1 | /*
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2 | * IWineD3DDevice implementation
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3 | *
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4 | * Copyright 2002 Lionel Ulmer
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5 | * Copyright 2002-2005 Jason Edmeades
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6 | * Copyright 2003-2004 Raphael Junqueira
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7 | * Copyright 2004 Christian Costa
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8 | * Copyright 2005 Oliver Stieber
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9 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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10 | * Copyright 2006-2008 Henri Verbeet
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11 | * Copyright 2007 Andrew Riedi
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12 | *
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13 | * This library is free software; you can redistribute it and/or
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14 | * modify it under the terms of the GNU Lesser General Public
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15 | * License as published by the Free Software Foundation; either
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16 | * version 2.1 of the License, or (at your option) any later version.
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17 | *
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18 | * This library is distributed in the hope that it will be useful,
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19 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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20 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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21 | * Lesser General Public License for more details.
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22 | *
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23 | * You should have received a copy of the GNU Lesser General Public
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24 | * License along with this library; if not, write to the Free Software
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25 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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26 | */
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27 |
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28 | /*
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29 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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30 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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31 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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32 | * a choice of LGPL license versions is made available with the language indicating
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33 | * that LGPLv2 or any later version may be used, or where a choice of which version
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34 | * of the LGPL is applied is otherwise unspecified.
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35 | */
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36 |
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37 | #include "config.h"
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38 | #include <stdio.h>
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39 | #ifdef HAVE_FLOAT_H
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40 | # include <float.h>
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41 | #endif
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42 | #include "wined3d_private.h"
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43 |
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44 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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45 | #define GLINFO_LOCATION This->adapter->gl_info
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46 |
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47 | /* Define the default light parameters as specified by MSDN */
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48 | const WINED3DLIGHT WINED3D_default_light = {
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49 |
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50 | WINED3DLIGHT_DIRECTIONAL, /* Type */
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51 | { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
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52 | { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
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53 | { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
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54 | { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
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55 | { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
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56 | 0.0f, /* Range */
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57 | 0.0f, /* Falloff */
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58 | 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
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59 | 0.0f, /* Theta */
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60 | 0.0f /* Phi */
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61 | };
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62 |
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63 | /**********************************************************
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64 | * Global variable / Constants follow
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65 | **********************************************************/
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66 | const float identity[] =
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67 | {
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68 | 1.0f, 0.0f, 0.0f, 0.0f,
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69 | 0.0f, 1.0f, 0.0f, 0.0f,
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70 | 0.0f, 0.0f, 1.0f, 0.0f,
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71 | 0.0f, 0.0f, 0.0f, 1.0f,
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72 | }; /* When needed for comparisons */
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73 |
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74 | /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
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75 | * actually have the same values in GL and D3D. */
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76 | static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
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77 | {
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78 | switch(primitive_type)
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79 | {
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80 | case WINED3DPT_POINTLIST:
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81 | return GL_POINTS;
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82 |
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83 | case WINED3DPT_LINELIST:
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84 | return GL_LINES;
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85 |
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86 | case WINED3DPT_LINESTRIP:
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87 | return GL_LINE_STRIP;
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88 |
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89 | case WINED3DPT_TRIANGLELIST:
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90 | return GL_TRIANGLES;
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91 |
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92 | case WINED3DPT_TRIANGLESTRIP:
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93 | return GL_TRIANGLE_STRIP;
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94 |
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95 | case WINED3DPT_TRIANGLEFAN:
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96 | return GL_TRIANGLE_FAN;
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97 |
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98 | case WINED3DPT_LINELIST_ADJ:
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99 | return GL_LINES_ADJACENCY_ARB;
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100 |
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101 | case WINED3DPT_LINESTRIP_ADJ:
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102 | return GL_LINE_STRIP_ADJACENCY_ARB;
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103 |
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104 | case WINED3DPT_TRIANGLELIST_ADJ:
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105 | return GL_TRIANGLES_ADJACENCY_ARB;
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106 |
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107 | case WINED3DPT_TRIANGLESTRIP_ADJ:
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108 | return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
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109 |
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110 | default:
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111 | FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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112 | return GL_NONE;
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113 | }
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114 | }
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115 |
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116 | static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
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117 | {
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118 | switch(primitive_type)
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119 | {
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120 | case GL_POINTS:
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121 | return WINED3DPT_POINTLIST;
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122 |
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123 | case GL_LINES:
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124 | return WINED3DPT_LINELIST;
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125 |
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126 | case GL_LINE_STRIP:
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127 | return WINED3DPT_LINESTRIP;
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128 |
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129 | case GL_TRIANGLES:
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130 | return WINED3DPT_TRIANGLELIST;
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131 |
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132 | case GL_TRIANGLE_STRIP:
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133 | return WINED3DPT_TRIANGLESTRIP;
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134 |
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135 | case GL_TRIANGLE_FAN:
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136 | return WINED3DPT_TRIANGLEFAN;
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137 |
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138 | case GL_LINES_ADJACENCY_ARB:
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139 | return WINED3DPT_LINELIST_ADJ;
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140 |
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141 | case GL_LINE_STRIP_ADJACENCY_ARB:
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142 | return WINED3DPT_LINESTRIP_ADJ;
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143 |
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144 | case GL_TRIANGLES_ADJACENCY_ARB:
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145 | return WINED3DPT_TRIANGLELIST_ADJ;
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146 |
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147 | case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
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148 | return WINED3DPT_TRIANGLESTRIP_ADJ;
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149 |
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150 | default:
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151 | FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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152 | return WINED3DPT_UNDEFINED;
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153 | }
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154 | }
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155 |
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156 | static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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157 | {
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158 | if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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159 | *regnum = WINED3D_FFP_POSITION;
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160 | else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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161 | *regnum = WINED3D_FFP_BLENDWEIGHT;
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162 | else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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163 | *regnum = WINED3D_FFP_BLENDINDICES;
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164 | else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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165 | *regnum = WINED3D_FFP_NORMAL;
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166 | else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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167 | *regnum = WINED3D_FFP_PSIZE;
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168 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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169 | *regnum = WINED3D_FFP_DIFFUSE;
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170 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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171 | *regnum = WINED3D_FFP_SPECULAR;
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172 | else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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173 | *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
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174 | else
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175 | {
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176 | FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
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177 | *regnum = ~0U;
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178 | return FALSE;
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179 | }
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180 |
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181 | return TRUE;
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182 | }
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183 |
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184 | /* Context activation is done by the caller. */
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185 | void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
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186 | BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
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187 | {
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188 | /* We need to deal with frequency data! */
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189 | IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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190 | UINT stream_count = This->stateBlock->streamIsUP ? 0 : declaration->num_streams;
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191 | const DWORD *streams = declaration->streams;
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192 | unsigned int i;
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193 |
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194 | memset(stream_info, 0, sizeof(*stream_info));
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195 |
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196 | /* Check for transformed vertices, disable vertex shader if present. */
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197 | stream_info->position_transformed = declaration->position_transformed;
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198 | if (declaration->position_transformed) use_vshader = FALSE;
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199 |
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200 | /* Translate the declaration into strided data. */
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201 | for (i = 0; i < declaration->element_count; ++i)
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202 | {
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203 | const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
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204 | GLuint buffer_object = 0;
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205 | const BYTE *data = NULL;
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206 | BOOL stride_used;
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207 | unsigned int idx;
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208 | DWORD stride;
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209 |
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210 | TRACE("%p Element %p (%u of %u)\n", declaration->elements,
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211 | element, i + 1, declaration->element_count);
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212 |
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213 | if (!This->stateBlock->streamSource[element->input_slot]) continue;
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214 |
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215 | stride = This->stateBlock->streamStride[element->input_slot];
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216 | if (This->stateBlock->streamIsUP)
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217 | {
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218 | TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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219 | buffer_object = 0;
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220 | data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
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221 | }
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222 | else
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223 | {
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224 | TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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225 | data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], 0, &buffer_object);
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226 |
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227 | /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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228 | * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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229 | * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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230 | * around to some big value. Hope that with the indices, the driver wraps it back internally. If
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231 | * not, drawStridedSlow is needed, including a vertex buffer path. */
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232 | if (This->stateBlock->loadBaseVertexIndex < 0)
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233 | {
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234 | WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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235 | buffer_object = 0;
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236 | data = buffer_get_sysmem((struct wined3d_buffer *)This->stateBlock->streamSource[element->input_slot]);
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237 | if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride)
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238 | {
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239 | FIXME("System memory vertex data load offset is negative!\n");
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240 | }
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241 | }
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242 |
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243 | if (fixup)
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244 | {
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245 | if (buffer_object) *fixup = TRUE;
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246 | else if (*fixup && !use_vshader
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247 | && (element->usage == WINED3DDECLUSAGE_COLOR
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248 | || element->usage == WINED3DDECLUSAGE_POSITIONT))
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249 | {
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250 | static BOOL warned = FALSE;
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251 | if (!warned)
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252 | {
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253 | /* This may be bad with the fixed function pipeline. */
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254 | FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
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255 | warned = TRUE;
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256 | }
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257 | }
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258 | }
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259 | }
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260 | data += element->offset;
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261 |
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262 | TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
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263 |
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264 | if (use_vshader)
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265 | {
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266 | if (element->output_slot == ~0U)
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267 | {
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268 | /* TODO: Assuming vertexdeclarations are usually used with the
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269 | * same or a similar shader, it might be worth it to store the
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270 | * last used output slot and try that one first. */
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271 | stride_used = vshader_get_input(This->stateBlock->vertexShader,
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272 | element->usage, element->usage_idx, &idx);
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273 | }
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274 | else
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275 | {
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276 | idx = element->output_slot;
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277 | stride_used = TRUE;
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278 | }
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279 | }
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280 | else
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281 | {
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282 | if (!element->ffp_valid)
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283 | {
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284 | WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
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285 | debug_d3dformat(element->format_desc->format), debug_d3ddeclusage(element->usage));
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286 | stride_used = FALSE;
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287 | }
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288 | else
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289 | {
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290 | stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
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291 | }
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292 | }
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293 |
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294 | if (stride_used)
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295 | {
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296 | TRACE("Load %s array %u [usage %s, usage_idx %u, "
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297 | "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
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298 | use_vshader ? "shader": "fixed function", idx,
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299 | debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
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300 | element->offset, stride, debug_d3dformat(element->format_desc->format), buffer_object);
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301 |
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302 | stream_info->elements[idx].format_desc = element->format_desc;
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303 | stream_info->elements[idx].stride = stride;
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304 | stream_info->elements[idx].data = data;
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305 | stream_info->elements[idx].stream_idx = element->input_slot;
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306 | stream_info->elements[idx].buffer_object = buffer_object;
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307 |
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308 | if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && element->format_desc->format == WINED3DFMT_A8R8G8B8)
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309 | {
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310 | stream_info->swizzle_map |= 1 << idx;
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311 | }
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312 | stream_info->use_map |= 1 << idx;
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313 | }
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314 | }
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315 |
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316 | /* Now call PreLoad on all the vertex buffers. In the very rare case
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317 | * that the buffers stopps converting PreLoad will dirtify the VDECL again.
