1921     device->update_state->base_vertex_index = base_index;
1922 }
1923 
wined3d_device_get_base_vertex_index(const struct wined3d_device * device)1924 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1925 {
1926     TRACE("device %p.\n", device);
1927 
1928     return device->state.base_vertex_index;
1929 }
1930 
wined3d_device_set_viewport(struct wined3d_device * device,const struct wined3d_viewport * viewport)1931 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1932 {
1933     TRACE("device %p, viewport %p.\n", device, viewport);
1934     TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
1935           viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1936 
1937     device->update_state->viewport = *viewport;
1938 
1939     /* Handle recording of state blocks */
1940     if (device->recording)
1941     {
1942         TRACE("Recording... not performing anything\n");
1943         device->recording->changed.viewport = TRUE;
1944         return;
1945     }
1946 
1947     wined3d_cs_emit_set_viewport(device->cs, viewport);
1948 }
1949 
wined3d_device_get_viewport(const struct wined3d_device * device,struct wined3d_viewport * viewport)1950 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1951 {
1952     TRACE("device %p, viewport %p.\n", device, viewport);
1953 
1954     *viewport = device->state.viewport;
1955 }
1956 
resolve_depth_buffer(struct wined3d_device * device)1957 static void resolve_depth_buffer(struct wined3d_device *device)
1958 {
1959     const struct wined3d_state *state = &device->state;
1960     struct wined3d_rendertarget_view *src_view;
1961     struct wined3d_resource *dst_resource;
1962     struct wined3d_texture *dst_texture;
1963 
1964     if (!(dst_texture = state->textures[0]))
1965         return;
1966     dst_resource = &dst_texture->resource;
1967     if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH))
1968         return;
1969     if (!(src_view = state->fb->depth_stencil))
1970         return;
1971 
1972     wined3d_device_resolve_sub_resource(device, dst_resource, 0,
1973             src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
1974 }
1975 
wined3d_device_set_blend_state(struct wined3d_device * device,struct wined3d_blend_state * blend_state)1976 void CDECL wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state)
1977 {
1978     struct wined3d_blend_state *prev;
1979 
1980     TRACE("device %p, blend_state %p.\n", device, blend_state);
1981 
1982     prev = device->update_state->blend_state;
1983     if (prev == blend_state)
1984         return;
1985 
1986     if (blend_state)
1987         wined3d_blend_state_incref(blend_state);
1988     device->update_state->blend_state = blend_state;
1989     wined3d_cs_emit_set_blend_state(device->cs, blend_state);
1990     if (prev)
1991         wined3d_blend_state_decref(prev);
1992 }
1993 
wined3d_device_get_blend_state(const struct wined3d_device * device)1994 struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct wined3d_device *device)
1995 {
1996     TRACE("device %p.\n", device);
1997 
1998     return device->state.blend_state;
1999 }
2000 
wined3d_device_set_rasterizer_state(struct wined3d_device * device,struct wined3d_rasterizer_state * rasterizer_state)2001 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
2002         struct wined3d_rasterizer_state *rasterizer_state)
2003 {
2004     struct wined3d_rasterizer_state *prev;
2005 
2006     TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
2007 
2008     prev = device->update_state->rasterizer_state;
2009     if (prev == rasterizer_state)
2010         return;
2011 
2012     if (rasterizer_state)
2013         wined3d_rasterizer_state_incref(rasterizer_state);
2014     device->update_state->rasterizer_state = rasterizer_state;
2015     wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
2016     if (prev)
2017         wined3d_rasterizer_state_decref(prev);
2018 }
2019 
wined3d_device_get_rasterizer_state(struct wined3d_device * device)2020 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
2021 {
2022     TRACE("device %p.\n", device);
2023 
2024     return device->state.rasterizer_state;
2025 }
2026 
wined3d_device_set_render_state(struct wined3d_device * device,enum wined3d_render_state state,DWORD value)2027 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2028         enum wined3d_render_state state, DWORD value)
2029 {
2030     DWORD old_value;
2031 
2032     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2033 
2034     if (state > WINEHIGHEST_RENDER_STATE)
2035     {
2036         WARN("Unhandled render state %#x.\n", state);
2037         return;
2038     }
2039 
2040     old_value = device->state.render_states[state];
2041     device->update_state->render_states[state] = value;
2042 
2043     /* Handle recording of state blocks. */
2044     if (device->recording)
2045     {
2046         TRACE("Recording... not performing anything.\n");
2047         device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2048         return;
2049     }
2050 
2051     /* Compared here and not before the assignment to allow proper stateblock recording. */
2052     if (value == old_value)
2053         TRACE("Application is setting the old value over, nothing to do.\n");
2054     else
2055         wined3d_cs_emit_set_render_state(device->cs, state, value);
2056 
2057     if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2058     {
2059         TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2060         resolve_depth_buffer(device);
2061     }
2062 }
2063 
wined3d_device_get_render_state(const struct wined3d_device * device,enum wined3d_render_state state)2064 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2065 {
2066     TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2067 
2068     return device->state.render_states[state];
2069 }
2070 
wined3d_device_set_sampler_state(struct wined3d_device * device,UINT sampler_idx,enum wined3d_sampler_state state,DWORD value)2071 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2072         UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2073 {
2074     DWORD old_value;
2075 
2076     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2077             device, sampler_idx, debug_d3dsamplerstate(state), value);
2078 
2079     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2080         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2081 
2082     if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2083     {
2084         WARN("Invalid sampler %u.\n", sampler_idx);
2085         return; /* Windows accepts overflowing this array ... we do not. */
2086     }
2087 
2088     old_value = device->state.sampler_states[sampler_idx][state];
2089     device->update_state->sampler_states[sampler_idx][state] = value;
2090 
2091     /* Handle recording of state blocks. */
2092     if (device->recording)
2093     {
2094         TRACE("Recording... not performing anything.\n");
2095         device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2096         return;
2097     }
2098 
2099     if (old_value == value)
2100     {
2101         TRACE("Application is setting the old value over, nothing to do.\n");
2102         return;
2103     }
2104 
2105     wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2106 }
2107 
wined3d_device_get_sampler_state(const struct wined3d_device * device,UINT sampler_idx,enum wined3d_sampler_state state)2108 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2109         UINT sampler_idx, enum wined3d_sampler_state state)
2110 {
2111     TRACE("device %p, sampler_idx %u, state %s.\n",
2112             device, sampler_idx, debug_d3dsamplerstate(state));
2113 
2114     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2115         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2116 
2117     if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2118     {
2119         WARN("Invalid sampler %u.\n", sampler_idx);
2120         return 0; /* Windows accepts overflowing this array ... we do not. */
2121     }
2122 
2123     return device->state.sampler_states[sampler_idx][state];
2124 }
2125 
wined3d_device_set_scissor_rect(struct wined3d_device * device,const RECT * rect)2126 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2127 {
2128     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2129 
2130     if (device->recording)
2131         device->recording->changed.scissorRect = TRUE;
2132 
2133     if (EqualRect(&device->update_state->scissor_rect, rect))
2134     {
2135         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2136         return;
2137     }
2138     CopyRect(&device->update_state->scissor_rect, rect);
2139 
2140     if (device->recording)
2141     {
2142         TRACE("Recording... not performing anything.\n");
2143         return;
2144     }
2145 
2146     wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2147 }
2148 
wined3d_device_get_scissor_rect(const struct wined3d_device * device,RECT * rect)2149 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2150 {
2151     TRACE("device %p, rect %p.\n", device, rect);
2152 
2153     *rect = device->state.scissor_rect;
2154     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2155 }
2156 
wined3d_device_set_vertex_declaration(struct wined3d_device * device,struct wined3d_vertex_declaration * declaration)2157 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2158         struct wined3d_vertex_declaration *declaration)
2159 {
2160     struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2161 
2162     TRACE("device %p, declaration %p.\n", device, declaration);
2163 
2164     if (device->recording)
2165         device->recording->changed.vertexDecl = TRUE;
2166 
2167     if (declaration == prev)
2168         return;
2169 
2170     if (declaration)
2171         wined3d_vertex_declaration_incref(declaration);
2172     device->update_state->vertex_declaration = declaration;
2173     if (!device->recording)
2174         wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2175     if (prev)
2176         wined3d_vertex_declaration_decref(prev);
2177 }
2178 
wined3d_device_get_vertex_declaration(const struct wined3d_device * device)2179 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2180 {
2181     TRACE("device %p.\n", device);
2182 
2183     return device->state.vertex_declaration;
2184 }
2185 
wined3d_device_set_vertex_shader(struct wined3d_device * device,struct wined3d_shader * shader)2186 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2187 {
2188     struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2189 
2190     TRACE("device %p, shader %p.\n", device, shader);
2191 
2192     if (device->recording)
2193         device->recording->changed.vertexShader = TRUE;
2194 
2195     if (shader == prev)
2196         return;
2197 
2198     if (shader)
2199         wined3d_shader_incref(shader);
2200     device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2201     if (!device->recording)
2202         wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2203     if (prev)
2204         wined3d_shader_decref(prev);
2205 }
2206 
wined3d_device_get_vertex_shader(const struct wined3d_device * device)2207 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2208 {
2209     TRACE("device %p.\n", device);
2210 
2211     return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2212 }
2213 
wined3d_device_set_constant_buffer(struct wined3d_device * device,enum wined3d_shader_type type,UINT idx,struct wined3d_buffer * buffer)2214 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2215         enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2216 {
2217     struct wined3d_buffer *prev;
2218 
2219     if (idx >= MAX_CONSTANT_BUFFERS)
2220     {
2221         WARN("Invalid constant buffer index %u.\n", idx);
2222         return;
2223     }
2224 
2225     prev = device->update_state->cb[type][idx];
2226     if (buffer == prev)
2227         return;
2228 
2229     if (buffer)
2230         wined3d_buffer_incref(buffer);
2231     device->update_state->cb[type][idx] = buffer;
2232     if (!device->recording)
2233         wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2234     if (prev)
2235         wined3d_buffer_decref(prev);
2236 }
2237 
wined3d_device_set_vs_cb(struct wined3d_device * device,UINT idx,struct wined3d_buffer * buffer)2238 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2239 {
2240     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2241 
2242     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2243 }
2244 
wined3d_device_get_constant_buffer(const struct wined3d_device * device,enum wined3d_shader_type shader_type,unsigned int idx)2245 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2246         enum wined3d_shader_type shader_type, unsigned int idx)
2247 {
2248     if (idx >= MAX_CONSTANT_BUFFERS)
2249     {
2250         WARN("Invalid constant buffer index %u.\n", idx);
2251         return NULL;
2252     }
2253 
2254     return device->state.cb[shader_type][idx];
2255 }
2256 
wined3d_device_get_vs_cb(const struct wined3d_device * device,UINT idx)2257 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2258 {
2259     TRACE("device %p, idx %u.\n", device, idx);
2260 
2261     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2262 }
2263 
wined3d_device_set_shader_resource_view(struct wined3d_device * device,enum wined3d_shader_type type,UINT idx,struct wined3d_shader_resource_view * view)2264 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2265         enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2266 {
2267     struct wined3d_shader_resource_view *prev;
2268 
2269     if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2270     {
2271         WARN("Invalid view index %u.\n", idx);
2272         return;
2273     }
2274 
2275     prev = device->update_state->shader_resource_view[type][idx];
2276     if (view == prev)
2277         return;
2278 
2279     if (view)
2280         wined3d_shader_resource_view_incref(view);
2281     device->update_state->shader_resource_view[type][idx] = view;
2282     if (!device->recording)
2283         wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2284     if (prev)
2285         wined3d_shader_resource_view_decref(prev);
2286 }
2287 
wined3d_device_set_vs_resource_view(struct wined3d_device * device,UINT idx,struct wined3d_shader_resource_view * view)2288 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2289         UINT idx, struct wined3d_shader_resource_view *view)
2290 {
2291     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2292 
2293     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2294 }
2295 
wined3d_device_get_shader_resource_view(const struct wined3d_device * device,enum wined3d_shader_type shader_type,unsigned int idx)2296 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2297         const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2298 {
2299     if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2300     {
2301         WARN("Invalid view index %u.\n", idx);
2302         return NULL;
2303     }
2304 
2305     return device->state.shader_resource_view[shader_type][idx];
2306 }
2307 
wined3d_device_get_vs_resource_view(const struct wined3d_device * device,UINT idx)2308 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2309         UINT idx)
2310 {
2311     TRACE("device %p, idx %u.\n", device, idx);
2312 
2313     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2314 }
2315 
wined3d_device_set_sampler(struct wined3d_device * device,enum wined3d_shader_type type,UINT idx,struct wined3d_sampler * sampler)2316 static void wined3d_device_set_sampler(struct wined3d_device *device,
2317         enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2318 {
2319     struct wined3d_sampler *prev;
2320 
2321     if (idx >= MAX_SAMPLER_OBJECTS)
2322     {
2323         WARN("Invalid sampler index %u.\n", idx);
2324         return;
2325     }
2326 
2327     prev = device->update_state->sampler[type][idx];
2328     if (sampler == prev)
2329         return;
2330 
2331     if (sampler)
2332         wined3d_sampler_incref(sampler);
2333     device->update_state->sampler[type][idx] = sampler;
2334     if (!device->recording)
2335         wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2336     if (prev)
2337         wined3d_sampler_decref(prev);
2338 }
2339 
wined3d_device_set_vs_sampler(struct wined3d_device * device,UINT idx,struct wined3d_sampler * sampler)2340 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2341 {
2342     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2343 
2344     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2345 }
2346 
wined3d_device_get_sampler(const struct wined3d_device * device,enum wined3d_shader_type shader_type,unsigned int idx)2347 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2348         enum wined3d_shader_type shader_type, unsigned int idx)
2349 {
2350     if (idx >= MAX_SAMPLER_OBJECTS)
2351     {
2352         WARN("Invalid sampler index %u.\n", idx);
2353         return NULL;
2354     }
