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. */ 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 } 101 102 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 } 145 146 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 } 162 163 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 } 202 203 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 } 223 224 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(¤t_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(¤t_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 } 455 456 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 } 464 465 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 } 471 472 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 } 525 526 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 } 532 533 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 } 546 547 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. */ 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. */ 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. */ 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. */ 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 } 835 836 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 } 844 845 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 } 852 853 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 } 884 885 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 } 937 938 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 } 953 954 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 } 961 962 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 } 976 977 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 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 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 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 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 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 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 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 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 */ 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 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 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 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 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 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 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 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 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 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 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. */ 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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) 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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