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318 | * The vertex buffer can now use the strided structure in the device instead of finding its
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319 | * own again.
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320 | *
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321 | * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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322 | * once in there. */
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323 | for (i = 0; i < stream_count; ++i)
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324 | {
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325 | IWineD3DBuffer *vb = This->stateBlock->streamSource[streams[i]];
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326 | if (vb) IWineD3DBuffer_PreLoad(vb);
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327 | }
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328 | }
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329 |
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330 | static void stream_info_element_from_strided(IWineD3DDeviceImpl *This,
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331 | const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
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332 | {
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333 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(strided->format, &This->adapter->gl_info);
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334 | e->format_desc = format_desc;
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335 | e->stride = strided->dwStride;
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336 | e->data = strided->lpData;
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337 | e->stream_idx = 0;
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338 | e->buffer_object = 0;
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339 | }
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340 |
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341 | void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
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342 | const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
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343 | {
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344 | unsigned int i;
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345 |
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346 | memset(stream_info, 0, sizeof(*stream_info));
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347 |
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348 | if (strided->position.lpData)
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349 | stream_info_element_from_strided(This, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
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350 | if (strided->normal.lpData)
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351 | stream_info_element_from_strided(This, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
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352 | if (strided->diffuse.lpData)
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353 | stream_info_element_from_strided(This, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
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354 | if (strided->specular.lpData)
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355 | stream_info_element_from_strided(This, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
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356 |
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357 | for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
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358 | {
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359 | if (strided->texCoords[i].lpData)
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360 | stream_info_element_from_strided(This, &strided->texCoords[i],
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361 | &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
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362 | }
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363 |
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364 | stream_info->position_transformed = strided->position_transformed;
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365 |
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366 | for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
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367 | {
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368 | if (!stream_info->elements[i].format_desc) continue;
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369 |
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370 | if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && stream_info->elements[i].format_desc->format == WINED3DFMT_A8R8G8B8)
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371 | {
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372 | stream_info->swizzle_map |= 1 << i;
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373 | }
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374 | stream_info->use_map |= 1 << i;
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375 | }
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376 | }
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377 |
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378 | /**********************************************************
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379 | * IUnknown parts follows
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380 | **********************************************************/
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381 |
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382 | static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
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383 | {
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384 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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385 |
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386 | TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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387 | if (IsEqualGUID(riid, &IID_IUnknown)
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388 | || IsEqualGUID(riid, &IID_IWineD3DBase)
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389 | || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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390 | IUnknown_AddRef(iface);
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391 | *ppobj = This;
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392 | return S_OK;
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393 | }
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394 | *ppobj = NULL;
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395 | return E_NOINTERFACE;
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396 | }
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397 |
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398 | static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
|
---|
399 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
400 | ULONG refCount = InterlockedIncrement(&This->ref);
|
---|
401 |
|
---|
402 | TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
|
---|
403 | return refCount;
|
---|
404 | }
|
---|
405 |
|
---|
406 | static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
|
---|
407 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
408 | ULONG refCount = InterlockedDecrement(&This->ref);
|
---|
409 |
|
---|
410 | TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
|
---|
411 |
|
---|
412 | if (!refCount) {
|
---|
413 | UINT i;
|
---|
414 |
|
---|
415 | for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
|
---|
416 | HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
|
---|
417 | This->multistate_funcs[i] = NULL;
|
---|
418 | }
|
---|
419 |
|
---|
420 | /* TODO: Clean up all the surfaces and textures! */
|
---|
421 | /* NOTE: You must release the parent if the object was created via a callback
|
---|
422 | ** ***************************/
|
---|
423 |
|
---|
424 | if (!list_empty(&This->resources)) {
|
---|
425 | FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
|
---|
426 | dumpResources(&This->resources);
|
---|
427 | }
|
---|
428 |
|
---|
429 | if(This->contexts) ERR("Context array not freed!\n");
|
---|
430 | if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
|
---|
431 | This->haveHardwareCursor = FALSE;
|
---|
432 |
|
---|
433 | IWineD3D_Release(This->wineD3D);
|
---|
434 | This->wineD3D = NULL;
|
---|
435 | HeapFree(GetProcessHeap(), 0, This);
|
---|
436 | TRACE("Freed device %p\n", This);
|
---|
437 | This = NULL;
|
---|
438 | }
|
---|
439 | return refCount;
|
---|
440 | }
|
---|
441 |
|
---|
442 | /**********************************************************
|
---|
443 | * IWineD3DDevice implementation follows
|
---|
444 | **********************************************************/
|
---|
445 | static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
|
---|
446 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
447 | *pParent = This->parent;
|
---|
448 | IUnknown_AddRef(This->parent);
|
---|
449 | return WINED3D_OK;
|
---|
450 | }
|
---|
451 |
|
---|
452 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface,
|
---|
453 | struct wined3d_buffer_desc *desc, const void *data, IUnknown *parent, IWineD3DBuffer **buffer)
|
---|
454 | {
|
---|
455 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
456 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
|
---|
457 | struct wined3d_buffer *object;
|
---|
458 | HRESULT hr;
|
---|
459 |
|
---|
460 | TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
|
---|
461 |
|
---|
462 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
463 | if (!object)
|
---|
464 | {
|
---|
465 | ERR("Failed to allocate memory\n");
|
---|
466 | return E_OUTOFMEMORY;
|
---|
467 | }
|
---|
468 |
|
---|
469 | object->vtbl = &wined3d_buffer_vtbl;
|
---|
470 | object->desc = *desc;
|
---|
471 |
|
---|
472 | FIXME("Ignoring access flags (pool)\n");
|
---|
473 |
|
---|
474 | hr = resource_init((IWineD3DResource *)object, WINED3DRTYPE_BUFFER, This, desc->byte_width,
|
---|
475 | desc->usage, format_desc, WINED3DPOOL_MANAGED, parent);
|
---|
476 | if (FAILED(hr))
|
---|
477 | {
|
---|
478 | WARN("Failed to initialize resource, returning %#x\n", hr);
|
---|
479 | HeapFree(GetProcessHeap(), 0, object);
|
---|
480 | return hr;
|
---|
481 | }
|
---|
482 | object->buffer_type_hint = GL_ARRAY_BUFFER_ARB;
|
---|
483 |
|
---|
484 | TRACE("Created resource %p\n", object);
|
---|
485 |
|
---|
486 | TRACE("size %#x, usage=%#x, format %s, memory @ %p, iface @ %p\n", object->resource.size, object->resource.usage,
|
---|
487 | debug_d3dformat(object->resource.format_desc->format), object->resource.allocatedMemory, object);
|
---|
488 |
|
---|
489 | if (data)
|
---|
490 | {
|
---|
491 | BYTE *ptr;
|
---|
492 |
|
---|
493 | hr = IWineD3DBuffer_Map((IWineD3DBuffer *)object, 0, desc->byte_width, &ptr, 0);
|
---|
494 | if (FAILED(hr))
|
---|
495 | {
|
---|
496 | ERR("Failed to map buffer, hr %#x\n", hr);
|
---|
497 | IWineD3DBuffer_Release((IWineD3DBuffer *)object);
|
---|
498 | return hr;
|
---|
499 | }
|
---|
500 |
|
---|
501 | memcpy(ptr, data, desc->byte_width);
|
---|
502 |
|
---|
503 | hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)object);
|
---|
504 | if (FAILED(hr))
|
---|
505 | {
|
---|
506 | ERR("Failed to unmap buffer, hr %#x\n", hr);
|
---|
507 | IWineD3DBuffer_Release((IWineD3DBuffer *)object);
|
---|
508 | return hr;
|
---|
509 | }
|
---|
510 | }
|
---|
511 |
|
---|
512 | *buffer = (IWineD3DBuffer *)object;
|
---|
513 |
|
---|
514 | return WINED3D_OK;
|
---|
515 | }
|
---|
516 |
|
---|
517 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
|
---|
518 | DWORD FVF, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer, IUnknown *parent)
|
---|
519 | {
|
---|
520 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
521 | /* Dummy format for now */
|
---|
522 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(WINED3DFMT_VERTEXDATA, &This->adapter->gl_info);
|
---|
523 | struct wined3d_buffer *object;
|
---|
524 | int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
|
---|
525 | HRESULT hr;
|
---|
526 | BOOL conv;
|
---|
527 |
|
---|
528 | if(Size == 0) {
|
---|
529 | WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
|
---|
530 | *ppVertexBuffer = NULL;
|
---|
531 | return WINED3DERR_INVALIDCALL;
|
---|
532 | } else if(Pool == WINED3DPOOL_SCRATCH) {
|
---|
533 | /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
|
---|
534 | * anyway, SCRATCH vertex buffers aren't usable anywhere
|
---|
535 | */
|
---|
536 | WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
|
---|
537 | *ppVertexBuffer = NULL;
|
---|
538 | return WINED3DERR_INVALIDCALL;
|
---|
539 | }
|
---|
540 |
|
---|
541 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
542 | if (!object)
|
---|
543 | {
|
---|
544 | ERR("Out of memory\n");
|
---|
545 | *ppVertexBuffer = NULL;
|
---|
546 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
547 | }
|
---|
548 |
|
---|
549 | object->vtbl = &wined3d_buffer_vtbl;
|
---|
550 | hr = resource_init((IWineD3DResource *)object, WINED3DRTYPE_BUFFER, This, Size, Usage, format_desc, Pool, parent);
|
---|
551 | if (FAILED(hr))
|
---|
552 | {
|
---|
553 | WARN("Failed to initialize resource, returning %#x\n", hr);
|
---|
554 | HeapFree(GetProcessHeap(), 0, object);
|
---|
555 | *ppVertexBuffer = NULL;
|
---|
556 | return hr;
|
---|
557 | }
|
---|
558 | object->buffer_type_hint = GL_ARRAY_BUFFER_ARB;
|
---|
559 |
|
---|
560 | TRACE("(%p) : Created resource %p\n", This, object);
|
---|
561 |
|
---|
562 | TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
|
---|
563 | *ppVertexBuffer = (IWineD3DBuffer *)object;
|
---|
564 |
|
---|
565 | /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
---|
566 | * drawStridedFast (half-life 2).