2355 
2356     return device->state.sampler[shader_type][idx];
2357 }
2358 
wined3d_device_get_vs_sampler(const struct wined3d_device * device,UINT idx)2359 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2360 {
2361     TRACE("device %p, idx %u.\n", device, idx);
2362 
2363     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2364 }
2365 
wined3d_device_set_vs_consts_b(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const BOOL * constants)2366 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2367         unsigned int start_idx, unsigned int count, const BOOL *constants)
2368 {
2369     unsigned int i;
2370 
2371     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2372             device, start_idx, count, constants);
2373 
2374     if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2375         return WINED3DERR_INVALIDCALL;
2376 
2377     if (count > WINED3D_MAX_CONSTS_B - start_idx)
2378         count = WINED3D_MAX_CONSTS_B - start_idx;
2379     memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2380     if (TRACE_ON(d3d))
2381     {
2382         for (i = 0; i < count; ++i)
2383             TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2384     }
2385 
2386     if (device->recording)
2387     {
2388         for (i = start_idx; i < count + start_idx; ++i)
2389             device->recording->changed.vertexShaderConstantsB |= (1u << i);
2390     }
2391     else
2392     {
2393         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2394     }
2395 
2396     return WINED3D_OK;
2397 }
2398 
wined3d_device_get_vs_consts_b(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,BOOL * constants)2399 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2400         unsigned int start_idx, unsigned int count, BOOL *constants)
2401 {
2402     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2403             device, start_idx, count, constants);
2404 
2405     if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2406         return WINED3DERR_INVALIDCALL;
2407 
2408     if (count > WINED3D_MAX_CONSTS_B - start_idx)
2409         count = WINED3D_MAX_CONSTS_B - start_idx;
2410     memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2411 
2412     return WINED3D_OK;
2413 }
2414 
wined3d_device_set_vs_consts_i(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const struct wined3d_ivec4 * constants)2415 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2416         unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2417 {
2418     unsigned int i;
2419 
2420     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2421             device, start_idx, count, constants);
2422 
2423     if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2424         return WINED3DERR_INVALIDCALL;
2425 
2426     if (count > WINED3D_MAX_CONSTS_I - start_idx)
2427         count = WINED3D_MAX_CONSTS_I - start_idx;
2428     memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2429     if (TRACE_ON(d3d))
2430     {
2431         for (i = 0; i < count; ++i)
2432             TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2433     }
2434 
2435     if (device->recording)
2436     {
2437         for (i = start_idx; i < count + start_idx; ++i)
2438             device->recording->changed.vertexShaderConstantsI |= (1u << i);
2439     }
2440     else
2441     {
2442         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2443     }
2444 
2445     return WINED3D_OK;
2446 }
2447 
wined3d_device_get_vs_consts_i(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,struct wined3d_ivec4 * constants)2448 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2449         unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2450 {
2451     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2452             device, start_idx, count, constants);
2453 
2454     if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2455         return WINED3DERR_INVALIDCALL;
2456 
2457     if (count > WINED3D_MAX_CONSTS_I - start_idx)
2458         count = WINED3D_MAX_CONSTS_I - start_idx;
2459     memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2460     return WINED3D_OK;
2461 }
2462 
wined3d_device_set_vs_consts_f(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const struct wined3d_vec4 * constants)2463 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2464         unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2465 {
2466     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2467     unsigned int i;
2468 
2469     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2470             device, start_idx, count, constants);
2471 
2472     if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2473             || count > d3d_info->limits.vs_uniform_count - start_idx)
2474         return WINED3DERR_INVALIDCALL;
2475 
2476     memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2477     if (TRACE_ON(d3d))
2478     {
2479         for (i = 0; i < count; ++i)
2480             TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2481     }
2482 
2483     if (device->recording)
2484         memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2485                 count * sizeof(*device->recording->changed.vs_consts_f));
2486     else
2487         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2488 
2489     return WINED3D_OK;
2490 }
2491 
wined3d_device_get_vs_consts_f(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,struct wined3d_vec4 * constants)2492 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2493         unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2494 {
2495     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2496 
2497     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2498             device, start_idx, count, constants);
2499 
2500     if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2501             || count > d3d_info->limits.vs_uniform_count - start_idx)
2502         return WINED3DERR_INVALIDCALL;
2503 
2504     memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2505 
2506     return WINED3D_OK;
2507 }
2508 
wined3d_device_set_pixel_shader(struct wined3d_device * device,struct wined3d_shader * shader)2509 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2510 {
2511     struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2512 
2513     TRACE("device %p, shader %p.\n", device, shader);
2514 
2515     if (device->recording)
2516         device->recording->changed.pixelShader = TRUE;
2517 
2518     if (shader == prev)
2519         return;
2520 
2521     if (shader)
2522         wined3d_shader_incref(shader);
2523     device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2524     if (!device->recording)
2525         wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2526     if (prev)
2527         wined3d_shader_decref(prev);
2528 }
2529 
wined3d_device_get_pixel_shader(const struct wined3d_device * device)2530 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2531 {
2532     TRACE("device %p.\n", device);
2533 
2534     return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2535 }
2536 
wined3d_device_set_ps_cb(struct wined3d_device * device,UINT idx,struct wined3d_buffer * buffer)2537 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2538 {
2539     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2540 
2541     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2542 }
2543 
wined3d_device_get_ps_cb(const struct wined3d_device * device,UINT idx)2544 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2545 {
2546     TRACE("device %p, idx %u.\n", device, idx);
2547 
2548     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2549 }
2550 
wined3d_device_set_ps_resource_view(struct wined3d_device * device,UINT idx,struct wined3d_shader_resource_view * view)2551 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2552         UINT idx, struct wined3d_shader_resource_view *view)
2553 {
2554     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2555 
2556     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2557 }
2558 
wined3d_device_get_ps_resource_view(const struct wined3d_device * device,UINT idx)2559 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2560         UINT idx)
2561 {
2562     TRACE("device %p, idx %u.\n", device, idx);
2563 
2564     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2565 }
2566 
wined3d_device_set_ps_sampler(struct wined3d_device * device,UINT idx,struct wined3d_sampler * sampler)2567 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2568 {
2569     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2570 
2571     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2572 }
2573 
wined3d_device_get_ps_sampler(const struct wined3d_device * device,UINT idx)2574 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2575 {
2576     TRACE("device %p, idx %u.\n", device, idx);
2577 
2578     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2579 }
2580 
wined3d_device_set_ps_consts_b(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const BOOL * constants)2581 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2582         unsigned int start_idx, unsigned int count, const BOOL *constants)
2583 {
2584     unsigned int i;
2585 
2586     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2587             device, start_idx, count, constants);
2588 
2589     if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2590         return WINED3DERR_INVALIDCALL;
2591 
2592     if (count > WINED3D_MAX_CONSTS_B - start_idx)
2593         count = WINED3D_MAX_CONSTS_B - start_idx;
2594     memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2595     if (TRACE_ON(d3d))
2596     {
2597         for (i = 0; i < count; ++i)
2598             TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2599     }
2600 
2601     if (device->recording)
2602     {
2603         for (i = start_idx; i < count + start_idx; ++i)
2604             device->recording->changed.pixelShaderConstantsB |= (1u << i);
2605     }
2606     else
2607     {
2608         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2609     }
2610 
2611     return WINED3D_OK;
2612 }
2613 
wined3d_device_get_ps_consts_b(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,BOOL * constants)2614 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2615         unsigned int start_idx, unsigned int count, BOOL *constants)
2616 {
2617     TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2618             device, start_idx, count, constants);
2619 
2620     if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2621         return WINED3DERR_INVALIDCALL;
2622 
2623     if (count > WINED3D_MAX_CONSTS_B - start_idx)
2624         count = WINED3D_MAX_CONSTS_B - start_idx;
2625     memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2626 
2627     return WINED3D_OK;
2628 }
2629 
wined3d_device_set_ps_consts_i(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const struct wined3d_ivec4 * constants)2630 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2631         unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2632 {
2633     unsigned int i;
2634 
2635     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2636             device, start_idx, count, constants);
2637 
2638     if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2639         return WINED3DERR_INVALIDCALL;
2640 
2641     if (count > WINED3D_MAX_CONSTS_I - start_idx)
2642         count = WINED3D_MAX_CONSTS_I - start_idx;
2643     memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2644     if (TRACE_ON(d3d))
2645     {
2646         for (i = 0; i < count; ++i)
2647             TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2648     }
2649 
2650     if (device->recording)
2651     {
2652         for (i = start_idx; i < count + start_idx; ++i)
2653             device->recording->changed.pixelShaderConstantsI |= (1u << i);
2654     }
2655     else
2656     {
2657         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2658     }
2659 
2660     return WINED3D_OK;
2661 }
2662 
wined3d_device_get_ps_consts_i(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,struct wined3d_ivec4 * constants)2663 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2664         unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2665 {
2666     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2667             device, start_idx, count, constants);
2668 
2669     if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2670         return WINED3DERR_INVALIDCALL;
2671 
2672     if (count > WINED3D_MAX_CONSTS_I - start_idx)
2673         count = WINED3D_MAX_CONSTS_I - start_idx;
2674     memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2675 
2676     return WINED3D_OK;
2677 }
2678 
wined3d_device_set_ps_consts_f(struct wined3d_device * device,unsigned int start_idx,unsigned int count,const struct wined3d_vec4 * constants)2679 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2680         unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2681 {
2682     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2683     unsigned int i;
2684 
2685     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2686             device, start_idx, count, constants);
2687 
2688     if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2689             || count > d3d_info->limits.ps_uniform_count - start_idx)
2690         return WINED3DERR_INVALIDCALL;
2691 
2692     memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2693     if (TRACE_ON(d3d))
2694     {
2695         for (i = 0; i < count; ++i)
2696             TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2697     }
2698 
2699     if (device->recording)
2700         memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2701                 count * sizeof(*device->recording->changed.ps_consts_f));
2702     else
2703         wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2704 
2705     return WINED3D_OK;
2706 }
2707 
wined3d_device_get_ps_consts_f(const struct wined3d_device * device,unsigned int start_idx,unsigned int count,struct wined3d_vec4 * constants)2708 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2709         unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2710 {
2711     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2712 
2713     TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2714             device, start_idx, count, constants);
2715 
2716     if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2717             || count > d3d_info->limits.ps_uniform_count - start_idx)
2718         return WINED3DERR_INVALIDCALL;
2719 
2720     memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2721 
2722     return WINED3D_OK;
2723 }
2724 
wined3d_device_set_hull_shader(struct wined3d_device * device,struct wined3d_shader * shader)2725 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2726 {
2727     struct wined3d_shader *prev;
2728 
2729     TRACE("device %p, shader %p.\n", device, shader);
2730 
2731     prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2732     if (shader == prev)
2733         return;
2734     if (shader)
2735         wined3d_shader_incref(shader);
2736     device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2737     wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
2738     if (prev)
2739         wined3d_shader_decref(prev);
2740 }
2741 
wined3d_device_get_hull_shader(const struct wined3d_device * device)2742 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2743 {
2744     TRACE("device %p.\n", device);
2745 
2746     return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2747 }
2748 
wined3d_device_set_hs_cb(struct wined3d_device * device,unsigned int idx,struct wined3d_buffer * buffer)2749 void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2750 {
2751     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2752 
2753     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
2754 }
2755 
wined3d_device_get_hs_cb(const struct wined3d_device * device,unsigned int idx)2756 struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
2757 {
2758     TRACE("device %p, idx %u.\n", device, idx);
2759 
2760     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
2761 }
2762 
wined3d_device_set_hs_resource_view(struct wined3d_device * device,unsigned int idx,struct wined3d_shader_resource_view * view)2763 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2764         unsigned int idx, struct wined3d_shader_resource_view *view)
2765 {
2766     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2767 
2768     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
2769 }
2770 
wined3d_device_get_hs_resource_view(const struct wined3d_device * device,unsigned int idx)2771 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2772         unsigned int idx)
2773 {
2774     TRACE("device %p, idx %u.\n", device, idx);
2775 
2776     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2777 }
2778 