|
---|
567 | *
|
---|
568 | * Basically converting the vertices in the buffer is quite expensive, and observations
|
---|
569 | * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
---|
570 | * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
---|
571 | *
|
---|
572 | * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
|
---|
573 | * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
|
---|
574 | * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
|
---|
575 | * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
|
---|
576 | * dx7 apps.
|
---|
577 | * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
|
---|
578 | * more. In this call we can convert dx7 buffers too.
|
---|
579 | */
|
---|
580 | conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
|
---|
581 | if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
|
---|
582 | TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
|
---|
583 | } else if(Pool == WINED3DPOOL_SYSTEMMEM) {
|
---|
584 | TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
|
---|
585 | } else if(Usage & WINED3DUSAGE_DYNAMIC) {
|
---|
586 | TRACE("Not creating a vbo because the buffer has dynamic usage\n");
|
---|
587 | } else if(dxVersion <= 7 && conv) {
|
---|
588 | TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
|
---|
589 | } else {
|
---|
590 | object->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
591 | }
|
---|
592 | return WINED3D_OK;
|
---|
593 | }
|
---|
594 |
|
---|
595 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface,
|
---|
596 | UINT Length, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppIndexBuffer, IUnknown *parent)
|
---|
597 | {
|
---|
598 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
599 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(WINED3DFMT_UNKNOWN, &This->adapter->gl_info);
|
---|
600 | struct wined3d_buffer *object;
|
---|
601 | HRESULT hr;
|
---|
602 |
|
---|
603 | TRACE("(%p) Creating index buffer\n", This);
|
---|
604 |
|
---|
605 | /* Allocate the storage for the device */
|
---|
606 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
607 | if (!object)
|
---|
608 | {
|
---|
609 | ERR("Out of memory\n");
|
---|
610 | *ppIndexBuffer = NULL;
|
---|
611 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
612 | }
|
---|
613 |
|
---|
614 | object->vtbl = &wined3d_buffer_vtbl;
|
---|
615 | hr = resource_init((IWineD3DResource *)object, WINED3DRTYPE_BUFFER, This, Length, Usage, format_desc, Pool, parent);
|
---|
616 | if (FAILED(hr))
|
---|
617 | {
|
---|
618 | WARN("Failed to initialize resource, returning %#x\n", hr);
|
---|
619 | HeapFree(GetProcessHeap(), 0, object);
|
---|
620 | *ppIndexBuffer = NULL;
|
---|
621 | return hr;
|
---|
622 | }
|
---|
623 | object->buffer_type_hint = GL_ELEMENT_ARRAY_BUFFER_ARB;
|
---|
624 |
|
---|
625 | TRACE("(%p) : Created resource %p\n", This, object);
|
---|
626 |
|
---|
627 | if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
|
---|
628 | object->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
629 | }
|
---|
630 |
|
---|
631 | TRACE("(%p) : Len=%d, Use=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage,
|
---|
632 | Pool, object, object->resource.allocatedMemory);
|
---|
633 | *ppIndexBuffer = (IWineD3DBuffer *) object;
|
---|
634 |
|
---|
635 | return WINED3D_OK;
|
---|
636 | }
|
---|
637 |
|
---|
638 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
|
---|
639 |
|
---|
640 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
641 | IWineD3DStateBlockImpl *object;
|
---|
642 | unsigned int i, j;
|
---|
643 | HRESULT temp_result;
|
---|
644 |
|
---|
645 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
646 | if(!object)
|
---|
647 | {
|
---|
648 | ERR("Out of memory\n");
|
---|
649 | *ppStateBlock = NULL;
|
---|
650 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
651 | }
|
---|
652 |
|
---|
653 | object->lpVtbl = &IWineD3DStateBlock_Vtbl;
|
---|
654 | object->wineD3DDevice = This;
|
---|
655 | object->parent = parent;
|
---|
656 | object->ref = 1;
|
---|
657 | object->blockType = Type;
|
---|
658 |
|
---|
659 | *ppStateBlock = (IWineD3DStateBlock *)object;
|
---|
660 |
|
---|
661 | for(i = 0; i < LIGHTMAP_SIZE; i++) {
|
---|
662 | list_init(&object->lightMap[i]);
|
---|
663 | }
|
---|
664 |
|
---|
665 | temp_result = allocate_shader_constants(object);
|
---|
666 | if (FAILED(temp_result))
|
---|
667 | {
|
---|
668 | HeapFree(GetProcessHeap(), 0, object);
|
---|
669 | return temp_result;
|
---|
670 | }
|
---|
671 |
|
---|
672 | /* Special case - Used during initialization to produce a placeholder stateblock
|
---|
673 | so other functions called can update a state block */
|
---|
674 | if (Type == WINED3DSBT_INIT || Type == WINED3DSBT_RECORDED)
|
---|
675 | {
|
---|
676 | /* Don't bother increasing the reference count otherwise a device will never
|
---|
677 | be freed due to circular dependencies */
|
---|
678 | return WINED3D_OK;
|
---|
679 | }
|
---|
680 |
|
---|
681 | /* Otherwise, might as well set the whole state block to the appropriate values */
|
---|
682 | if (This->stateBlock != NULL)
|
---|
683 | stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
|
---|
684 | else
|
---|
685 | memset(object->streamFreq, 1, sizeof(object->streamFreq));
|
---|
686 |
|
---|
687 | /* Reset the ref and type after kludging it */
|
---|
688 | object->wineD3DDevice = This;
|
---|
689 | object->ref = 1;
|
---|
690 | object->blockType = Type;
|
---|
691 |
|
---|
692 | TRACE("Updating changed flags appropriate for type %d\n", Type);
|
---|
693 |
|
---|
694 | if (Type == WINED3DSBT_ALL) {
|
---|
695 |
|
---|
696 | TRACE("ALL => Pretend everything has changed\n");
|
---|
697 | stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
|
---|
698 |
|
---|
699 | /* Lights are not part of the changed / set structure */
|
---|
700 | for(j = 0; j < LIGHTMAP_SIZE; j++) {
|
---|
701 | struct list *e;
|
---|
702 | LIST_FOR_EACH(e, &object->lightMap[j]) {
|
---|
703 | PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
704 | light->changed = TRUE;
|
---|
705 | light->enabledChanged = TRUE;
|
---|
706 | }
|
---|
707 | }
|
---|
708 | for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
|
---|
709 | object->contained_render_states[j - 1] = j;
|
---|
710 | }
|
---|
711 | object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
|
---|
712 | /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
|
---|
713 | for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
|
---|
714 | object->contained_transform_states[j - 1] = j;
|
---|
715 | }
|
---|
716 | object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
|
---|
717 | for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
|
---|
718 | object->contained_vs_consts_f[j] = j;
|
---|
719 | }
|
---|
720 | object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
|
---|
721 | for(j = 0; j < MAX_CONST_I; j++) {
|
---|
722 | object->contained_vs_consts_i[j] = j;
|
---|
723 | }
|
---|
724 | object->num_contained_vs_consts_i = MAX_CONST_I;
|
---|
725 | for(j = 0; j < MAX_CONST_B; j++) {
|
---|
726 | object->contained_vs_consts_b[j] = j;
|
---|
727 | }
|
---|
728 | object->num_contained_vs_consts_b = MAX_CONST_B;
|
---|
729 | for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
|
---|
730 | object->contained_ps_consts_f[j] = j;
|
---|
731 | }
|
---|
732 | object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
|
---|
733 | for(j = 0; j < MAX_CONST_I; j++) {
|
---|
734 | object->contained_ps_consts_i[j] = j;
|
---|
735 | }
|
---|
736 | object->num_contained_ps_consts_i = MAX_CONST_I;
|
---|
737 | for(j = 0; j < MAX_CONST_B; j++) {
|
---|
738 | object->contained_ps_consts_b[j] = j;
|
---|
739 | }
|
---|
740 | object->num_contained_ps_consts_b = MAX_CONST_B;
|
---|
741 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
742 | for (j = 0; j <= WINED3D_HIGHEST_TEXTURE_STATE; ++j)
|
---|
743 | {
|
---|
744 | object->contained_tss_states[object->num_contained_tss_states].stage = i;
|
---|
745 | object->contained_tss_states[object->num_contained_tss_states].state = j;
|
---|
746 | object->num_contained_tss_states++;
|
---|
747 | }
|
---|
748 | }
|
---|
749 | for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
750 | for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
|
---|
751 | object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
|
---|
752 | object->contained_sampler_states[object->num_contained_sampler_states].state = j;
|
---|
753 | object->num_contained_sampler_states++;
|
---|
754 | }
|
---|
755 | }
|
---|
756 |
|
---|
757 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
758 | if(object->streamSource[i]) {
|
---|
759 | IWineD3DBuffer_AddRef(object->streamSource[i]);
|
---|
760 | }
|
---|
761 | }
|
---|
762 | if(object->pIndexData) {
|
---|
763 | IWineD3DBuffer_AddRef(object->pIndexData);
|
---|
764 | }
|
---|
765 | if(object->vertexShader) {
|
---|
766 | IWineD3DVertexShader_AddRef(object->vertexShader);
|
---|
767 | }
|
---|
768 | if(object->pixelShader) {
|
---|
769 | IWineD3DPixelShader_AddRef(object->pixelShader);
|
---|
770 | }
|
---|
771 |
|
---|
772 | } else if (Type == WINED3DSBT_PIXELSTATE) {
|
---|
773 |
|
---|
774 | TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
|
---|
775 | stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
---|
776 |
|
---|
777 | object->changed.pixelShader = TRUE;
|
---|
778 |
|
---|
779 | /* Pixel Shader Constants */
|
---|
780 | for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
|
---|
781 | object->contained_ps_consts_f[i] = i;
|
---|
782 | object->changed.pixelShaderConstantsF[i] = TRUE;
|
---|
783 | }
|
---|
784 | object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
|
---|
785 | for (i = 0; i < MAX_CONST_B; ++i) {
|
---|
786 | object->contained_ps_consts_b[i] = i;
|
---|
787 | object->changed.pixelShaderConstantsB |= (1 << i);
|
---|
788 | }
|
---|
789 | object->num_contained_ps_consts_b = MAX_CONST_B;
|
---|
790 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
791 | object->contained_ps_consts_i[i] = i;
|
---|
792 | object->changed.pixelShaderConstantsI |= (1 << i);
|
---|
793 | }
|
---|
794 | object->num_contained_ps_consts_i = MAX_CONST_I;
|
---|
795 |
|
---|
796 | for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
---|
797 | DWORD rs = SavedPixelStates_R[i];
|
---|
798 | object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
|
---|
799 | object->contained_render_states[i] = rs;
|
---|
800 | }
|
---|
801 | object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
|
---|
802 | for (j = 0; j < MAX_TEXTURES; j++) {
|
---|
803 | for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
---|
804 | DWORD state = SavedPixelStates_T[i];
|
---|
805 | object->changed.textureState[j] |= 1 << state;
|
---|
806 | object->contained_tss_states[object->num_contained_tss_states].stage = j;
|
---|
807 | object->contained_tss_states[object->num_contained_tss_states].state = state;
|
---|
808 | object->num_contained_tss_states++;
|
---|
809 | }
|
---|
810 | }
|
---|
811 | for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
|
---|
812 | for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
|
---|
813 | DWORD state = SavedPixelStates_S[i];
|
---|
814 | object->changed.samplerState[j] |= 1 << state;
|
---|
815 | object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
|
---|
816 | object->contained_sampler_states[object->num_contained_sampler_states].state = state;
|
---|
817 | object->num_contained_sampler_states++;
|
---|
818 | }
|
---|
819 | }
|
---|
820 | if(object->pixelShader) {
|
---|
821 | IWineD3DPixelShader_AddRef(object->pixelShader);
|
---|
822 | }
|
---|
823 |
|
---|
824 | /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
|
---|
825 | * on them. This makes releasing the buffer easier
|
---|
826 | */
|
---|
827 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
828 | object->streamSource[i] = NULL;
|
---|
829 | }
|
---|
830 | object->pIndexData = NULL;
|
---|
831 | object->vertexShader = NULL;
|
---|
832 |
|
---|
833 | } else if (Type == WINED3DSBT_VERTEXSTATE) {
|
---|
834 |
|
---|
835 | TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
|
---|
836 | stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
---|
837 |
|
---|
838 | object->changed.vertexShader = TRUE;
|
---|
839 |
|
---|
840 | /* Vertex Shader Constants */
|
---|
841 | for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
|
---|
842 | object->changed.vertexShaderConstantsF[i] = TRUE;
|
---|
843 | object->contained_vs_consts_f[i] = i;
|
---|
844 | }
|
---|
845 | object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
|
---|
846 | for (i = 0; i < MAX_CONST_B; ++i) {
|
---|
847 | object->contained_vs_consts_b[i] = i;
|
---|
848 | object->changed.vertexShaderConstantsB |= (1 << i);
|
---|
849 | }
|
---|
850 | object->num_contained_vs_consts_b = MAX_CONST_B;
|
---|
851 | for (i = 0; i < MAX_CONST_I; ++i) {
|
---|
852 | object->contained_vs_consts_i[i] = i;
|
---|
853 | object->changed.vertexShaderConstantsI |= (1 << i);
|
---|
854 | }
|
---|
855 | object->num_contained_vs_consts_i = MAX_CONST_I;
|
---|
856 | for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
---|
857 | DWORD rs = SavedVertexStates_R[i];
|
---|
858 | object->changed.renderState[rs >> 5] |= 1 << (rs & 0x1f);
|
---|
859 | object->contained_render_states[i] = rs;
|
---|
860 | }
|
---|
861 | object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
|
---|
862 | for (j = 0; j < MAX_TEXTURES; j++) {
|
---|
863 | for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
---|
864 | DWORD state = SavedVertexStates_T[i];
|
---|
865 | object->changed.textureState[j] |= 1 << state;
|
---|
866 | object->contained_tss_states[object->num_contained_tss_states].stage = j;
|
---|
867 | object->contained_tss_states[object->num_contained_tss_states].state = state;
|
---|
868 | object->num_contained_tss_states++;
|
---|
869 | }
|
---|
870 | }
|
---|
871 | for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
|
---|
872 | for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
|
---|
873 | DWORD state = SavedVertexStates_S[i];
|
---|
874 | object->changed.samplerState[j] |= 1 << state;
|
---|
875 | object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
|
---|
876 | object->contained_sampler_states[object->num_contained_sampler_states].state = state;
|
---|
877 | object->num_contained_sampler_states++;
|
---|
878 | }
|
---|
879 | }
|
---|
880 |
|
---|
881 | for(j = 0; j < LIGHTMAP_SIZE; j++) {
|
---|
882 | struct list *e;
|
---|
883 | LIST_FOR_EACH(e, &object->lightMap[j]) {
|
---|
884 | PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
885 | light->changed = TRUE;
|
---|
886 | light->enabledChanged = TRUE;
|
---|
887 | }
|
---|
888 | }
|
---|
889 |
|
---|
890 | for(i = 0; i < MAX_STREAMS; i++) {
|
---|
891 | if(object->streamSource[i]) {
|
---|
892 | IWineD3DBuffer_AddRef(object->streamSource[i]);
|
---|
893 | }
|
---|
894 | }
|
---|
895 | if(object->vertexShader) {
|
---|
896 | IWineD3DVertexShader_AddRef(object->vertexShader);
|
---|
897 | }
|
---|
898 | object->pIndexData = NULL;
|
---|
899 | object->pixelShader = NULL;
|
---|
900 | } else {
|
---|
901 | FIXME("Unrecognized state block type %d\n", Type);
|
---|
902 | }
|
---|
903 |
|
---|
904 | TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
|
---|
905 | return WINED3D_OK;
|
---|
906 | }
|
---|
907 |
|
---|
908 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
|
---|
909 | WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,
|
---|
910 | DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
|
---|
911 | WINED3DSURFTYPE Impl, IUnknown *parent)
|
---|
912 | {
|
---|
913 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
914 | IWineD3DSurfaceImpl *object;
|
---|
915 | HRESULT hr;
|
---|
916 |
|
---|
917 | TRACE("(%p) Create surface\n",This);
|
---|
918 |
|
---|
919 | if (Impl == SURFACE_OPENGL && !This->adapter)
|
---|
920 | {
|
---|
921 | ERR("OpenGL surfaces are not available without OpenGL.\n");
|
---|
922 | return WINED3DERR_NOTAVAILABLE;
|
---|
923 | }
|
---|
924 |
|
---|
925 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
926 | if (!object)
|
---|
927 | {
|
---|
928 | ERR("Failed to allocate surface memory.\n");
|
---|
929 | *ppSurface = NULL;
|
---|
930 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
931 | }
|
---|
932 |
|
---|
933 | hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
|
---|
934 | Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent);
|
---|
935 | if (FAILED(hr))
|
---|
936 | {
|
---|
937 | WARN("Failed to initialize surface, returning %#x.\n", hr);
|
---|
938 | HeapFree(GetProcessHeap(), 0, object);
|
---|
939 | *ppSurface = NULL;
|
---|
940 | return hr;
|
---|
941 | }
|
---|
942 |
|
---|
943 | TRACE("(%p) : Created surface %p\n", This, object);
|
---|
944 |
|
---|
945 | *ppSurface = (IWineD3DSurface *)object;
|
---|
946 |
|
---|
947 | return hr;
|
---|
948 | }
|
---|
949 |
|
---|
950 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
|
---|
951 | IWineD3DResource *resource, IUnknown *parent, IWineD3DRendertargetView **rendertarget_view)
|
---|
952 | {
|
---|
953 | struct wined3d_rendertarget_view *object;
|
---|
954 |
|
---|
955 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
956 | if (!object)
|
---|
957 | {
|
---|
958 | ERR("Failed to allocate memory\n");
|
---|
959 | return E_OUTOFMEMORY;
|
---|
960 | }
|
---|
961 |
|
---|
962 | object->vtbl = &wined3d_rendertarget_view_vtbl;
|
---|
963 | object->refcount = 1;
|
---|
964 | IWineD3DResource_AddRef(resource);
|
---|
965 | object->resource = resource;
|
---|
966 | object->parent = parent;
|
---|
967 |
|
---|
968 | *rendertarget_view = (IWineD3DRendertargetView *)object;
|
---|
969 |
|
---|
970 | return WINED3D_OK;
|
---|
971 | }
|
---|
972 |
|
---|
973 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
|
---|
974 | UINT Width, UINT Height, UINT Levels, DWORD Usage, WINED3DFORMAT Format,
|
---|
975 | WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
|
---|
976 | {
|
---|
977 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
978 | IWineD3DTextureImpl *object;
|
---|
979 | HRESULT hr;
|
---|
980 |
|
---|
981 | TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
|
---|
982 | TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
|
---|
983 | Format, debug_d3dformat(Format), Pool, ppTexture, parent);
|
---|
984 |
|
---|
985 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
986 | if (!object)
|
---|
987 | {
|
---|
988 | ERR("Out of memory\n");
|
---|
989 | *ppTexture = NULL;
|
---|
990 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
991 | }
|
---|
992 |
|
---|
993 | object->lpVtbl = &IWineD3DTexture_Vtbl;
|
---|
994 |
|
---|
995 | hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
|
---|
996 | if (FAILED(hr))
|
---|
997 | {
|
---|
998 | WARN("Failed to initialize texture, returning %#x\n", hr);
|
---|
999 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1000 | *ppTexture = NULL;
|
---|
1001 | return hr;
|
---|
1002 | }
|
---|
1003 |
|
---|
1004 | *ppTexture = (IWineD3DTexture *)object;
|
---|
1005 |
|
---|
1006 | TRACE("(%p) : Created texture %p\n", This, object);
|
---|
1007 |
|
---|
1008 | return WINED3D_OK;
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
|
---|
1012 | UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, WINED3DFORMAT Format,
|
---|
1013 | WINED3DPOOL Pool, IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent)
|
---|
1014 | {
|
---|
1015 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1016 | IWineD3DVolumeTextureImpl *object;
|
---|
1017 | HRESULT hr;
|
---|
1018 |
|
---|
1019 | TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
---|
1020 | Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
---|
1021 |
|
---|
1022 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1023 | if (!object)
|
---|
1024 | {
|
---|
1025 | ERR("Out of memory\n");
|
---|
1026 | *ppVolumeTexture = NULL;
|
---|
1027 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 | object->lpVtbl = &IWineD3DVolumeTexture_Vtbl;
|
---|
1031 | hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent);
|
---|
1032 | if (FAILED(hr))
|
---|
1033 | {
|
---|
1034 | WARN("Failed to initialize volumetexture, returning %#x\n", hr);
|
---|
1035 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1036 | *ppVolumeTexture = NULL;