wined3d_device_set_hs_sampler(struct wined3d_device * device,unsigned int idx,struct wined3d_sampler * sampler)2779 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2780         unsigned int idx, struct wined3d_sampler *sampler)
2781 {
2782     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2783 
2784     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2785 }
2786 
wined3d_device_get_hs_sampler(const struct wined3d_device * device,unsigned int idx)2787 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2788 {
2789     TRACE("device %p, idx %u.\n", device, idx);
2790 
2791     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2792 }
2793 
wined3d_device_set_domain_shader(struct wined3d_device * device,struct wined3d_shader * shader)2794 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2795 {
2796     struct wined3d_shader *prev;
2797 
2798     TRACE("device %p, shader %p.\n", device, shader);
2799 
2800     prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2801     if (shader == prev)
2802         return;
2803     if (shader)
2804         wined3d_shader_incref(shader);
2805     device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2806     wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
2807     if (prev)
2808         wined3d_shader_decref(prev);
2809 }
2810 
wined3d_device_get_domain_shader(const struct wined3d_device * device)2811 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2812 {
2813     TRACE("device %p.\n", device);
2814 
2815     return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2816 }
2817 
wined3d_device_set_ds_cb(struct wined3d_device * device,unsigned int idx,struct wined3d_buffer * buffer)2818 void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2819 {
2820     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2821 
2822     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx, buffer);
2823 }
2824 
wined3d_device_get_ds_cb(const struct wined3d_device * device,unsigned int idx)2825 struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
2826 {
2827     TRACE("device %p, idx %u.\n", device, idx);
2828 
2829     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2830 }
2831 
wined3d_device_set_ds_resource_view(struct wined3d_device * device,unsigned int idx,struct wined3d_shader_resource_view * view)2832 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2833         unsigned int idx, struct wined3d_shader_resource_view *view)
2834 {
2835     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2836 
2837     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2838 }
2839 
wined3d_device_get_ds_resource_view(const struct wined3d_device * device,unsigned int idx)2840 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2841         unsigned int idx)
2842 {
2843     TRACE("device %p, idx %u.\n", device, idx);
2844 
2845     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2846 }
2847 
wined3d_device_set_ds_sampler(struct wined3d_device * device,unsigned int idx,struct wined3d_sampler * sampler)2848 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2849         unsigned int idx, struct wined3d_sampler *sampler)
2850 {
2851     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2852 
2853     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2854 }
2855 
wined3d_device_get_ds_sampler(const struct wined3d_device * device,unsigned int idx)2856 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2857 {
2858     TRACE("device %p, idx %u.\n", device, idx);
2859 
2860     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2861 }
2862 
wined3d_device_set_geometry_shader(struct wined3d_device * device,struct wined3d_shader * shader)2863 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2864 {
2865     struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2866 
2867     TRACE("device %p, shader %p.\n", device, shader);
2868 
2869     if (device->recording || shader == prev)
2870         return;
2871     if (shader)
2872         wined3d_shader_incref(shader);
2873     device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2874     wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2875     if (prev)
2876         wined3d_shader_decref(prev);
2877 }
2878 
wined3d_device_get_geometry_shader(const struct wined3d_device * device)2879 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2880 {
2881     TRACE("device %p.\n", device);
2882 
2883     return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2884 }
2885 
wined3d_device_set_gs_cb(struct wined3d_device * device,UINT idx,struct wined3d_buffer * buffer)2886 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2887 {
2888     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2889 
2890     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2891 }
2892 
wined3d_device_get_gs_cb(const struct wined3d_device * device,UINT idx)2893 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2894 {
2895     TRACE("device %p, idx %u.\n", device, idx);
2896 
2897     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2898 }
2899 
wined3d_device_set_gs_resource_view(struct wined3d_device * device,UINT idx,struct wined3d_shader_resource_view * view)2900 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2901         UINT idx, struct wined3d_shader_resource_view *view)
2902 {
2903     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2904 
2905     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2906 }
2907 
wined3d_device_get_gs_resource_view(const struct wined3d_device * device,UINT idx)2908 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2909         UINT idx)
2910 {
2911     TRACE("device %p, idx %u.\n", device, idx);
2912 
2913     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2914 }
2915 
wined3d_device_set_gs_sampler(struct wined3d_device * device,UINT idx,struct wined3d_sampler * sampler)2916 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2917 {
2918     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2919 
2920     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2921 }
2922 
wined3d_device_get_gs_sampler(const struct wined3d_device * device,UINT idx)2923 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2924 {
2925     TRACE("device %p, idx %u.\n", device, idx);
2926 
2927     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2928 }
2929 
wined3d_device_set_compute_shader(struct wined3d_device * device,struct wined3d_shader * shader)2930 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2931 {
2932     struct wined3d_shader *prev;
2933 
2934     TRACE("device %p, shader %p.\n", device, shader);
2935 
2936     prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2937     if (device->recording || shader == prev)
2938         return;
2939     if (shader)
2940         wined3d_shader_incref(shader);
2941     device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2942     wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2943     if (prev)
2944         wined3d_shader_decref(prev);
2945 }
2946 
wined3d_device_get_compute_shader(const struct wined3d_device * device)2947 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2948 {
2949     TRACE("device %p.\n", device);
2950 
2951     return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2952 }
2953 
wined3d_device_set_cs_cb(struct wined3d_device * device,unsigned int idx,struct wined3d_buffer * buffer)2954 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2955 {
2956     TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2957 
2958     wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2959 }
2960 
wined3d_device_get_cs_cb(const struct wined3d_device * device,unsigned int idx)2961 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2962 {
2963     TRACE("device %p, idx %u.\n", device, idx);
2964 
2965     return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2966 }
2967 
wined3d_device_set_cs_resource_view(struct wined3d_device * device,unsigned int idx,struct wined3d_shader_resource_view * view)2968 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2969         unsigned int idx, struct wined3d_shader_resource_view *view)
2970 {
2971     TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2972 
2973     wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2974 }
2975 
wined3d_device_get_cs_resource_view(const struct wined3d_device * device,unsigned int idx)2976 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2977         unsigned int idx)
2978 {
2979     TRACE("device %p, idx %u.\n", device, idx);
2980 
2981     return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2982 }
2983 
wined3d_device_set_cs_sampler(struct wined3d_device * device,unsigned int idx,struct wined3d_sampler * sampler)2984 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2985         unsigned int idx, struct wined3d_sampler *sampler)
2986 {
2987     TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2988 
2989     wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2990 }
2991 
wined3d_device_get_cs_sampler(const struct wined3d_device * device,unsigned int idx)2992 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2993 {
2994     TRACE("device %p, idx %u.\n", device, idx);
2995 
2996     return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2997 }
2998 
wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device * device,enum wined3d_pipeline pipeline,unsigned int idx,struct wined3d_unordered_access_view * uav,unsigned int initial_count)2999 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
3000         enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
3001         unsigned int initial_count)
3002 {
3003     struct wined3d_unordered_access_view *prev;
3004 
3005     if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
3006     {
3007         WARN("Invalid UAV index %u.\n", idx);
3008         return;
3009     }
3010 
3011     prev = device->update_state->unordered_access_view[pipeline][idx];
3012     if (uav == prev && initial_count == ~0u)
3013         return;
3014 
3015     if (uav)
3016         wined3d_unordered_access_view_incref(uav);
3017     device->update_state->unordered_access_view[pipeline][idx] = uav;
3018     if (!device->recording)
3019         wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
3020     if (prev)
3021         wined3d_unordered_access_view_decref(prev);
3022 }
3023 
wined3d_device_get_pipeline_unordered_access_view(const struct wined3d_device * device,enum wined3d_pipeline pipeline,unsigned int idx)3024 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
3025         const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
3026 {
3027     if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
3028     {
3029         WARN("Invalid UAV index %u.\n", idx);
3030         return NULL;
3031     }
3032 
3033     return device->state.unordered_access_view[pipeline][idx];
3034 }
3035 
wined3d_device_set_cs_uav(struct wined3d_device * device,unsigned int idx,struct wined3d_unordered_access_view * uav,unsigned int initial_count)3036 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
3037         struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3038 {
3039     TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3040 
3041     wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
3042 }
3043 
wined3d_device_get_cs_uav(const struct wined3d_device * device,unsigned int idx)3044 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
3045         unsigned int idx)
3046 {
3047     TRACE("device %p, idx %u.\n", device, idx);
3048 
3049     return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
3050 }
3051 
wined3d_device_set_unordered_access_view(struct wined3d_device * device,unsigned int idx,struct wined3d_unordered_access_view * uav,unsigned int initial_count)3052 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
3053         unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3054 {
3055     TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3056 
3057     wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
3058 }
3059 
wined3d_device_get_unordered_access_view(const struct wined3d_device * device,unsigned int idx)3060 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
3061         const struct wined3d_device *device, unsigned int idx)
3062 {
3063     TRACE("device %p, idx %u.\n", device, idx);
3064 
3065     return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
3066 }
3067 
3068 /* Context activation is done by the caller. */
3069 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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)3070 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3071         const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3072         DWORD DestFVF)
3073 {
3074     struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3075     struct wined3d_map_desc map_desc;
3076     struct wined3d_box box = {0};
3077     struct wined3d_viewport vp;
3078     UINT vertex_size;
3079     unsigned int i;
3080     BYTE *dest_ptr;
3081     BOOL doClip;
3082     DWORD numTextures;
3083     HRESULT hr;
3084 
3085     if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3086     {
3087         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3088     }
3089 
3090     if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3091     {
3092         ERR("Source has no position mask\n");
3093         return WINED3DERR_INVALIDCALL;
3094     }
3095 
3096     if (device->state.render_states[WINED3D_RS_CLIPPING])
3097     {
3098         static BOOL warned = FALSE;
3099         /*
3100          * The clipping code is not quite correct. Some things need
3101          * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3102          * so disable clipping for now.
3103          * (The graphics in Half-Life are broken, and my processvertices
3104          *  test crashes with IDirect3DDevice3)
3105         doClip = TRUE;
3106          */
3107         doClip = FALSE;
3108         if(!warned) {
3109            warned = TRUE;
3110            FIXME("Clipping is broken and disabled for now\n");
3111         }
3112     }
3113     else
3114         doClip = FALSE;
3115 
3116     vertex_size = get_flexible_vertex_size(DestFVF);
3117     box.left = dwDestIndex * vertex_size;
3118     box.right = box.left + dwCount * vertex_size;
3119     if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
3120     {
3121         WARN("Failed to map buffer, hr %#x.\n", hr);
3122         return hr;
3123     }
3124     dest_ptr = map_desc.data;
3125 
3126     wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3127     wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3128     wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3129 
3130     TRACE("View mat:\n");
3131     TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3132     TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3133     TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3134     TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3135 
3136     TRACE("Proj mat:\n");
3137     TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3138     TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3139     TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3140     TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3141 
3142     TRACE("World mat:\n");
3143     TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3144     TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3145     TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3146     TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3147 
3148     /* Get the viewport */
3149     wined3d_device_get_viewport(device, &vp);
3150     TRACE("viewport  x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3151           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3152 
3153     multiply_matrix(&mat,&view_mat,&world_mat);
3154     multiply_matrix(&mat,&proj_mat,&mat);
3155 
3156     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3157 
3158     for (i = 0; i < dwCount; i+= 1) {
3159         unsigned int tex_index;
3160 
3161         if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3162              ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3163             /* The position first */
3164             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3165             const float *p = (const float *)(element->data.addr + i * element->stride);
3166             float x, y, z, rhw;
3167             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3168 
3169             /* Multiplication with world, view and projection matrix. */
3170             x   = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3171             y   = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3172             z   = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3173             rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3174 
3175             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3176 
3177             /* WARNING: The following things are taken from d3d7 and were not yet checked
3178              * against d3d8 or d3d9!
3179              */
3180 
3181             /* Clipping conditions: From msdn
3182              *
3183              * A vertex is clipped if it does not match the following requirements
3184              * -rhw < x <= rhw
3185              * -rhw < y <= rhw
3186              *    0 < z <= rhw
3187              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3188              *
3189              * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3190              * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3191              *
3192              */
3193 
3194             if( !doClip ||
3195                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3196                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3197                   ( rhw > eps ) ) ) {
3198 
3199                 /* "Normal" viewport transformation (not clipped)
3200                  * 1) The values are divided by rhw
3201                  * 2) The y axis is negative, so multiply it with -1
3202                  * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3203                  *    -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3204                  * 4) Multiply x with Width/2 and add Width/2
3205                  * 5) The same for the height
3206                  * 6) Add the viewpoint X and Y to the 2D coordinates and
3207                  *    The minimum Z value to z
3208                  * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3209                  *
3210                  * Well, basically it's simply a linear transformation into viewport
3211                  * coordinates
3212                  */
3213 
3214                 x /= rhw;
3215                 y /= rhw;
3216                 z /= rhw;
3217 
3218                 y *= -1;
3219 
3220                 x *= vp.width / 2;
3221                 y *= vp.height / 2;
3222                 z *= vp.max_z - vp.min_z;
3223 
3224                 x += vp.width / 2 + vp.x;
3225                 y += vp.height / 2 + vp.y;
3226                 z += vp.min_z;
3227 
3228                 rhw = 1 / rhw;
3229             } else {
3230                 /* That vertex got clipped
3231                  * Contrary to OpenGL it is not dropped completely, it just
3232                  * undergoes a different calculation.
3233                  */
3234                 TRACE("Vertex got clipped\n");
3235                 x += rhw;
3236                 y += rhw;
3237 
3238                 x  /= 2;
3239                 y  /= 2;
3240 
3241                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3242                  * outside of the main vertex buffer memory. That needs some more
3243                  * investigation...
3244                  */
3245             }
3246 
3247             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3248 
3249 
3250             ( (float *) dest_ptr)[0] = x;
3251             ( (float *) dest_ptr)[1] = y;
3252             ( (float *) dest_ptr)[2] = z;
3253             ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3254 
3255             dest_ptr += 3 * sizeof(float);
3256 
3257             if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3258                 dest_ptr += sizeof(float);
3259         }
3260 
3261         if (DestFVF & WINED3DFVF_PSIZE)
3262             dest_ptr += sizeof(DWORD);
3263 
3264         if (DestFVF & WINED3DFVF_NORMAL)
3265         {
3266             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3267             const float *normal = (const float *)(element->data.addr + i * element->stride);
3268             /* AFAIK this should go into the lighting information */
3269             FIXME("Didn't expect the destination to have a normal\n");
3270             copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3271         }
3272 
3273         if (DestFVF & WINED3DFVF_DIFFUSE)
3274         {
3275             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3276             const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3277             if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3278             {
3279                 static BOOL warned = FALSE;
3280 
3281                 if(!warned) {
3282                     ERR("No diffuse color in source, but destination has one\n");
3283                     warned = TRUE;
3284                 }
3285 
3286                 *( (DWORD *) dest_ptr) = 0xffffffff;
3287                 dest_ptr += sizeof(DWORD);
3288             }
3289             else
3290             {
3291                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3292             }
3293         }
3294 
3295         if (DestFVF & WINED3DFVF_SPECULAR)
3296         {
3297             /* What's the color value in the feedback buffer? */
3298             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3299             const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3300             if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3301             {
3302                 static BOOL warned = FALSE;
3303 
3304                 if(!warned) {
3305                     ERR("No specular color in source, but destination has one\n");
3306                     warned = TRUE;
3307                 }
3308 
3309                 *(DWORD *)dest_ptr = 0xff000000;
3310                 dest_ptr += sizeof(DWORD);
3311             }
3312             else
3313             {
3314                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3315             }
3316         }
3317 
3318         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3319         {
3320             const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3321             const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3322             if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3323             {
3324                 ERR("No source texture, but destination requests one\n");
3325                 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3326             }
3327             else
3328             {
3329                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3330             }
3331         }
3332     }
3333 
3334     wined3d_resource_unmap(&dest->resource, 0);
3335 
3336     return WINED3D_OK;
3337 }
3338 #undef copy_and_next
3339 
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)3340 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3341         UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3342         const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3343 {
3344     struct wined3d_state *state = &device->state;
3345     struct wined3d_stream_info stream_info;
3346     struct wined3d_resource *resource;
3347     struct wined3d_box box = {0};
3348     struct wined3d_shader *vs;
3349     unsigned int i;
3350     HRESULT hr;
3351     WORD map;
3352 
3353     TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3354             "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3355             device, src_start_idx, dst_idx, vertex_count,
3356             dst_buffer, declaration, flags, dst_fvf);
3357 
3358     if (declaration)
3359         FIXME("Output vertex declaration not implemented yet.\n");
3360 
3361     vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3362     state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3363     wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3364     state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3365 
3366     /* We can't convert FROM a VBO, and vertex buffers used to source into
3367      * process_vertices() are unlikely to ever be used for drawing. Release
3368      * VBOs in those buffers and fix up the stream_info structure.
3369      *
3370      * Also apply the start index. */
3371     for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3372     {
3373         struct wined3d_stream_info_element *e;
3374         struct wined3d_map_desc map_desc;
3375 
3376         if (!(map & 1))
3377             continue;
3378 
3379         e = &stream_info.elements[i];
3380         resource = &state->streams[e->stream_idx].buffer->resource;
3381         box.left = src_start_idx * e->stride;
3382         box.right = box.left + vertex_count * e->stride;
3383         if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
3384             ERR("Failed to map resource.\n");
3385         e->data.buffer_object = 0;
3386         e->data.addr += (ULONG_PTR)map_desc.data;
3387     }
3388 
3389     hr = process_vertices_strided(device, dst_idx, vertex_count,
3390             &stream_info, dst_buffer, flags, dst_fvf);
3391 
3392     for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3393     {
3394         if (!(map & 1))
3395             continue;
3396 
3397         resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3398         if (FAILED(wined3d_resource_unmap(resource, 0)))
3399             ERR("Failed to unmap resource.\n");
3400     }
3401 
3402     return hr;
3403 }
3404 
wined3d_device_set_texture_stage_state(struct wined3d_device * device,UINT stage,enum wined3d_texture_stage_state state,DWORD value)3405 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3406         UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3407 {
3408     const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3409     DWORD old_value;
3410 
3411     TRACE("device %p, stage %u, state %s, value %#x.\n",
3412             device, stage, debug_d3dtexturestate(state), value);
3413 
3414     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3415     {
3416         WARN("Invalid state %#x passed.\n", state);
3417         return;
3418     }
3419 
3420     if (stage >= d3d_info->limits.ffp_blend_stages)
3421     {
3422         WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3423                 stage, d3d_info->limits.ffp_blend_stages - 1);
3424         return;
3425     }
3426 
3427     old_value = device->update_state->texture_states[stage][state];
3428     device->update_state->texture_states[stage][state] = value;
3429 
3430     if (device->recording)
3431     {
3432         TRACE("Recording... not performing anything.\n");
3433         device->recording->changed.textureState[stage] |= 1u << state;
3434         return;
3435     }
3436 
3437     /* Checked after the assignments to allow proper stateblock recording. */
3438     if (old_value == value)
3439     {
3440         TRACE("Application is setting the old value over, nothing to do.\n");
3441         return;
3442     }
3443 
3444     wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3445 }
3446 
wined3d_device_get_texture_stage_state(const struct wined3d_device * device,UINT stage,enum wined3d_texture_stage_state state)3447 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3448         UINT stage, enum wined3d_texture_stage_state state)
3449 {
3450     TRACE("device %p, stage %u, state %s.\n",
3451             device, stage, debug_d3dtexturestate(state));
3452 
3453     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3454     {
3455         WARN("Invalid state %#x passed.\n", state);
3456         return 0;
3457     }
3458 
3459     return device->state.texture_states[stage][state];
3460 }
3461 
wined3d_device_set_texture(struct wined3d_device * device,UINT stage,struct wined3d_texture * texture)3462 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3463         UINT stage, struct wined3d_texture *texture)
3464 {
3465     struct wined3d_texture *prev;
3466 
3467     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3468 
3469     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3470         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3471 
3472     /* Windows accepts overflowing this array... we do not. */
3473     if (stage >= ARRAY_SIZE(device->state.textures))
3474     {
3475         WARN("Ignoring invalid stage %u.\n", stage);
3476         return WINED3D_OK;
3477     }
3478 
3479     if (texture && texture->resource.usage & WINED3DUSAGE_SCRATCH)
3480     {
3481         WARN("Rejecting attempt to set scratch texture.\n");
3482         return WINED3DERR_INVALIDCALL;
3483     }
3484 
3485     if (device->recording)
3486         device->recording->changed.textures |= 1u << stage;
3487 
3488     prev = device->update_state->textures[stage];
3489     TRACE("Previous texture %p.\n", prev);
3490 
3491     if (texture == prev)
3492     {
3493         TRACE("App is setting the same texture again, nothing to do.\n");
3494         return WINED3D_OK;
3495     }
3496 
3497     TRACE("Setting new texture to %p.\n", texture);
3498     device->update_state->textures[stage] = texture;
3499 
3500     if (texture)
3501         wined3d_texture_incref(texture);
3502     if (!device->recording)
3503         wined3d_cs_emit_set_texture(device->cs, stage, texture);
3504     if (prev)
3505         wined3d_texture_decref(prev);
3506 
3507     return WINED3D_OK;
3508 }
3509 
wined3d_device_get_texture(const struct wined3d_device * device,UINT stage)3510 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3511 {
3512     TRACE("device %p, stage %u.\n", device, stage);
3513 
3514     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3515         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3516 
3517     if (stage >= ARRAY_SIZE(device->state.textures))
3518     {
3519         WARN("Ignoring invalid stage %u.\n", stage);
3520         return NULL; /* Windows accepts overflowing this array ... we do not. */
3521     }
3522 
3523     return device->state.textures[stage];
3524 }
3525 
wined3d_device_get_device_caps(const struct wined3d_device * device,WINED3DCAPS * caps)3526 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3527 {
3528     HRESULT hr;
3529 
3530     TRACE("device %p, caps %p.\n", device, caps);
3531 
3532     hr = wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3533             device->create_parms.device_type, caps);
3534 
3535     if (SUCCEEDED(hr) && use_software_vertex_processing(device))
3536         caps->MaxVertexBlendMatrixIndex = 255;
3537 
3538     return hr;
3539 }
3540 
wined3d_device_get_display_mode(const struct wined3d_device * device,UINT swapchain_idx,struct wined3d_display_mode * mode,enum wined3d_display_rotation * rotation)3541 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3542         struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3543 {
3544     struct wined3d_swapchain *swapchain;
3545 
3546     TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3547             device, swapchain_idx, mode, rotation);
3548 
3549     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3550         return WINED3DERR_INVALIDCALL;
3551 
3552     return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3553 }
3554 
wined3d_device_begin_stateblock(struct wined3d_device * device)3555 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3556 {
3557     struct wined3d_stateblock *stateblock;
3558     HRESULT hr;
3559 
3560     TRACE("device %p.\n", device);
3561 
3562     if (device->recording)
3563         return WINED3DERR_INVALIDCALL;
3564 
3565     hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3566     if (FAILED(hr))
3567         return hr;
3568 
3569     device->recording = stateblock;
3570     device->update_state = &stateblock->state;
3571 
3572     TRACE("Recording stateblock %p.\n", stateblock);
3573 
3574     return WINED3D_OK;
3575 }
3576 
wined3d_device_end_stateblock(struct wined3d_device * device,struct wined3d_stateblock ** stateblock)3577 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3578         struct wined3d_stateblock **stateblock)
3579 {
3580     struct wined3d_stateblock *object = device->recording;
3581 
3582     TRACE("device %p, stateblock %p.\n", device, stateblock);
3583 
3584     if (!device->recording)
3585     {
3586         WARN("Not recording.\n");
3587         *stateblock = NULL;
3588         return WINED3DERR_INVALIDCALL;
3589     }
3590 
3591     stateblock_init_contained_states(object);
3592 
3593     *stateblock = object;
3594     device->recording = NULL;
3595     device->update_state = &device->state;
3596 
3597     TRACE("Returning stateblock %p.\n", *stateblock);
3598 
3599     return WINED3D_OK;
3600 }
3601 
wined3d_device_begin_scene(struct wined3d_device * device)3602 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3603 {
3604     /* At the moment we have no need for any functionality at the beginning
3605      * of a scene. */
3606     TRACE("device %p.\n", device);
3607 
3608     if (device->inScene)
3609     {
3610         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3611         return WINED3DERR_INVALIDCALL;
3612     }
3613     device->inScene = TRUE;
3614     return WINED3D_OK;
3615 }
3616 
wined3d_device_end_scene(struct wined3d_device * device)3617 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3618 {
3619     TRACE("device %p.\n", device);
3620 