|
---|
1037 | return hr;
|
---|
1038 | }
|
---|
1039 |
|
---|
1040 | TRACE("(%p) : Created volume texture %p.\n", This, object);
|
---|
1041 | *ppVolumeTexture = (IWineD3DVolumeTexture *)object;
|
---|
1042 |
|
---|
1043 | return WINED3D_OK;
|
---|
1044 | }
|
---|
1045 |
|
---|
1046 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
|
---|
1047 | UINT Width, UINT Height, UINT Depth, DWORD Usage, WINED3DFORMAT Format,
|
---|
1048 | WINED3DPOOL Pool, IWineD3DVolume **ppVolume, IUnknown *parent)
|
---|
1049 | {
|
---|
1050 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1051 | IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
---|
1052 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &GLINFO_LOCATION);
|
---|
1053 | HRESULT hr;
|
---|
1054 |
|
---|
1055 | if(!GL_SUPPORT(EXT_TEXTURE3D)) {
|
---|
1056 | WARN("(%p) : Volume cannot be created - no volume texture support\n", This);
|
---|
1057 | return WINED3DERR_INVALIDCALL;
|
---|
1058 | }
|
---|
1059 |
|
---|
1060 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1061 | if (!object)
|
---|
1062 | {
|
---|
1063 | ERR("Out of memory\n");
|
---|
1064 | *ppVolume = NULL;
|
---|
1065 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1066 | }
|
---|
1067 |
|
---|
1068 | object->lpVtbl = &IWineD3DVolume_Vtbl;
|
---|
1069 | hr = resource_init((IWineD3DResource *)object, WINED3DRTYPE_VOLUME, This,
|
---|
1070 | Width * Height * Depth * format_desc->byte_count, Usage, format_desc, Pool, parent);
|
---|
1071 | if (FAILED(hr))
|
---|
1072 | {
|
---|
1073 | WARN("Failed to initialize resource, returning %#x\n", hr);
|
---|
1074 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1075 | *ppVolume = NULL;
|
---|
1076 | return hr;
|
---|
1077 | }
|
---|
1078 |
|
---|
1079 | TRACE("(%p) : Created resource %p\n", This, object);
|
---|
1080 |
|
---|
1081 | *ppVolume = (IWineD3DVolume *)object;
|
---|
1082 |
|
---|
1083 | TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
---|
1084 | Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
---|
1085 |
|
---|
1086 | object->currentDesc.Width = Width;
|
---|
1087 | object->currentDesc.Height = Height;
|
---|
1088 | object->currentDesc.Depth = Depth;
|
---|
1089 |
|
---|
1090 | /** Note: Volume textures cannot be dxtn, hence no need to check here **/
|
---|
1091 | object->lockable = TRUE;
|
---|
1092 | object->locked = FALSE;
|
---|
1093 | memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
|
---|
1094 | object->dirty = TRUE;
|
---|
1095 |
|
---|
1096 | volume_add_dirty_box((IWineD3DVolume *)object, NULL);
|
---|
1097 |
|
---|
1098 | return WINED3D_OK;
|
---|
1099 | }
|
---|
1100 |
|
---|
1101 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface,
|
---|
1102 | UINT EdgeLength, UINT Levels, DWORD Usage, WINED3DFORMAT Format,
|
---|
1103 | WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture, IUnknown *parent)
|
---|
1104 | {
|
---|
1105 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1106 | IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
---|
1107 | HRESULT hr;
|
---|
1108 |
|
---|
1109 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1110 | if (!object)
|
---|
1111 | {
|
---|
1112 | ERR("Out of memory\n");
|
---|
1113 | *ppCubeTexture = NULL;
|
---|
1114 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1115 | }
|
---|
1116 |
|
---|
1117 | object->lpVtbl = &IWineD3DCubeTexture_Vtbl;
|
---|
1118 | hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent);
|
---|
1119 | if (FAILED(hr))
|
---|
1120 | {
|
---|
1121 | WARN("Failed to initialize cubetexture, returning %#x\n", hr);
|
---|
1122 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1123 | *ppCubeTexture = NULL;
|
---|
1124 | return hr;
|
---|
1125 | }
|
---|
1126 |
|
---|
1127 | TRACE("(%p) : Created Cube Texture %p\n", This, object);
|
---|
1128 | *ppCubeTexture = (IWineD3DCubeTexture *)object;
|
---|
1129 |
|
---|
1130 | return WINED3D_OK;
|
---|
1131 | }
|
---|
1132 |
|
---|
1133 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
|
---|
1134 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1135 | IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
|
---|
1136 | HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
---|
1137 | const IWineD3DQueryVtbl *vtable;
|
---|
1138 |
|
---|
1139 | /* Just a check to see if we support this type of query */
|
---|
1140 | switch(Type) {
|
---|
1141 | case WINED3DQUERYTYPE_OCCLUSION:
|
---|
1142 | TRACE("(%p) occlusion query\n", This);
|
---|
1143 | if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
|
---|
1144 | hr = WINED3D_OK;
|
---|
1145 | else
|
---|
1146 | WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
|
---|
1147 |
|
---|
1148 | vtable = &IWineD3DOcclusionQuery_Vtbl;
|
---|
1149 | break;
|
---|
1150 |
|
---|
1151 | case WINED3DQUERYTYPE_EVENT:
|
---|
1152 | if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
|
---|
1153 | /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
|
---|
1154 | * Pretend to support it, faking this query does not do much harm except potentially lowering performance
|
---|
1155 | */
|
---|
1156 | FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
|
---|
1157 | }
|
---|
1158 | vtable = &IWineD3DEventQuery_Vtbl;
|
---|
1159 | hr = WINED3D_OK;
|
---|
1160 | break;
|
---|
1161 |
|
---|
1162 | case WINED3DQUERYTYPE_VCACHE:
|
---|
1163 | case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
---|
1164 | case WINED3DQUERYTYPE_VERTEXSTATS:
|
---|
1165 | case WINED3DQUERYTYPE_TIMESTAMP:
|
---|
1166 | case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
---|
1167 | case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
---|
1168 | case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
---|
1169 | case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
---|
1170 | case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
---|
1171 | case WINED3DQUERYTYPE_PIXELTIMINGS:
|
---|
1172 | case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
---|
1173 | case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
---|
1174 | default:
|
---|
1175 | /* Use the base Query vtable until we have a special one for each query */
|
---|
1176 | vtable = &IWineD3DQuery_Vtbl;
|
---|
1177 | FIXME("(%p) Unhandled query type %d\n", This, Type);
|
---|
1178 | }
|
---|
1179 | if(NULL == ppQuery || hr != WINED3D_OK) {
|
---|
1180 | return hr;
|
---|
1181 | }
|
---|
1182 |
|
---|
1183 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1184 | if(!object)
|
---|
1185 | {
|
---|
1186 | ERR("Out of memory\n");
|
---|
1187 | *ppQuery = NULL;
|
---|
1188 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1189 | }
|
---|
1190 |
|
---|
1191 | object->lpVtbl = vtable;
|
---|
1192 | object->type = Type;
|
---|
1193 | object->state = QUERY_CREATED;
|
---|
1194 | object->wineD3DDevice = This;
|
---|
1195 | object->parent = parent;
|
---|
1196 | object->ref = 1;
|
---|
1197 |
|
---|
1198 | *ppQuery = (IWineD3DQuery *)object;
|
---|
1199 |
|
---|
1200 | /* allocated the 'extended' data based on the type of query requested */
|
---|
1201 | switch(Type){
|
---|
1202 | case WINED3DQUERYTYPE_OCCLUSION:
|
---|
1203 | object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
|
---|
1204 | ((struct wined3d_occlusion_query *)object->extendedData)->context = NULL;
|
---|
1205 | break;
|
---|
1206 |
|
---|
1207 | case WINED3DQUERYTYPE_EVENT:
|
---|
1208 | object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_event_query));
|
---|
1209 | ((struct wined3d_event_query *)object->extendedData)->context = NULL;
|
---|
1210 | break;
|
---|
1211 |
|
---|
1212 | case WINED3DQUERYTYPE_VCACHE:
|
---|
1213 | case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
---|
1214 | case WINED3DQUERYTYPE_VERTEXSTATS:
|
---|
1215 | case WINED3DQUERYTYPE_TIMESTAMP:
|
---|
1216 | case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
---|
1217 | case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
---|
1218 | case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
---|
1219 | case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
---|
1220 | case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
---|
1221 | case WINED3DQUERYTYPE_PIXELTIMINGS:
|
---|
1222 | case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
---|
1223 | case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
---|
1224 | default:
|
---|
1225 | object->extendedData = 0;
|
---|
1226 | FIXME("(%p) Unhandled query type %d\n",This , Type);
|
---|
1227 | }
|
---|
1228 | TRACE("(%p) : Created Query %p\n", This, object);
|
---|
1229 | return WINED3D_OK;
|
---|
1230 | }
|
---|
1231 |
|
---|
1232 | /*****************************************************************************
|
---|
1233 | * IWineD3DDeviceImpl_SetupFullscreenWindow
|
---|
1234 | *
|
---|
1235 | * Helper function that modifies a HWND's Style and ExStyle for proper
|
---|
1236 | * fullscreen use.
|
---|
1237 | *
|
---|
1238 | * Params:
|
---|
1239 | * iface: Pointer to the IWineD3DDevice interface
|
---|
1240 | * window: Window to setup
|
---|
1241 | *
|
---|
1242 | *****************************************************************************/
|
---|
1243 | static LONG fullscreen_style(LONG orig_style) {
|
---|
1244 | LONG style = orig_style;
|
---|
1245 | style &= ~WS_CAPTION;
|
---|
1246 | style &= ~WS_THICKFRAME;
|
---|
1247 |
|
---|
1248 | /* Make sure the window is managed, otherwise we won't get keyboard input */
|
---|
1249 | style |= WS_POPUP | WS_SYSMENU;
|
---|
1250 |
|
---|
1251 | return style;
|
---|
1252 | }
|
---|
1253 |
|
---|
1254 | static LONG fullscreen_exStyle(LONG orig_exStyle) {
|
---|
1255 | LONG exStyle = orig_exStyle;
|
---|
1256 |
|
---|
1257 | /* Filter out window decorations */
|
---|
1258 | exStyle &= ~WS_EX_WINDOWEDGE;
|
---|
1259 | exStyle &= ~WS_EX_CLIENTEDGE;
|
---|
1260 |
|
---|
1261 | return exStyle;
|
---|
1262 | }
|
---|
1263 |
|
---|
1264 | static void IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) {
|
---|
1265 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1266 |
|
---|
1267 | LONG style, exStyle;
|
---|
1268 | /* Don't do anything if an original style is stored.