3621     if (!device->inScene)
3622     {
3623         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3624         return WINED3DERR_INVALIDCALL;
3625     }
3626 
3627     wined3d_cs_emit_flush(device->cs);
3628 
3629     device->inScene = FALSE;
3630     return WINED3D_OK;
3631 }
3632 
wined3d_device_clear(struct wined3d_device * device,DWORD rect_count,const RECT * rects,DWORD flags,const struct wined3d_color * color,float depth,DWORD stencil)3633 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3634         const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3635 {
3636     TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3637             device, rect_count, rects, flags, debug_color(color), depth, stencil);
3638 
3639     if (!rect_count && rects)
3640     {
3641         WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3642         return WINED3D_OK;
3643     }
3644 
3645     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3646     {
3647         struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3648         if (!ds)
3649         {
3650             WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3651             /* TODO: What about depth stencil buffers without stencil bits? */
3652             return WINED3DERR_INVALIDCALL;
3653         }
3654         else if (flags & WINED3DCLEAR_TARGET)
3655         {
3656             if (ds->width < device->fb.render_targets[0]->width
3657                     || ds->height < device->fb.render_targets[0]->height)
3658             {
3659                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3660                 return WINED3D_OK;
3661             }
3662         }
3663     }
3664 
3665     wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3666 
3667     return WINED3D_OK;
3668 }
3669 
wined3d_device_set_predication(struct wined3d_device * device,struct wined3d_query * predicate,BOOL value)3670 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3671         struct wined3d_query *predicate, BOOL value)
3672 {
3673     struct wined3d_query *prev;
3674 
3675     TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3676 
3677     prev = device->update_state->predicate;
3678     if (predicate)
3679     {
3680         FIXME("Predicated rendering not implemented.\n");
3681         wined3d_query_incref(predicate);
3682     }
3683     device->update_state->predicate = predicate;
3684     device->update_state->predicate_value = value;
3685     if (!device->recording)
3686         wined3d_cs_emit_set_predication(device->cs, predicate, value);
3687     if (prev)
3688         wined3d_query_decref(prev);
3689 }
3690 
wined3d_device_get_predication(struct wined3d_device * device,BOOL * value)3691 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3692 {
3693     TRACE("device %p, value %p.\n", device, value);
3694 
3695     if (value)
3696         *value = device->state.predicate_value;
3697     return device->state.predicate;
3698 }
3699 
wined3d_device_dispatch_compute(struct wined3d_device * device,unsigned int group_count_x,unsigned int group_count_y,unsigned int group_count_z)3700 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3701         unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3702 {
3703     TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3704             device, group_count_x, group_count_y, group_count_z);
3705 
3706     wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3707 }
3708 
wined3d_device_dispatch_compute_indirect(struct wined3d_device * device,struct wined3d_buffer * buffer,unsigned int offset)3709 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
3710         struct wined3d_buffer *buffer, unsigned int offset)
3711 {
3712     TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3713 
3714     wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
3715 }
3716 
wined3d_device_set_primitive_type(struct wined3d_device * device,enum wined3d_primitive_type primitive_type,unsigned int patch_vertex_count)3717 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3718         enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3719 {
3720     TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3721             device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3722 
3723     device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3724     device->state.gl_patch_vertices = patch_vertex_count;
3725 }
3726 
wined3d_device_get_primitive_type(const struct wined3d_device * device,enum wined3d_primitive_type * primitive_type,unsigned int * patch_vertex_count)3727 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3728         enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3729 {
3730     TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3731             device, primitive_type, patch_vertex_count);
3732 
3733     *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3734     if (patch_vertex_count)
3735         *patch_vertex_count = device->state.gl_patch_vertices;
3736 
3737     TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3738 }
3739 
wined3d_device_draw_primitive(struct wined3d_device * device,UINT start_vertex,UINT vertex_count)3740 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3741 {
3742     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3743 
3744     wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3745             0, start_vertex, vertex_count, 0, 0, FALSE);
3746 
3747     return WINED3D_OK;
3748 }
3749 
wined3d_device_draw_primitive_instanced(struct wined3d_device * device,UINT start_vertex,UINT vertex_count,UINT start_instance,UINT instance_count)3750 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3751         UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3752 {
3753     TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3754             device, start_vertex, vertex_count, start_instance, instance_count);
3755 
3756     wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3757             0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3758 }
3759 
wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device * device,struct wined3d_buffer * buffer,unsigned int offset)3760 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
3761         struct wined3d_buffer *buffer, unsigned int offset)
3762 {
3763     TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3764 
3765     wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3766             buffer, offset, FALSE);
3767 }
3768 
wined3d_device_draw_indexed_primitive(struct wined3d_device * device,UINT start_idx,UINT index_count)3769 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3770 {
3771     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3772 
3773     if (!device->state.index_buffer)
3774     {
3775         /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3776          * without an index buffer set. (The first time at least...)
3777          * D3D8 simply dies, but I doubt it can do much harm to return
3778          * D3DERR_INVALIDCALL there as well. */
3779         WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3780         return WINED3DERR_INVALIDCALL;
3781     }
3782 
3783     wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3784             device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3785 
3786     return WINED3D_OK;
3787 }
3788 
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device * device,UINT start_idx,UINT index_count,UINT start_instance,UINT instance_count)3789 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3790         UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3791 {
3792     TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3793             device, start_idx, index_count, start_instance, instance_count);
3794 
3795     wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3796             device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3797 }
3798 
wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device * device,struct wined3d_buffer * buffer,unsigned int offset)3799 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
3800         struct wined3d_buffer *buffer, unsigned int offset)
3801 {
3802     TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3803 
3804     wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3805             buffer, offset, TRUE);
3806 }
3807 
wined3d_device_update_texture(struct wined3d_device * device,struct wined3d_texture * src_texture,struct wined3d_texture * dst_texture)3808 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3809         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3810 {
3811     unsigned int src_size, dst_size, src_skip_levels = 0;
3812     unsigned int src_level_count, dst_level_count;
3813     unsigned int layer_count, level_count, i, j;
3814     unsigned int width, height, depth;
3815     enum wined3d_resource_type type;
3816     struct wined3d_box box;
3817 
3818     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3819 
3820     /* Verify that the source and destination textures are non-NULL. */
3821     if (!src_texture || !dst_texture)
3822     {
3823         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3824         return WINED3DERR_INVALIDCALL;
3825     }
3826 
3827     if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
3828             || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
3829     {
3830         WARN("Source resource is GPU accessible or a scratch resource.\n");
3831         return WINED3DERR_INVALIDCALL;
3832     }
3833     if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
3834     {
3835         WARN("Destination resource is CPU accessible.\n");
3836         return WINED3DERR_INVALIDCALL;
3837     }
3838 
3839     /* Verify that the source and destination textures are the same type. */
3840     type = src_texture->resource.type;
3841     if (dst_texture->resource.type != type)
3842     {
3843         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3844         return WINED3DERR_INVALIDCALL;
3845     }
3846 
3847     layer_count = src_texture->layer_count;
3848     if (layer_count != dst_texture->layer_count)
3849     {
3850         WARN("Source and destination have different layer counts.\n");
3851         return WINED3DERR_INVALIDCALL;
3852     }
3853 
3854     if (src_texture->resource.format != dst_texture->resource.format)
3855     {
3856         WARN("Source and destination formats do not match.\n");
3857         return WINED3DERR_INVALIDCALL;
3858     }
3859 
3860     src_level_count = src_texture->level_count;
3861     dst_level_count = dst_texture->level_count;
3862     level_count = min(src_level_count, dst_level_count);
3863 
3864     src_size = max(src_texture->resource.width, src_texture->resource.height);
3865     dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3866     if (type == WINED3D_RTYPE_TEXTURE_3D)
3867     {
3868         src_size = max(src_size, src_texture->resource.depth);
3869         dst_size = max(dst_size, dst_texture->resource.depth);
3870     }
3871     while (src_size > dst_size)
3872     {
3873         src_size >>= 1;
3874         ++src_skip_levels;
3875     }
3876 
3877     if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3878             || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3879             || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3880     {
3881         WARN("Source and destination dimensions do not match.\n");
3882         return WINED3DERR_INVALIDCALL;
3883     }
3884 
3885     /* Update every surface level of the texture. */
3886     for (i = 0; i < level_count; ++i)
3887     {
3888         width = wined3d_texture_get_level_width(dst_texture, i);
3889         height = wined3d_texture_get_level_height(dst_texture, i);
3890         depth = wined3d_texture_get_level_depth(dst_texture, i);
3891         wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3892 
3893         for (j = 0; j < layer_count; ++j)
3894         {
3895             wined3d_cs_emit_blt_sub_resource(device->cs,
3896                     &dst_texture->resource, j * dst_level_count + i, &box,
3897                     &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3898                     0, NULL, WINED3D_TEXF_POINT);
3899         }
3900     }
3901 
3902     return WINED3D_OK;
3903 }
3904 
wined3d_device_validate_device(const struct wined3d_device * device,DWORD * num_passes)3905 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3906 {
3907     const struct wined3d_state *state = &device->state;
3908     struct wined3d_texture *texture;
3909     DWORD i;
3910 
3911     TRACE("device %p, num_passes %p.\n", device, num_passes);
3912 
3913     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3914     {
3915         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3916         {
3917             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3918             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3919         }
3920         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3921         {
3922             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3923             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3924         }
3925 
3926         texture = state->textures[i];
3927         if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3928 
3929         if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3930         {
3931             WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3932             return E_FAIL;
3933         }
3934         if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3935         {
3936             WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3937             return E_FAIL;
3938         }
3939         if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3940                 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3941         {
3942             WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3943             return E_FAIL;
3944         }
3945     }
3946 
3947     if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3948             || state->render_states[WINED3D_RS_STENCILENABLE])
3949     {
3950         struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3951         struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3952 
3953         if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3954         {
3955             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3956             return WINED3DERR_CONFLICTINGRENDERSTATE;
3957         }
3958     }
3959 
3960     /* return a sensible default */
3961     *num_passes = 1;
3962 
3963     TRACE("returning D3D_OK\n");
3964     return WINED3D_OK;
3965 }
3966 
wined3d_device_set_software_vertex_processing(struct wined3d_device * device,BOOL software)3967 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3968 {
3969     TRACE("device %p, software %#x.\n", device, software);
3970 
3971     device->softwareVertexProcessing = software;
3972 }
3973 
wined3d_device_get_software_vertex_processing(const struct wined3d_device * device)3974 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3975 {
3976     TRACE("device %p.\n", device);
3977 
3978     return device->softwareVertexProcessing;
3979 }
3980 
wined3d_device_get_raster_status(const struct wined3d_device * device,UINT swapchain_idx,struct wined3d_raster_status * raster_status)3981 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3982         UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3983 {
3984     struct wined3d_swapchain *swapchain;
3985 
3986     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3987             device, swapchain_idx, raster_status);
3988 
3989     if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3990         return WINED3DERR_INVALIDCALL;
3991 
3992     return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3993 }
3994 
wined3d_device_set_npatch_mode(struct wined3d_device * device,float segments)3995 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3996 {
3997     static BOOL warned;
3998 
3999     TRACE("device %p, segments %.8e.\n", device, segments);
4000 
4001     if (segments != 0.0f)
4002     {
4003         if (!warned)
4004         {
4005             FIXME("device %p, segments %.8e stub!\n", device, segments);
4006             warned = TRUE;
4007         }
4008     }
4009 
4010     return WINED3D_OK;
4011 }
4012 
wined3d_device_get_npatch_mode(const struct wined3d_device * device)4013 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4014 {
4015     static BOOL warned;
4016 
4017     TRACE("device %p.\n", device);
4018 
4019     if (!warned)
4020     {
4021         FIXME("device %p stub!\n", device);
4022         warned = TRUE;
4023     }
4024 
4025     return 0.0f;
4026 }
4027 
wined3d_device_copy_uav_counter(struct wined3d_device * device,struct wined3d_buffer * dst_buffer,unsigned int offset,struct wined3d_unordered_access_view * uav)4028 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
4029         struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
4030 {
4031     TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
4032             device, dst_buffer, offset, uav);
4033 
4034     if (offset + sizeof(GLuint) > dst_buffer->resource.size)
4035     {
4036         WARN("Offset %u too large.\n", offset);
4037         return;
4038     }
4039 
4040     wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
4041 }
4042 
wined3d_device_copy_resource(struct wined3d_device * device,struct wined3d_resource * dst_resource,struct wined3d_resource * src_resource)4043 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
4044         struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4045 {
4046     struct wined3d_texture *dst_texture, *src_texture;
4047     struct wined3d_box box;
4048     unsigned int i, j;
4049 
4050     TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4051 
4052     if (src_resource == dst_resource)
4053     {
4054         WARN("Source and destination are the same resource.\n");
4055         return;
4056     }
4057 
4058     if (src_resource->type != dst_resource->type)
4059     {
4060         WARN("Resource types (%s / %s) don't match.\n",
4061                 debug_d3dresourcetype(dst_resource->type),
4062                 debug_d3dresourcetype(src_resource->type));
4063         return;
4064     }
4065 
4066     if (src_resource->width != dst_resource->width
4067             || src_resource->height != dst_resource->height
4068             || src_resource->depth != dst_resource->depth)
4069     {
4070         WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4071                 dst_resource->width, dst_resource->height, dst_resource->depth,
4072                 src_resource->width, src_resource->height, src_resource->depth);
4073         return;
4074     }
4075 
4076     if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4077             || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4078     {
4079         WARN("Resource formats %s and %s are incompatible.\n",
4080                 debug_d3dformat(dst_resource->format->id),
4081                 debug_d3dformat(src_resource->format->id));
4082         return;
4083     }
4084 
4085     if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4086     {
4087         wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4088         wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4089                 src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4090         return;
4091     }
4092 
4093     dst_texture = texture_from_resource(dst_resource);
4094     src_texture = texture_from_resource(src_resource);
4095 
4096     if (src_texture->layer_count != dst_texture->layer_count
4097             || src_texture->level_count != dst_texture->level_count)
4098     {
4099         WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4100                 dst_texture->layer_count, dst_texture->level_count,
4101                 src_texture->layer_count, src_texture->level_count);
4102         return;
4103     }
4104 
4105     for (i = 0; i < dst_texture->level_count; ++i)
4106     {
4107         wined3d_box_set(&box, 0, 0,
4108                 wined3d_texture_get_level_width(dst_texture, i),
4109                 wined3d_texture_get_level_height(dst_texture, i),
4110                 0, wined3d_texture_get_level_depth(dst_texture, i));
4111         for (j = 0; j < dst_texture->layer_count; ++j)
4112         {
4113             unsigned int idx = j * dst_texture->level_count + i;
4114 
4115             wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4116                     src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4117         }
4118     }
4119 }
4120 
wined3d_device_copy_sub_resource_region(struct wined3d_device * device,struct wined3d_resource * dst_resource,unsigned int dst_sub_resource_idx,unsigned int dst_x,unsigned int dst_y,unsigned int dst_z,struct wined3d_resource * src_resource,unsigned int src_sub_resource_idx,const struct wined3d_box * src_box)4121 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4122         struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4123         unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4124         unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4125 {
4126     struct wined3d_box dst_box, b;
4127 
4128     TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4129             "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4130             device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4131             src_resource, src_sub_resource_idx, debug_box(src_box));
4132 
4133     if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4134     {
4135         WARN("Source and destination are the same sub-resource.\n");
4136         return WINED3DERR_INVALIDCALL;
4137     }
4138 
4139     if (src_resource->type != dst_resource->type)
4140     {
4141         WARN("Resource types (%s / %s) don't match.\n",
4142                 debug_d3dresourcetype(dst_resource->type),
4143                 debug_d3dresourcetype(src_resource->type));
4144         return WINED3DERR_INVALIDCALL;
4145     }
4146 
4147     if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4148             || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4149     {
4150         WARN("Resource formats %s and %s are incompatible.\n",
4151                 debug_d3dformat(dst_resource->format->id),
4152                 debug_d3dformat(src_resource->format->id));
4153         return WINED3DERR_INVALIDCALL;
4154     }
4155 
4156     if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4157     {
4158         if (dst_sub_resource_idx)
4159         {
4160             WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4161             return WINED3DERR_INVALIDCALL;
4162         }
4163 
4164         if (src_sub_resource_idx)
4165         {
4166             WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4167             return WINED3DERR_INVALIDCALL;
4168         }
4169 
4170         if (!src_box)
4171         {
4172             unsigned int dst_w;
4173 
4174             dst_w = dst_resource->size - dst_x;
4175             wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4176             src_box = &b;
4177         }
4178         else if ((src_box->left >= src_box->right
4179                 || src_box->top >= src_box->bottom
4180                 || src_box->front >= src_box->back))
4181         {
4182             WARN("Invalid box %s specified.\n", debug_box(src_box));
4183             return WINED3DERR_INVALIDCALL;
4184         }
4185 
4186         if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4187                 || src_box->right - src_box->left > dst_resource->size - dst_x)
4188         {
4189             WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4190                     dst_x, src_box->left, src_box->right - src_box->left);
4191             return WINED3DERR_INVALIDCALL;
4192         }
4193 
4194         wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4195     }
4196     else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4197     {
4198         struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4199         struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4200         unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4201 
4202         if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4203         {
4204             WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4205             return WINED3DERR_INVALIDCALL;
4206         }
4207 
4208         if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4209         {
4210             WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4211             return WINED3DERR_INVALIDCALL;
4212         }
4213 
4214 #if !defined(STAGING_CSMT)
4215         if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4216         {
4217             WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4218             return WINED3DERR_INVALIDCALL;
4219         }
4220 
4221         if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4222         {
4223             WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4224             return WINED3DERR_INVALIDCALL;
4225 #else  /* STAGING_CSMT */
4226         if (dst_texture->sub_resources[dst_sub_resource_idx].map_count ||
4227             src_texture->sub_resources[src_sub_resource_idx].map_count)
4228         {
4229             struct wined3d_device *device = dst_texture->resource.device;
4230             device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4231             if (dst_texture->sub_resources[dst_sub_resource_idx].map_count ||
4232                 src_texture->sub_resources[src_sub_resource_idx].map_count)
4233             {
4234                 WARN("Destination or source sub-resource is mapped.\n");
4235                 return WINEDDERR_SURFACEBUSY;
4236             }
4237 #endif /* STAGING_CSMT */
4238         }
4239 
4240         if (!src_box)
4241         {
4242             unsigned int src_w, src_h, dst_w, dst_h, dst_level;
4243 
4244             src_w = wined3d_texture_get_level_width(src_texture, src_level);
4245             src_h = wined3d_texture_get_level_height(src_texture, src_level);
4246 
4247             dst_level = dst_sub_resource_idx % dst_texture->level_count;
4248             dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4249             dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4250 
4251             wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, 1);
4252             src_box = &b;
4253         }
4254         else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4255         {
4256             WARN("Invalid source box %s.\n", debug_box(src_box));
4257             return WINED3DERR_INVALIDCALL;
4258         }
4259 
4260         wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4261                 dst_y + (src_box->bottom - src_box->top), 0, 1);
4262         if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4263                 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4264         {
4265             WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4266             return WINED3DERR_INVALIDCALL;
4267         }
4268     }
4269     else
4270     {
4271         FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4272         return WINED3DERR_INVALIDCALL;
4273     }
4274 
4275     wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4276             src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4277 
4278     return WINED3D_OK;
4279 }
4280 
4281 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4282         unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4283         unsigned int depth_pitch)
4284 {
4285     unsigned int width, height, depth;
4286     struct wined3d_box b;
4287 
4288     TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4289             device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4290 
4291     if (resource->type == WINED3D_RTYPE_BUFFER)
4292     {
4293         if (sub_resource_idx > 0)
4294         {
4295             WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4296             return;
4297         }
4298 
4299         width = resource->size;
4300         height = 1;
4301         depth = 1;
4302     }
4303     else if (resource->type == WINED3D_RTYPE_TEXTURE_1D ||
4304             resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
4305     {
4306         struct wined3d_texture *texture = texture_from_resource(resource);
4307         unsigned int level;
4308 
4309         if (sub_resource_idx >= texture->level_count * texture->layer_count)
4310         {
4311             WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4312             return;
4313         }
4314 
4315         level = sub_resource_idx % texture->level_count;
4316         width = wined3d_texture_get_level_width(texture, level);
4317         height = wined3d_texture_get_level_height(texture, level);
4318         depth = wined3d_texture_get_level_depth(texture, level);
4319     }
4320     else
4321     {
4322         FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4323         return;
4324     }
4325 
4326     if (!box)
4327     {
4328         wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4329         box = &b;
4330     }
4331     else if (box->left >= box->right || box->right > width
4332             || box->top >= box->bottom || box->bottom > height
4333             || box->front >= box->back || box->back > depth)
4334     {
4335         WARN("Invalid box %s specified.\n", debug_box(box));
4336         return;
4337     }
4338 
4339 #if !defined(STAGING_CSMT)
4340     wined3d_resource_wait_idle(resource);
4341 
4342 #endif /* STAGING_CSMT */
4343     wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4344 }
4345 
4346 void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device,
4347         struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
4348         struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
4349         enum wined3d_format_id format_id)
4350 {
4351     struct wined3d_texture *dst_texture, *src_texture;
4352     unsigned int dst_level, src_level;
4353     RECT dst_rect, src_rect;
4354 
4355     TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
4356             "src_resource %p, src_sub_resource_idx %u, format %s.\n",
4357             device, dst_resource, dst_sub_resource_idx,
4358             src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
4359 
4360     if (wined3d_format_is_typeless(dst_resource->format)
4361             || wined3d_format_is_typeless(src_resource->format))
4362     {
4363         FIXME("Unhandled multisample resolve, dst_format %s, src_format %s, format %s.\n",
4364                 debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
4365                 debug_d3dformat(format_id));
4366         return;
4367     }
4368     if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4369     {
4370         WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
4371         return;
4372     }
4373     if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4374     {
4375         WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
4376         return;
4377     }
4378 
4379     dst_texture = texture_from_resource(dst_resource);
4380     src_texture = texture_from_resource(src_resource);
4381 
4382     dst_level = dst_sub_resource_idx % dst_texture->level_count;
4383     SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
4384             wined3d_texture_get_level_height(dst_texture, dst_level));
4385     src_level = src_sub_resource_idx % src_texture->level_count;
4386     SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
4387             wined3d_texture_get_level_height(src_texture, src_level));
4388     wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
4389             src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
4390 }
4391 
4392 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4393         struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4394         const struct wined3d_color *color, float depth, DWORD stencil)
4395 {
4396     struct wined3d_resource *resource;
4397     RECT r;
4398 
4399     TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4400             device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4401 
4402     if (!flags)
4403         return WINED3D_OK;
4404 
4405     resource = view->resource;
4406     if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4407     {
4408         FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4409         return WINED3DERR_INVALIDCALL;
4410     }
4411 
4412     if (view->layer_count > 1)
4413     {
4414         FIXME("Layered clears not implemented.\n");
4415         return WINED3DERR_INVALIDCALL;
4416     }
4417 
4418     if (!rect)
4419     {
4420         SetRect(&r, 0, 0, view->width, view->height);
4421         rect = &r;
4422     }
4423     else
4424     {
4425         struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4426         struct wined3d_texture *texture = texture_from_resource(view->resource);
4427         HRESULT hr;
4428 
4429         if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4430                 view->sub_resource_idx % texture->level_count, &b)))
4431             return hr;
4432     }
4433 
4434     wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
4435 
4436     return WINED3D_OK;
4437 }
4438 
4439 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
4440         struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4441 {
4442     TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4443 