|
---|
1269 | * That shouldn't happen
|
---|
1270 | */
|
---|
1271 | TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
|
---|
1272 | if (This->style || This->exStyle) {
|
---|
1273 | ERR("(%p): Want to change the window parameters of HWND %p, but "
|
---|
1274 | "another style is stored for restoration afterwards\n", This, window);
|
---|
1275 | }
|
---|
1276 |
|
---|
1277 | /* Get the parameters and save them */
|
---|
1278 | style = GetWindowLongW(window, GWL_STYLE);
|
---|
1279 | exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
---|
1280 | This->style = style;
|
---|
1281 | This->exStyle = exStyle;
|
---|
1282 |
|
---|
1283 | style = fullscreen_style(style);
|
---|
1284 | exStyle = fullscreen_exStyle(exStyle);
|
---|
1285 |
|
---|
1286 | TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
|
---|
1287 | This->style, This->exStyle, style, exStyle);
|
---|
1288 |
|
---|
1289 | SetWindowLongW(window, GWL_STYLE, style);
|
---|
1290 | SetWindowLongW(window, GWL_EXSTYLE, exStyle);
|
---|
1291 |
|
---|
1292 | /* Inform the window about the update. */
|
---|
1293 | SetWindowPos(window, HWND_TOP, 0, 0,
|
---|
1294 | w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW);
|
---|
1295 | }
|
---|
1296 |
|
---|
1297 | /*****************************************************************************
|
---|
1298 | * IWineD3DDeviceImpl_RestoreWindow
|
---|
1299 | *
|
---|
1300 | * Helper function that restores a windows' properties when taking it out
|
---|
1301 | * of fullscreen mode
|
---|
1302 | *
|
---|
1303 | * Params:
|
---|
1304 | * iface: Pointer to the IWineD3DDevice interface
|
---|
1305 | * window: Window to setup
|
---|
1306 | *
|
---|
1307 | *****************************************************************************/
|
---|
1308 | static void IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
|
---|
1309 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1310 | LONG style, exStyle;
|
---|
1311 |
|
---|
1312 | /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
|
---|
1313 | * switch, do nothing
|
---|
1314 | */
|
---|
1315 | if (!This->style && !This->exStyle) return;
|
---|
1316 |
|
---|
1317 | TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
|
---|
1318 | This, window, This->style, This->exStyle);
|
---|
1319 |
|
---|
1320 | style = GetWindowLongW(window, GWL_STYLE);
|
---|
1321 | exStyle = GetWindowLongW(window, GWL_EXSTYLE);
|
---|
1322 |
|
---|
1323 | /* Only restore the style if the application didn't modify it during the fullscreen phase.
|
---|
1324 | * Some applications change it before calling Reset() when switching between windowed and
|
---|
1325 | * fullscreen modes(HL2), some depend on the original style(Eve Online)
|
---|
1326 | */
|
---|
1327 | if(style == fullscreen_style(This->style) &&
|
---|
1328 | exStyle == fullscreen_style(This->exStyle)) {
|
---|
1329 | SetWindowLongW(window, GWL_STYLE, This->style);
|
---|
1330 | SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
|
---|
1331 | }
|
---|
1332 |
|
---|
1333 | /* Delete the old values */
|
---|
1334 | This->style = 0;
|
---|
1335 | This->exStyle = 0;
|
---|
1336 |
|
---|
1337 | /* Inform the window about the update */
|
---|
1338 | SetWindowPos(window, 0 /* InsertAfter, ignored */,
|
---|
1339 | 0, 0, 0, 0, /* Pos, Size, ignored */
|
---|
1340 | SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
|
---|
1341 | }
|
---|
1342 |
|
---|
1343 | /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
|
---|
1344 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
|
---|
1345 | WINED3DPRESENT_PARAMETERS *pPresentationParameters, IWineD3DSwapChain **ppSwapChain,
|
---|
1346 | IUnknown *parent, WINED3DSURFTYPE surface_type)
|
---|
1347 | {
|
---|
1348 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1349 |
|
---|
1350 | HDC hDc;
|
---|
1351 | IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
---|
1352 | HRESULT hr;
|
---|
1353 | IUnknown *bufferParent;
|
---|
1354 | BOOL displaymode_set = FALSE;
|
---|
1355 | WINED3DDISPLAYMODE Mode;
|
---|
1356 | const struct GlPixelFormatDesc *format_desc;
|
---|
1357 |
|
---|
1358 | TRACE("(%p) : Created Additional Swap Chain\n", This);
|
---|
1359 |
|
---|
1360 | /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
|
---|
1361 | * does a device hold a reference to a swap chain giving them a lifetime of the device
|
---|
1362 | * or does the swap chain notify the device of its destruction.
|
---|
1363 | *******************************/
|
---|
1364 |
|
---|
1365 | /* Check the params */
|
---|
1366 | if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
|
---|
1367 | ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
|
---|
1368 | return WINED3DERR_INVALIDCALL;
|
---|
1369 | } else if (pPresentationParameters->BackBufferCount > 1) {
|
---|
1370 | FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
|
---|
1371 | }
|
---|
1372 |
|
---|
1373 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1374 | if(!object)
|
---|
1375 | {
|
---|
1376 | ERR("Out of memory\n");
|
---|
1377 | *ppSwapChain = NULL;
|
---|
1378 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1379 | }
|
---|
1380 |
|
---|
1381 | switch(surface_type) {
|
---|
1382 | case SURFACE_GDI:
|
---|
1383 | object->lpVtbl = &IWineGDISwapChain_Vtbl;
|
---|
1384 | break;
|
---|
1385 | case SURFACE_OPENGL:
|
---|
1386 | object->lpVtbl = &IWineD3DSwapChain_Vtbl;
|
---|
1387 | break;
|
---|
1388 | case SURFACE_UNKNOWN:
|
---|
1389 | FIXME("Caller tried to create a SURFACE_UNKNOWN swapchain\n");
|
---|
1390 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1391 | return WINED3DERR_INVALIDCALL;
|
---|
1392 | }
|
---|
1393 | object->wineD3DDevice = This;
|
---|
1394 | object->parent = parent;
|
---|
1395 | object->ref = 1;
|
---|
1396 |
|
---|
1397 | *ppSwapChain = (IWineD3DSwapChain *)object;
|
---|
1398 |
|
---|
1399 | /*********************
|
---|
1400 | * Lookup the window Handle and the relating X window handle
|
---|
1401 | ********************/
|
---|
1402 |
|
---|
1403 | /* Setup hwnd we are using, plus which display this equates to */
|
---|
1404 | object->win_handle = pPresentationParameters->hDeviceWindow;
|
---|
1405 | if (!object->win_handle) {
|
---|
1406 | object->win_handle = This->createParms.hFocusWindow;
|
---|
1407 | }
|
---|
1408 | if(!pPresentationParameters->Windowed && object->win_handle) {
|
---|
1409 | IWineD3DDeviceImpl_SetupFullscreenWindow(iface, object->win_handle,
|
---|
1410 | pPresentationParameters->BackBufferWidth,
|
---|
1411 | pPresentationParameters->BackBufferHeight);
|
---|
1412 | }
|
---|
1413 |
|
---|
1414 | hDc = GetDC(object->win_handle);
|
---|
1415 | TRACE("Using hDc %p\n", hDc);
|
---|
1416 |
|
---|
1417 | if (NULL == hDc) {
|
---|
1418 | WARN("Failed to get a HDc for Window %p\n", object->win_handle);
|
---|
1419 | return WINED3DERR_NOTAVAILABLE;
|
---|
1420 | }
|
---|
1421 |
|
---|
1422 | /* Get info on the current display setup */
|
---|
1423 | IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
|
---|
1424 | object->orig_width = Mode.Width;
|
---|
1425 | object->orig_height = Mode.Height;
|
---|
1426 | object->orig_fmt = Mode.Format;
|
---|
1427 | format_desc = getFormatDescEntry(Mode.Format, &GLINFO_LOCATION);
|
---|
1428 |
|
---|
1429 | if (pPresentationParameters->Windowed &&
|
---|
1430 | ((pPresentationParameters->BackBufferWidth == 0) ||
|
---|
1431 | (pPresentationParameters->BackBufferHeight == 0) ||
|
---|
1432 | (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
|
---|
1433 |
|
---|
1434 | RECT Rect;
|
---|
1435 | GetClientRect(object->win_handle, &Rect);
|
---|
1436 |
|
---|
1437 | if (pPresentationParameters->BackBufferWidth == 0) {
|
---|
1438 | pPresentationParameters->BackBufferWidth = Rect.right;
|
---|
1439 | TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
|
---|
1440 | }
|
---|
1441 | if (pPresentationParameters->BackBufferHeight == 0) {
|
---|
1442 | pPresentationParameters->BackBufferHeight = Rect.bottom;
|
---|
1443 | TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
|
---|
1444 | }
|
---|
1445 | if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
|
---|
1446 | pPresentationParameters->BackBufferFormat = object->orig_fmt;
|
---|
1447 | TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
|
---|
1448 | }
|
---|
1449 | }
|
---|
1450 |
|
---|
1451 | /* Put the correct figures in the presentation parameters */
|
---|
1452 | TRACE("Copying across presentation parameters\n");
|
---|
1453 | object->presentParms = *pPresentationParameters;
|
---|
1454 |
|
---|
1455 | TRACE("calling rendertarget CB\n");
|
---|
1456 | hr = IWineD3DDeviceParent_CreateRenderTarget(This->device_parent, parent,
|
---|
1457 | object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
---|
1458 | object->presentParms.BackBufferFormat, object->presentParms.MultiSampleType,
|
---|
1459 | object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->frontBuffer);
|
---|
1460 | if (SUCCEEDED(hr)) {
|
---|
1461 | IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
|
---|
1462 | ((IWineD3DSurfaceImpl *)object->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
---|
1463 | if(surface_type == SURFACE_OPENGL) {
|
---|
1464 | IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
|
---|
1465 | }
|
---|
1466 | } else {
|
---|
1467 | ERR("Failed to create the front buffer\n");
|
---|
1468 | goto error;
|
---|
1469 | }
|
---|
1470 |
|
---|
1471 | /*********************
|
---|
1472 | * Windowed / Fullscreen
|
---|
1473 | *******************/
|
---|
1474 |
|
---|
1475 | /**
|
---|
1476 | * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
|
---|
1477 | * so we should really check to see if there is a fullscreen swapchain already
|
---|
1478 | * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
|
---|
1479 | **************************************/
|
---|
1480 |
|
---|
1481 | if (!pPresentationParameters->Windowed) {
|
---|
1482 | WINED3DDISPLAYMODE mode;
|
---|
1483 |
|
---|
1484 |
|
---|
1485 | /* Change the display settings */
|
---|
1486 | mode.Width = pPresentationParameters->BackBufferWidth;
|
---|
1487 | mode.Height = pPresentationParameters->BackBufferHeight;
|
---|
1488 | mode.Format = pPresentationParameters->BackBufferFormat;
|
---|
1489 | mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
|
---|
1490 |
|
---|
1491 | IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
---|
1492 | displaymode_set = TRUE;
|
---|
1493 | }
|
---|
1494 |
|
---|
1495 | /**
|
---|
1496 | * Create an opengl context for the display visual
|
---|
1497 | * NOTE: the visual is chosen as the window is created and the glcontext cannot
|
---|
1498 | * use different properties after that point in time. FIXME: How to handle when requested format
|
---|
1499 | * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
|
---|
1500 | * it chooses is identical to the one already being used!