4444     wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
4445 }
4446 
4447 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4448         unsigned int view_idx)
4449 {
4450     TRACE("device %p, view_idx %u.\n", device, view_idx);
4451 
4452     if (view_idx >= device->adapter->gl_info.limits.buffers)
4453     {
4454         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4455         return NULL;
4456     }
4457 
4458     return device->fb.render_targets[view_idx];
4459 }
4460 
4461 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4462 {
4463     TRACE("device %p.\n", device);
4464 
4465     return device->fb.depth_stencil;
4466 }
4467 
4468 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4469         unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4470 {
4471     struct wined3d_rendertarget_view *prev;
4472 
4473     TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4474             device, view_idx, view, set_viewport);
4475 
4476     if (view_idx >= device->adapter->gl_info.limits.buffers)
4477     {
4478         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4479         return WINED3DERR_INVALIDCALL;
4480     }
4481 
4482     if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4483     {
4484         WARN("View resource %p doesn't have render target usage.\n", view->resource);
4485         return WINED3DERR_INVALIDCALL;
4486     }
4487 
4488     /* Set the viewport and scissor rectangles, if requested. Tests show that
4489      * stateblock recording is ignored, the change goes directly into the
4490      * primary stateblock. */
4491     if (!view_idx && set_viewport)
4492     {
4493         struct wined3d_state *state = &device->state;
4494 
4495         state->viewport.x = 0;
4496         state->viewport.y = 0;
4497         state->viewport.width = view->width;
4498         state->viewport.height = view->height;
4499         state->viewport.min_z = 0.0f;
4500         state->viewport.max_z = 1.0f;
4501         wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4502 
4503         SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4504         wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4505     }
4506 
4507 
4508     prev = device->fb.render_targets[view_idx];
4509     if (view == prev)
4510         return WINED3D_OK;
4511 
4512     if (view)
4513         wined3d_rendertarget_view_incref(view);
4514     device->fb.render_targets[view_idx] = view;
4515     wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4516     /* Release after the assignment, to prevent device_resource_released()
4517      * from seeing the surface as still in use. */
4518     if (prev)
4519         wined3d_rendertarget_view_decref(prev);
4520 
4521     return WINED3D_OK;
4522 }
4523 
4524 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4525 {
4526     struct wined3d_rendertarget_view *prev;
4527 
4528     TRACE("device %p, view %p.\n", device, view);
4529 
4530     prev = device->fb.depth_stencil;
4531     if (prev == view)
4532     {
4533         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4534         return;
4535     }
4536 
4537     if ((device->fb.depth_stencil = view))
4538         wined3d_rendertarget_view_incref(view);
4539     wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4540     if (prev)
4541         wined3d_rendertarget_view_decref(prev);
4542 }
4543 
4544 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4545         struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4546 {
4547     unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4548     struct wined3d_sub_resource_data data;
4549     struct wined3d_resource_desc desc;
4550     struct wined3d_map_desc map_desc;
4551     struct wined3d_texture *texture;
4552     HRESULT hr;
4553 
4554     if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
4555     {
4556         ERR("Failed to map source texture.\n");
4557         return NULL;
4558     }
4559 
4560     data.data = map_desc.data;
4561     data.row_pitch = map_desc.row_pitch;
4562     data.slice_pitch = map_desc.slice_pitch;
4563 
4564     desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4565     desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4566     desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4567     desc.multisample_quality = 0;
4568     desc.usage = WINED3DUSAGE_DYNAMIC;
4569     desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4570     desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4571     desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4572     desc.depth = 1;
4573     desc.size = 0;
4574 
4575     hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4576             &data, NULL, &wined3d_null_parent_ops, &texture);
4577     wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4578     if (FAILED(hr))
4579     {
4580         ERR("Failed to create cursor texture.\n");
4581         return NULL;
4582     }
4583 
4584     return texture;
4585 }
4586 
4587 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4588         UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4589 {
4590     unsigned int texture_level = sub_resource_idx % texture->level_count;
4591     unsigned int cursor_width, cursor_height;
4592     struct wined3d_display_mode mode;
4593     struct wined3d_map_desc map_desc;
4594     HRESULT hr;
4595 
4596     TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4597             device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4598 
4599     if (sub_resource_idx >= texture->level_count * texture->layer_count
4600             || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4601         return WINED3DERR_INVALIDCALL;
4602 
4603     if (device->cursor_texture)
4604     {
4605         wined3d_texture_decref(device->cursor_texture);
4606         device->cursor_texture = NULL;
4607     }
4608 
4609     if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4610     {
4611         WARN("Texture %p has invalid format %s.\n",
4612                 texture, debug_d3dformat(texture->resource.format->id));
4613         return WINED3DERR_INVALIDCALL;
4614     }
4615 
4616     if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4617     {
4618         ERR("Failed to get display mode, hr %#x.\n", hr);
4619         return WINED3DERR_INVALIDCALL;
4620     }
4621 
4622     cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4623     cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4624     if (cursor_width > mode.width || cursor_height > mode.height)
4625     {
4626         WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4627                 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4628         return WINED3DERR_INVALIDCALL;
4629     }
4630 
4631     /* TODO: MSDN: Cursor sizes must be a power of 2 */
4632 
4633     /* Do not store the surface's pointer because the application may
4634      * release it after setting the cursor image. Windows doesn't
4635      * addref the set surface, so we can't do this either without
4636      * creating circular refcount dependencies. */
4637     if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4638     {
4639         ERR("Failed to create cursor texture.\n");
4640         return WINED3DERR_INVALIDCALL;
4641     }
4642 
4643     if (cursor_width == 32 && cursor_height == 32)
4644     {
4645         UINT mask_size = cursor_width * cursor_height / 8;
4646         ICONINFO cursor_info;
4647         DWORD *mask_bits;
4648         HCURSOR cursor;
4649 
4650         /* 32-bit user32 cursors ignore the alpha channel if it's all
4651          * zeroes, and use the mask instead. Fill the mask with all ones
4652          * to ensure we still get a fully transparent cursor. */
4653         if (!(mask_bits = heap_alloc(mask_size)))
4654             return E_OUTOFMEMORY;
4655         memset(mask_bits, 0xff, mask_size);
4656 
4657         wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4658                 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
4659         cursor_info.fIcon = FALSE;
4660         cursor_info.xHotspot = x_hotspot;
4661         cursor_info.yHotspot = y_hotspot;
4662         cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4663         cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4664         wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4665 
4666         /* Create our cursor and clean up. */
4667         cursor = CreateIconIndirect(&cursor_info);
4668         if (cursor_info.hbmMask)
4669             DeleteObject(cursor_info.hbmMask);
4670         if (cursor_info.hbmColor)
4671             DeleteObject(cursor_info.hbmColor);
4672         if (device->hardwareCursor)
4673             DestroyCursor(device->hardwareCursor);
4674         device->hardwareCursor = cursor;
4675         if (device->bCursorVisible)
4676             SetCursor(cursor);
4677 
4678         heap_free(mask_bits);
4679     }
4680 
4681     TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4682     device->cursorWidth = cursor_width;
4683     device->cursorHeight = cursor_height;
4684     device->xHotSpot = x_hotspot;
4685     device->yHotSpot = y_hotspot;
4686 
4687     return WINED3D_OK;
4688 }
4689 
4690 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4691         int x_screen_space, int y_screen_space, DWORD flags)
4692 {
4693     TRACE("device %p, x %d, y %d, flags %#x.\n",
4694             device, x_screen_space, y_screen_space, flags);
4695 
4696     device->xScreenSpace = x_screen_space;
4697     device->yScreenSpace = y_screen_space;
4698 
4699     if (device->hardwareCursor)
4700     {
4701         POINT pt;
4702 
4703         GetCursorPos( &pt );
4704         if (x_screen_space == pt.x && y_screen_space == pt.y)
4705             return;
4706         SetCursorPos( x_screen_space, y_screen_space );
4707 
4708         /* Switch to the software cursor if position diverges from the hardware one. */
4709         GetCursorPos( &pt );
4710         if (x_screen_space != pt.x || y_screen_space != pt.y)
4711         {
4712             if (device->bCursorVisible) SetCursor( NULL );
4713             DestroyCursor( device->hardwareCursor );
4714             device->hardwareCursor = 0;
4715         }
4716     }
4717 }
4718 
4719 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4720 {
4721     BOOL oldVisible = device->bCursorVisible;
4722 
4723     TRACE("device %p, show %#x.\n", device, show);
4724 
4725     /*
4726      * When ShowCursor is first called it should make the cursor appear at the OS's last
4727      * known cursor position.
4728      */
4729     if (show && !oldVisible)
4730     {
4731         POINT pt;
4732         GetCursorPos(&pt);
4733         device->xScreenSpace = pt.x;
4734         device->yScreenSpace = pt.y;
4735     }
4736 
4737     if (device->hardwareCursor)
4738     {
4739         device->bCursorVisible = show;
4740         if (show)
4741             SetCursor(device->hardwareCursor);
4742         else
4743             SetCursor(NULL);
4744     }
4745     else if (device->cursor_texture)
4746     {
4747         device->bCursorVisible = show;
4748     }
4749 
4750     return oldVisible;
4751 }
4752 
4753 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4754 {
4755     struct wined3d_resource *resource, *cursor;
4756 
4757     TRACE("device %p.\n", device);
4758 
4759     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4760     {
4761         TRACE("Checking resource %p for eviction.\n", resource);
4762 
4763         if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
4764         {
4765             TRACE("Evicting %p.\n", resource);
4766             wined3d_cs_emit_unload_resource(device->cs, resource);
4767         }
4768     }
4769 }
4770 
4771 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4772         const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4773         wined3d_device_reset_cb callback, BOOL reset_state)
4774 {
4775     struct wined3d_resource *resource, *cursor;
4776     struct wined3d_swapchain *swapchain;
4777     struct wined3d_view_desc view_desc;
4778     BOOL backbuffer_resized;
4779     HRESULT hr = WINED3D_OK;
4780     unsigned int i;
4781 
4782     TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4783             device, swapchain_desc, mode, callback, reset_state);
4784 
4785     device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4786 
4787     if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4788     {
4789         ERR("Failed to get the first implicit swapchain.\n");
4790         return WINED3DERR_INVALIDCALL;
4791     }
4792 
4793     if (reset_state)
4794     {
4795         if (device->logo_texture)
4796         {
4797             wined3d_texture_decref(device->logo_texture);
4798             device->logo_texture = NULL;
4799         }
4800         if (device->cursor_texture)
4801         {
4802             wined3d_texture_decref(device->cursor_texture);
4803             device->cursor_texture = NULL;
4804         }
4805         state_unbind_resources(&device->state);
4806     }
4807 
4808     for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4809     {
4810         wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4811     }
4812     wined3d_device_set_depth_stencil_view(device, NULL);
4813 
4814     if (reset_state)
4815     {
4816         LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4817         {
4818             TRACE("Enumerating resource %p.\n", resource);
4819             if (FAILED(hr = callback(resource)))
4820                 return hr;
4821         }
4822     }
4823 
4824     TRACE("New params:\n");
4825     TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4826     TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4827     TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4828     TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4829     TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4830     TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4831     TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4832     TRACE("device_window %p\n", swapchain_desc->device_window);
4833     TRACE("windowed %#x\n", swapchain_desc->windowed);
4834     TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4835     if (swapchain_desc->enable_auto_depth_stencil)
4836         TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4837     TRACE("flags %#x\n", swapchain_desc->flags);
4838     TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4839     TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4840     TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4841 
4842     if (swapchain_desc->backbuffer_usage != WINED3DUSAGE_RENDERTARGET)
4843         FIXME("Got unexpected backbuffer usage %#x.\n", swapchain_desc->backbuffer_usage);
4844 
4845     if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
4846             && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
4847             && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
4848         FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
4849 
4850     /* No special treatment of these parameters. Just store them */
4851     swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4852     swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4853     swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4854     swapchain->desc.flags = swapchain_desc->flags;
4855     swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4856     swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4857     swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4858 
4859     if (swapchain_desc->device_window
4860             && swapchain_desc->device_window != swapchain->desc.device_window)
4861     {
4862         TRACE("Changing the device window from %p to %p.\n",
4863                 swapchain->desc.device_window, swapchain_desc->device_window);
4864         swapchain->desc.device_window = swapchain_desc->device_window;
4865         swapchain->device_window = swapchain_desc->device_window;
4866         wined3d_swapchain_set_window(swapchain, NULL);
4867     }
4868 
4869     backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4870             || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4871 
4872     if (!swapchain_desc->windowed != !swapchain->desc.windowed
4873             || swapchain->reapply_mode || mode
4874             || (!swapchain_desc->windowed && backbuffer_resized))
4875     {
4876         if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4877             return hr;
4878     }
4879     else if (!swapchain_desc->windowed)
4880     {
4881         DWORD style = device->style;
4882         DWORD exStyle = device->exStyle;
4883         /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4884          * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4885          * Reset to clear up their mess. Guild Wars also loses the device during that.
4886          */
4887         device->style = 0;
4888         device->exStyle = 0;
4889         wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4890                 swapchain_desc->backbuffer_width,
4891                 swapchain_desc->backbuffer_height);
4892         device->style = style;
4893         device->exStyle = exStyle;
4894     }
4895 
4896     if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4897             swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4898             swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4899         return hr;
4900 
4901     if (device->auto_depth_stencil_view)
4902     {
4903         wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4904         device->auto_depth_stencil_view = NULL;
4905     }
4906     if (swapchain->desc.enable_auto_depth_stencil)
4907     {
4908         struct wined3d_resource_desc texture_desc;
4909         struct wined3d_texture *texture;
4910         DWORD flags = 0;
4911 
4912         TRACE("Creating the depth stencil buffer.\n");
4913 
4914         texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4915         texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4916         texture_desc.multisample_type = swapchain->desc.multisample_type;
4917         texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4918         texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4919         texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4920         texture_desc.width = swapchain->desc.backbuffer_width;
4921         texture_desc.height = swapchain->desc.backbuffer_height;
4922         texture_desc.depth = 1;
4923         texture_desc.size = 0;
4924 
4925         if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4926             flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4927 
4928         if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4929                 device->device_parent, &texture_desc, flags, &texture)))
4930         {
4931             ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4932             return WINED3DERR_INVALIDCALL;
4933         }
4934 
4935         view_desc.format_id = texture->resource.format->id;
4936         view_desc.flags = 0;
4937         view_desc.u.texture.level_idx = 0;
4938         view_desc.u.texture.level_count = 1;
4939         view_desc.u.texture.layer_idx = 0;
4940         view_desc.u.texture.layer_count = 1;
4941         hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4942                 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4943         wined3d_texture_decref(texture);
4944         if (FAILED(hr))
4945         {
4946             ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4947             return hr;
4948         }
4949 
4950         wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4951     }
4952 
4953     if (device->back_buffer_view)
4954     {
4955         wined3d_rendertarget_view_decref(device->back_buffer_view);
4956         device->back_buffer_view = NULL;
4957     }
4958     if (swapchain->desc.backbuffer_count)
4959     {
4960         struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4961 
4962         view_desc.format_id = back_buffer->format->id;
4963         view_desc.flags = 0;
4964         view_desc.u.texture.level_idx = 0;
4965         view_desc.u.texture.level_count = 1;
4966         view_desc.u.texture.layer_idx = 0;
4967         view_desc.u.texture.layer_count = 1;
4968         if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4969                 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4970         {
4971             ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4972             return hr;
4973         }
4974     }
4975 
4976     wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4977 
4978     if (reset_state)
4979     {
4980         TRACE("Resetting stateblock.\n");
4981         if (device->recording)
4982         {
4983             wined3d_stateblock_decref(device->recording);
4984             device->recording = NULL;
4985         }
4986         wined3d_cs_emit_reset_state(device->cs);
4987         state_cleanup(&device->state);
4988 
4989         if (device->d3d_initialized)
4990             wined3d_device_delete_opengl_contexts(device);
4991 
4992         memset(&device->state, 0, sizeof(device->state));
4993         state_init(&device->state, &device->fb, &device->adapter->gl_info,
4994                 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4995         device->update_state = &device->state;
4996 
4997         device_init_swapchain_state(device, swapchain);
4998         if (wined3d_settings.logo)
4999             device_load_logo(device, wined3d_settings.logo);
5000     }
5001     else if (device->back_buffer_view)
5002     {
5003         struct wined3d_rendertarget_view *view = device->back_buffer_view;
5004         struct wined3d_state *state = &device->state;
5005 
5006         wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
5007 
5008         /* Note the min_z / max_z is not reset. */
5009         state->viewport.x = 0;
5010         state->viewport.y = 0;
5011         state->viewport.width = view->width;
5012         state->viewport.height = view->height;
5013         wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
5014 
5015         SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
5016         wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
5017     }
5018 
5019     if (device->d3d_initialized)
5020     {
5021         if (reset_state)
5022             hr = wined3d_device_create_primary_opengl_context(device);
5023         swapchain_update_swap_interval(swapchain);
5024     }
5025 
5026     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5027      * first use
5028      */
5029     return hr;
5030 }
5031 
5032 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5033 {
5034     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5035 
5036     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5037 
5038     return WINED3D_OK;
5039 }
5040 
5041 
5042 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5043         struct wined3d_device_creation_parameters *parameters)
5044 {
5045     TRACE("device %p, parameters %p.\n", device, parameters);
5046 
5047     *parameters = device->create_parms;
5048 }
5049 
5050 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
5051 {
5052     TRACE("device %p.\n", device);
5053 
5054     return device->wined3d;
5055 }
5056 
5057 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5058         UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5059 {
5060     struct wined3d_swapchain *swapchain;
5061 
5062     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5063             device, swapchain_idx, flags, ramp);
5064 
5065     if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5066         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5067 }
5068 
5069 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5070         UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5071 {
5072     struct wined3d_swapchain *swapchain;
5073 
5074     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5075             device, swapchain_idx, ramp);
5076 
5077     if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5078         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5079 }
5080 
5081 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5082 {
5083     TRACE("device %p, resource %p.\n", device, resource);
5084 
5085     wined3d_not_from_cs(device->cs);
5086 
5087     list_add_head(&device->resources, &resource->resource_list_entry);
5088 }
5089 
5090 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5091 {
5092     TRACE("device %p, resource %p.\n", device, resource);
5093 
5094     wined3d_not_from_cs(device->cs);
5095 
5096     list_remove(&resource->resource_list_entry);
5097 }
5098 
5099 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5100 {
5101     enum wined3d_resource_type type = resource->type;
5102     struct wined3d_rendertarget_view *rtv;
5103     unsigned int i;
5104 
5105     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5106 
5107     if (device->d3d_initialized)
5108     {
5109         for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5110         {
5111             if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
5112                 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5113         }
5114 
5115         if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
5116             ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5117     }
5118 
5119     switch (type)
5120     {
5121         case WINED3D_RTYPE_TEXTURE_1D:
5122         case WINED3D_RTYPE_TEXTURE_2D:
5123         case WINED3D_RTYPE_TEXTURE_3D:
5124             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5125             {
5126                 struct wined3d_texture *texture = texture_from_resource(resource);
5127 
5128                 if (device->state.textures[i] == texture)
5129                 {
5130                     ERR("Texture %p is still in use, stage %u.\n", texture, i);
5131                     device->state.textures[i] = NULL;
5132                 }
5133 
5134                 if (device->recording && device->update_state->textures[i] == texture)
5135                 {
5136                     ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5137                             texture, device->recording, i);
5138                     device->update_state->textures[i] = NULL;
5139                 }
5140             }
5141             break;
5142 
5143         case WINED3D_RTYPE_BUFFER:
5144             {
5145                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5146 
5147                 for (i = 0; i < MAX_STREAMS; ++i)
5148                 {
5149                     if (device->state.streams[i].buffer == buffer)
5150                     {
5151                         ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
5152                         device->state.streams[i].buffer = NULL;
5153                     }
5154 
5155                     if (device->recording && device->update_state->streams[i].buffer == buffer)
5156                     {
5157                         ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5158                                 buffer, device->recording, i);
5159                         device->update_state->streams[i].buffer = NULL;
5160                     }
5161                 }
5162 
5163                 if (device->state.index_buffer == buffer)
5164                 {
5165                     ERR("Buffer %p is still in use as index buffer.\n", buffer);
5166                     device->state.index_buffer =  NULL;
5167                 }
5168 
5169                 if (device->recording && device->update_state->index_buffer == buffer)
5170                 {
5171                     ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5172                             buffer, device->recording);
5173                     device->update_state->index_buffer =  NULL;
5174                 }
5175             }
5176             break;
5177 
5178         default:
5179             break;
5180     }
5181 
5182     /* Remove the resource from the resourceStore */
5183     device_resource_remove(device, resource);
5184 
5185     TRACE("Resource released.\n");
5186 }
5187 
5188 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5189 {
5190     const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5191 
5192     return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5193 }
5194 
5195 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5196         UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5197         BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5198 {
5199     struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5200     const struct fragment_pipeline *fragment_pipeline;
5201     const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5202     unsigned int i;
5203     HRESULT hr;
5204 
5205     device->ref = 1;
5206     device->wined3d = wined3d;
5207     wined3d_incref(device->wined3d);
5208     device->adapter = wined3d->adapter_count ? adapter : NULL;
5209     device->device_parent = device_parent;
5210     list_init(&device->resources);
5211     list_init(&device->shaders);
5212     device->surface_alignment = surface_alignment;
5213 
5214     /* Save the creation parameters. */
5215     device->create_parms.adapter_idx = adapter_idx;
5216     device->create_parms.device_type = device_type;
5217     device->create_parms.focus_window = focus_window;
5218     device->create_parms.flags = flags;
5219 
5220     device->shader_backend = adapter->shader_backend;
5221 
5222     vertex_pipeline = adapter->vertex_pipe;
5223 
5224     fragment_pipeline = adapter->fragment_pipe;
5225 
5226     wine_rb_init(&device->samplers, wined3d_sampler_compare);
5227 
5228     if (vertex_pipeline->vp_states && fragment_pipeline->states
5229             && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5230             &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5231             fragment_pipeline, misc_state_template)))
5232     {
5233         ERR("Failed to compile state table, hr %#x.\n", hr);
5234         wine_rb_destroy(&device->samplers, NULL, NULL);
5235         wined3d_decref(device->wined3d);
5236         return hr;
5237     }
5238 
5239     state_init(&device->state, &device->fb, &adapter->gl_info,
5240             &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
5241     device->update_state = &device->state;
5242 
5243     if (!(device->cs = wined3d_cs_create(device)))
5244     {
5245         WARN("Failed to create command stream.\n");
5246         state_cleanup(&device->state);
5247         hr = E_FAIL;
5248         goto err;
5249     }
5250 
5251     return WINED3D_OK;
5252 
5253 err:
5254     for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5255     {
5256         heap_free(device->multistate_funcs[i]);
5257     }
5258     wine_rb_destroy(&device->samplers, NULL, NULL);
5259     wined3d_decref(device->wined3d);
5260     return hr;
5261 }
5262 
5263 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5264 {
5265     DWORD rep = device->StateTable[state].representative;
5266     struct wined3d_context *context;
5267     DWORD idx;
5268     BYTE shift;
5269     UINT i;
5270 
5271     wined3d_from_cs(device->cs);
5272 
5273     if (STATE_IS_COMPUTE(state))
5274     {
5275         for (i = 0; i < device->context_count; ++i)
5276             context_invalidate_compute_state(device->contexts[i], state);
5277         return;
5278     }
5279 
5280     for (i = 0; i < device->context_count; ++i)
5281     {
5282         context = device->contexts[i];
5283         if(isStateDirty(context, rep)) continue;
5284 
5285         context->dirtyArray[context->numDirtyEntries++] = rep;
5286         idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5287         shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5288         context->isStateDirty[idx] |= (1u << shift);
5289     }
5290 }
5291 
5292 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5293         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5294 {
5295     if (device->filter_messages && message != WM_DISPLAYCHANGE)
5296     {
5297         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5298                 window, message, wparam, lparam);
5299         if (unicode)
5300             return DefWindowProcW(window, message, wparam, lparam);
5301         else
5302             return DefWindowProcA(window, message, wparam, lparam);
5303     }
5304 
5305     if (message == WM_DESTROY)
5306     {
5307         TRACE("unregister window %p.\n", window);
5308         wined3d_unregister_window(window);
5309 
5310         if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5311             ERR("Window %p is not the focus window for device %p.\n", window, device);
5312     }
5313     else if (message == WM_DISPLAYCHANGE)
5314     {
5315         device->device_parent->ops->mode_changed(device->device_parent);
5316     }
5317     else if (message == WM_ACTIVATEAPP)
5318     {
5319         UINT i;
5320 
5321         for (i = 0; i < device->swapchain_count; i++)
5322             wined3d_swapchain_activate(device->swapchains[i], wparam);
5323 
5324         device->device_parent->ops->activate(device->device_parent, wparam);
5325     }
5326     else if (message == WM_SYSCOMMAND)
5327     {
5328         if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5329         {
5330             if (unicode)
5331                 DefWindowProcW(window, message, wparam, lparam);
5332             else
5333                 DefWindowProcA(window, message, wparam, lparam);
5334         }
5335     }
5336 
5337     if (unicode)
5338         return CallWindowProcW(proc, window, message, wparam, lparam);
5339     else
5340         return CallWindowProcA(proc, window, message, wparam, lparam);
5341 }
5342 #if defined(STAGING_CSMT)
5343 
5344 /* Context activation is done by the caller */
5345 struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage,
5346         GLenum type_hint, struct wined3d_context *context)
5347 {
5348     struct wined3d_gl_bo *ret;
5349     const struct wined3d_gl_info *gl_info;
5350 
5351     TRACE("device %p, size %u, gl_usage %u, type_hint %u\n", device, size, gl_usage,
5352             type_hint);
5353 
5354     ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ret));
5355     if(!ret)
5356         return NULL;
5357     ret->type_hint = type_hint;
5358     ret->size = size;
5359     ret->usage = gl_usage;
5360 
5361     gl_info = context->gl_info;
5362 
5363     GL_EXTCALL(glGenBuffers(1, &ret->name));
5364     if (type_hint == GL_ELEMENT_ARRAY_BUFFER)
5365         context_invalidate_state(context, STATE_INDEXBUFFER);
5366     GL_EXTCALL(glBindBuffer(type_hint, ret->name));
5367     GL_EXTCALL(glBufferData(type_hint, size, NULL, gl_usage));
5368     GL_EXTCALL(glBindBuffer(type_hint, 0));
5369     checkGLcall("Create buffer object");
5370 
5371     TRACE("Successfully created and set up buffer %u\n", ret->name);
5372     return ret;
5373 }
5374 
5375 /* Context activation is done by the caller */
5376 static void wined3d_device_destroy_bo(struct wined3d_device *device, const struct wined3d_context *context,
5377         struct wined3d_gl_bo *bo)
5378 {
5379     const struct wined3d_gl_info *gl_info = context->gl_info;
5380     TRACE("device %p, bo %p, GL bo %u\n", device, bo, bo->name);
5381 
5382     GL_EXTCALL(glDeleteBuffers(1, &bo->name));
5383     checkGLcall("glDeleteBuffers");
5384 
5385     HeapFree(GetProcessHeap(), 0, bo);
5386 }
5387 
5388 /* Context activation is done by the caller */
5389 void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo,
5390         const struct wined3d_context *context)
5391 {
5392     TRACE("device %p, bo %p, GL bo %u\n", device, bo, bo->name);
5393 
5394     wined3d_device_destroy_bo(device, context, bo);
5395 }
5396 #endif /* STAGING_CSMT */
5397