|
---|
1501 | **********************************/
|
---|
1502 | /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
|
---|
1503 |
|
---|
1504 | object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
|
---|
1505 | if(!object->context) {
|
---|
1506 | ERR("Failed to create the context array\n");
|
---|
1507 | hr = E_OUTOFMEMORY;
|
---|
1508 | goto error;
|
---|
1509 | }
|
---|
1510 | object->num_contexts = 1;
|
---|
1511 |
|
---|
1512 | if(surface_type == SURFACE_OPENGL) {
|
---|
1513 | object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
|
---|
1514 | if (!object->context[0]) {
|
---|
1515 | ERR("Failed to create a new context\n");
|
---|
1516 | hr = WINED3DERR_NOTAVAILABLE;
|
---|
1517 | goto error;
|
---|
1518 | } else {
|
---|
1519 | TRACE("Context created (HWND=%p, glContext=%p)\n",
|
---|
1520 | object->win_handle, object->context[0]->glCtx);
|
---|
1521 | }
|
---|
1522 | }
|
---|
1523 |
|
---|
1524 | /*********************
|
---|
1525 | * Create the back, front and stencil buffers
|
---|
1526 | *******************/
|
---|
1527 | if(object->presentParms.BackBufferCount > 0) {
|
---|
1528 | UINT i;
|
---|
1529 |
|
---|
1530 | object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
|
---|
1531 | if(!object->backBuffer) {
|
---|
1532 | ERR("Out of memory\n");
|
---|
1533 | hr = E_OUTOFMEMORY;
|
---|
1534 | goto error;
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 | for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
---|
1538 | TRACE("calling rendertarget CB\n");
|
---|
1539 | hr = IWineD3DDeviceParent_CreateRenderTarget(This->device_parent, parent,
|
---|
1540 | object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
---|
1541 | object->presentParms.BackBufferFormat, object->presentParms.MultiSampleType,
|
---|
1542 | object->presentParms.MultiSampleQuality, TRUE /* Lockable */, &object->backBuffer[i]);
|
---|
1543 | if(SUCCEEDED(hr)) {
|
---|
1544 | IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
|
---|
1545 | ((IWineD3DSurfaceImpl *)object->backBuffer[i])->Flags |= SFLAG_SWAPCHAIN;
|
---|
1546 | } else {
|
---|
1547 | ERR("Cannot create new back buffer\n");
|
---|
1548 | goto error;
|
---|
1549 | }
|
---|
1550 | if(surface_type == SURFACE_OPENGL) {
|
---|
1551 | ENTER_GL();
|
---|
1552 | glDrawBuffer(GL_BACK);
|
---|
1553 | checkGLcall("glDrawBuffer(GL_BACK)");
|
---|
1554 | LEAVE_GL();
|
---|
1555 | }
|
---|
1556 | }
|
---|
1557 | } else {
|
---|
1558 | object->backBuffer = NULL;
|
---|
1559 |
|
---|
1560 | /* Single buffering - draw to front buffer */
|
---|
1561 | if(surface_type == SURFACE_OPENGL) {
|
---|
1562 | ENTER_GL();
|
---|
1563 | glDrawBuffer(GL_FRONT);
|
---|
1564 | checkGLcall("glDrawBuffer(GL_FRONT)");
|
---|
1565 | LEAVE_GL();
|
---|
1566 | }
|
---|
1567 | }
|
---|
1568 |
|
---|
1569 | /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
|
---|
1570 | if (pPresentationParameters->EnableAutoDepthStencil && surface_type == SURFACE_OPENGL) {
|
---|
1571 | TRACE("Creating depth stencil buffer\n");
|
---|
1572 | if (This->auto_depth_stencil_buffer == NULL ) {
|
---|
1573 | hr = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent, parent,
|
---|
1574 | object->presentParms.BackBufferWidth, object->presentParms.BackBufferHeight,
|
---|
1575 | object->presentParms.AutoDepthStencilFormat, object->presentParms.MultiSampleType,
|
---|
1576 | object->presentParms.MultiSampleQuality, FALSE /* FIXME: Discard */,
|
---|
1577 | &This->auto_depth_stencil_buffer);
|
---|
1578 | if (SUCCEEDED(hr)) {
|
---|
1579 | IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
|
---|
1580 | } else {
|
---|
1581 | ERR("Failed to create the auto depth stencil\n");
|
---|
1582 | goto error;
|
---|
1583 | }
|
---|
1584 | }
|
---|
1585 | }
|
---|
1586 |
|
---|
1587 | IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *) object, &object->orig_gamma);
|
---|
1588 |
|
---|
1589 | TRACE("Created swapchain %p\n", object);
|
---|
1590 | TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, pPresentationParameters->EnableAutoDepthStencil);
|
---|
1591 | return WINED3D_OK;
|
---|
1592 |
|
---|
1593 | error:
|
---|
1594 | if (displaymode_set) {
|
---|
1595 | DEVMODEW devmode;
|
---|
1596 | RECT clip_rc;
|
---|
1597 |
|
---|
1598 | SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
|
---|
1599 | ClipCursor(NULL);
|
---|
1600 |
|
---|
1601 | /* Change the display settings */
|
---|
1602 | memset(&devmode, 0, sizeof(devmode));
|
---|
1603 | devmode.dmSize = sizeof(devmode);
|
---|
1604 | devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
---|
1605 | devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
---|
1606 | devmode.dmPelsWidth = object->orig_width;
|
---|
1607 | devmode.dmPelsHeight = object->orig_height;
|
---|
1608 | ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
---|
1609 | }
|
---|
1610 |
|
---|
1611 | if (object->backBuffer) {
|
---|
1612 | UINT i;
|
---|
1613 | for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
---|
1614 | if(object->backBuffer[i]) {
|
---|
1615 | IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
|
---|
1616 | IUnknown_Release(bufferParent); /* once for the get parent */
|
---|
1617 | if (IUnknown_Release(bufferParent) > 0) {
|
---|
1618 | FIXME("(%p) Something's still holding the back buffer\n",This);
|
---|
1619 | }
|
---|
1620 | }
|
---|
1621 | }
|
---|
1622 | HeapFree(GetProcessHeap(), 0, object->backBuffer);
|
---|
1623 | object->backBuffer = NULL;
|
---|
1624 | }
|
---|
1625 | if(object->context && object->context[0])
|
---|
1626 | DestroyContext(This, object->context[0]);
|
---|
1627 | if(object->frontBuffer) {
|
---|
1628 | IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
|
---|
1629 | IUnknown_Release(bufferParent); /* once for the get parent */
|
---|
1630 | if (IUnknown_Release(bufferParent) > 0) {
|
---|
1631 | FIXME("(%p) Something's still holding the front buffer\n",This);
|
---|
1632 | }
|
---|
1633 | }
|
---|
1634 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1635 | return hr;
|
---|
1636 | }
|
---|
1637 |
|
---|
1638 | /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
|
---|
1639 | static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
|
---|
1640 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1641 | TRACE("(%p)\n", This);
|
---|
1642 |
|
---|
1643 | return This->NumberOfSwapChains;
|
---|
1644 | }
|
---|
1645 |
|
---|
1646 | static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
|
---|
1647 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1648 | TRACE("(%p) : swapchain %d\n", This, iSwapChain);
|
---|
1649 |
|
---|
1650 | if(iSwapChain < This->NumberOfSwapChains) {
|
---|
1651 | *pSwapChain = This->swapchains[iSwapChain];
|
---|
1652 | IWineD3DSwapChain_AddRef(*pSwapChain);
|
---|
1653 | TRACE("(%p) returning %p\n", This, *pSwapChain);
|
---|
1654 | return WINED3D_OK;
|
---|
1655 | } else {
|
---|
1656 | TRACE("Swapchain out of range\n");
|
---|
1657 | *pSwapChain = NULL;
|
---|
1658 | return WINED3DERR_INVALIDCALL;
|
---|
1659 | }
|
---|
1660 | }
|
---|
1661 |
|
---|
1662 | /*****
|
---|
1663 | * Vertex Declaration
|
---|
1664 | *****/
|
---|
1665 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
|
---|
1666 | IUnknown *parent, const WINED3DVERTEXELEMENT *elements, UINT element_count) {
|
---|
1667 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1668 | IWineD3DVertexDeclarationImpl *object = NULL;
|
---|
1669 | HRESULT hr = WINED3D_OK;
|
---|
1670 |
|
---|
1671 | TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
|
---|
1672 | This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
|
---|
1673 |
|
---|
1674 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1675 | if(!object)
|
---|
1676 | {
|
---|
1677 | ERR("Out of memory\n");
|
---|
1678 | *ppVertexDeclaration = NULL;
|
---|
1679 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1680 | }
|
---|
1681 |
|
---|
1682 | object->lpVtbl = &IWineD3DVertexDeclaration_Vtbl;
|
---|
1683 | object->wineD3DDevice = This;
|
---|
1684 | object->parent = parent;
|
---|
1685 | object->ref = 1;
|
---|
1686 |
|
---|
1687 | *ppVertexDeclaration = (IWineD3DVertexDeclaration *)object;
|
---|
1688 |
|
---|
1689 | hr = vertexdeclaration_init(object, elements, element_count);
|
---|
1690 |
|
---|
1691 | if(FAILED(hr)) {
|
---|
1692 | IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)object);
|
---|
1693 | *ppVertexDeclaration = NULL;
|
---|
1694 | }
|
---|
1695 |
|
---|
1696 | return hr;
|
---|
1697 | }
|
---|
1698 |
|
---|
1699 | static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
|
---|
1700 | DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
|
---|
1701 |
|
---|
1702 | unsigned int idx, idx2;
|
---|
1703 | unsigned int offset;
|
---|
1704 | BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
|
---|
1705 | BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
|
---|
1706 | BOOL has_blend_idx = has_blend &&
|
---|
1707 | (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
|
---|
1708 | (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
|
---|
1709 | (fvf & WINED3DFVF_LASTBETA_UBYTE4));
|
---|
1710 | BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
|
---|
1711 | BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
|
---|
1712 | BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
|
---|
1713 | BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
|
---|
1714 |
|
---|
1715 | DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
---|
1716 | DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
|
---|
1717 | WINED3DVERTEXELEMENT *elements = NULL;
|
---|
1718 |
|
---|
1719 | unsigned int size;
|
---|
1720 | DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
|
---|
1721 | if (has_blend_idx) num_blends--;
|
---|
1722 |
|
---|
1723 | /* Compute declaration size */
|
---|
1724 | size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
|
---|
1725 | has_psize + has_diffuse + has_specular + num_textures;
|
---|
1726 |
|
---|
1727 | /* convert the declaration */
|
---|
1728 | elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
|
---|
1729 | if (!elements) return ~0U;
|
---|
1730 |
|
---|
1731 | idx = 0;
|
---|
1732 | if (has_pos) {
|
---|
1733 | if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
|
---|
1734 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1735 | elements[idx].usage = WINED3DDECLUSAGE_POSITIONT;
|
---|
1736 | }
|
---|
1737 | else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW) {
|
---|
1738 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1739 | elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
---|
1740 | }
|
---|
1741 | else {
|
---|
1742 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1743 | elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
---|
1744 | }
|
---|
1745 | elements[idx].usage_idx = 0;
|
---|
1746 | idx++;
|
---|
1747 | }
|
---|
1748 | if (has_blend && (num_blends > 0)) {
|
---|
1749 | if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
|
---|
1750 | elements[idx].format = WINED3DFMT_A8R8G8B8;
|
---|
1751 | else {
|
---|
1752 | switch(num_blends) {
|
---|
1753 | case 1: elements[idx].format = WINED3DFMT_R32_FLOAT; break;
|
---|
1754 | case 2: elements[idx].format = WINED3DFMT_R32G32_FLOAT; break;
|
---|
1755 | case 3: elements[idx].format = WINED3DFMT_R32G32B32_FLOAT; break;
|
---|
1756 | case 4: elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
|
---|
1757 | default:
|
---|
1758 | ERR("Unexpected amount of blend values: %u\n", num_blends);
|
---|
1759 | }
|
---|
1760 | }
|
---|
1761 | elements[idx].usage = WINED3DDECLUSAGE_BLENDWEIGHT;
|
---|
1762 | elements[idx].usage_idx = 0;
|
---|
1763 | idx++;
|
---|
1764 | }
|
---|
1765 | if (has_blend_idx) {
|
---|
1766 | if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
|
---|
1767 | (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
|
---|
1768 | elements[idx].format = WINED3DFMT_R8G8B8A8_UINT;
|
---|
1769 | else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
|
---|
1770 | elements[idx].format = WINED3DFMT_A8R8G8B8;
|
---|
1771 | else
|
---|
1772 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1773 | elements[idx].usage = WINED3DDECLUSAGE_BLENDINDICES;
|
---|
1774 | elements[idx].usage_idx = 0;
|
---|
1775 | idx++;
|
---|
1776 | }
|
---|
1777 | if (has_normal) {
|
---|
1778 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1779 | elements[idx].usage = WINED3DDECLUSAGE_NORMAL;
|
---|
1780 | elements[idx].usage_idx = 0;
|
---|
1781 | idx++;
|
---|
1782 | }
|
---|
1783 | if (has_psize) {
|
---|
1784 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1785 | elements[idx].usage = WINED3DDECLUSAGE_PSIZE;
|
---|
1786 | elements[idx].usage_idx = 0;
|
---|
1787 | idx++;
|
---|
1788 | }
|
---|
1789 | if (has_diffuse) {
|
---|
1790 | elements[idx].format = WINED3DFMT_A8R8G8B8;
|
---|
1791 | elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
---|
1792 | elements[idx].usage_idx = 0;
|
---|
1793 | idx++;
|
---|
1794 | }
|
---|
1795 | if (has_specular) {
|
---|
1796 | elements[idx].format = WINED3DFMT_A8R8G8B8;
|
---|
1797 | elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
---|
1798 | elements[idx].usage_idx = 1;
|
---|
1799 | idx++;
|
---|
1800 | }
|
---|
1801 | for (idx2 = 0; idx2 < num_textures; idx2++) {
|
---|
1802 | unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
|
---|
1803 | switch (numcoords) {
|
---|
1804 | case WINED3DFVF_TEXTUREFORMAT1:
|
---|
1805 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1806 | break;
|
---|
1807 | case WINED3DFVF_TEXTUREFORMAT2:
|
---|
1808 | elements[idx].format = WINED3DFMT_R32G32_FLOAT;
|
---|
1809 | break;
|
---|
1810 | case WINED3DFVF_TEXTUREFORMAT3:
|
---|
1811 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1812 | break;
|
---|
1813 | case WINED3DFVF_TEXTUREFORMAT4:
|
---|
1814 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1815 | break;
|
---|
1816 | }
|
---|
1817 | elements[idx].usage = WINED3DDECLUSAGE_TEXCOORD;
|
---|
1818 | elements[idx].usage_idx = idx2;
|
---|
1819 | idx++;
|
---|
1820 | }
|
---|
1821 |
|
---|
1822 | /* Now compute offsets, and initialize the rest of the fields */
|
---|
1823 | for (idx = 0, offset = 0; idx < size; ++idx)
|
---|
1824 | {
|
---|
1825 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(elements[idx].format, &This->adapter->gl_info);
|
---|
1826 | elements[idx].input_slot = 0;
|
---|
1827 | elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
|
---|
1828 | elements[idx].offset = offset;
|
---|
1829 | offset += format_desc->component_count * format_desc->component_size;
|
---|
1830 | }
|
---|
1831 |
|
---|
1832 | *ppVertexElements = elements;
|
---|
1833 | return size;
|
---|
1834 | }
|
---|
1835 |
|
---|
1836 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
|
---|
1837 | WINED3DVERTEXELEMENT* elements = NULL;
|
---|
1838 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1839 | unsigned int size;
|
---|
1840 | DWORD hr;
|
---|
1841 |
|
---|
1842 | size = ConvertFvfToDeclaration(This, Fvf, &elements);
|
---|
1843 | if (size == ~0U) return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1844 |
|
---|
1845 | hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
|
---|
1846 | HeapFree(GetProcessHeap(), 0, elements);
|
---|
1847 | if (hr != S_OK) return hr;
|
---|
1848 |
|
---|
1849 | return WINED3D_OK;
|
---|
1850 | }
|
---|
1851 |
|
---|
1852 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
|
---|
1853 | const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
---|
1854 | IWineD3DVertexShader **ppVertexShader, IUnknown *parent)
|
---|
1855 | {
|
---|
1856 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1857 | IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
|
---|
1858 | HRESULT hr = WINED3D_OK;
|
---|
1859 |
|
---|
1860 | if (!pFunction) return WINED3DERR_INVALIDCALL;
|
---|
1861 |
|
---|
1862 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1863 | if (!object)
|
---|
1864 | {
|
---|
1865 | ERR("Out of memory\n");
|
---|
1866 | *ppVertexShader = NULL;
|
---|
1867 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1868 | }
|
---|
1869 |
|
---|
1870 | object->lpVtbl = &IWineD3DVertexShader_Vtbl;
|
---|
1871 | object->parent = parent;
|
---|
1872 | shader_init(&object->baseShader, iface);
|
---|
1873 | list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
|
---|
1874 | *ppVertexShader = (IWineD3DVertexShader *)object;
|
---|
1875 |
|
---|
1876 | TRACE("(%p) : Created vertex shader %p\n", This, *ppVertexShader);
|
---|
1877 |
|
---|
1878 | hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction, output_signature);
|
---|
1879 | if (FAILED(hr))
|
---|
1880 | {
|
---|
1881 | WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
|
---|
1882 | IWineD3DVertexShader_Release(*ppVertexShader);
|
---|
1883 | *ppVertexShader = NULL;
|
---|
1884 | return hr;
|
---|
1885 | }
|
---|
1886 |
|
---|
1887 | return hr;
|
---|
1888 | }
|
---|
1889 |
|
---|
1890 | static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
|
---|
1891 | const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
---|
1892 | IWineD3DPixelShader **ppPixelShader, IUnknown *parent)
|
---|
1893 | {
|
---|
1894 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1895 | IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
|
---|
1896 | HRESULT hr = WINED3D_OK;
|
---|
1897 |
|
---|
1898 | if (!pFunction) return WINED3DERR_INVALIDCALL;
|
---|
1899 |
|
---|
1900 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1901 | if (!object)
|
---|
1902 | {
|
---|
1903 | ERR("Out of memory\n");
|
---|
1904 | *ppPixelShader = NULL;
|
---|
1905 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1906 | }
|
---|
1907 |
|
---|
1908 | object->lpVtbl = &IWineD3DPixelShader_Vtbl;
|
---|
1909 | object->parent = parent;
|
---|
1910 | shader_init(&object->baseShader, iface);
|
---|
1911 | list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
|
---|
1912 | *ppPixelShader = (IWineD3DPixelShader *)object;
|
---|
1913 |
|
---|
1914 | TRACE("(%p) : Created pixel shader %p\n", This, *ppPixelShader);
|
---|
1915 |
|
---|
1916 | hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction, output_signature);
|
---|
1917 | if (FAILED(hr))
|
---|
1918 | {
|
---|
1919 | WARN("(%p) : Failed to set function, returning %#x\n", iface, hr);
|
---|
1920 | IWineD3DPixelShader_Release(*ppPixelShader);
|
---|
1921 | *ppPixelShader = NULL;
|
---|
1922 | return hr;
|
---|
1923 | }
|
---|
1924 |
|
---|
1925 | return hr;
|
---|
1926 | }
|
---|
1927 |
|
---|
1928 | static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
|
---|
1929 | const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
|
---|
1930 | {
|
---|
1931 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1932 | IWineD3DPaletteImpl *object;
|
---|
1933 | HRESULT hr;
|
---|
1934 | TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
|
---|
1935 |
|
---|
1936 | /* Create the new object */
|
---|
1937 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
|
---|
1938 | if(!object) {
|
---|
1939 | ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
|
---|
1940 | return E_OUTOFMEMORY;
|
---|
1941 | }
|
---|
1942 |
|
---|
1943 | object->lpVtbl = &IWineD3DPalette_Vtbl;
|
---|
1944 | object->ref = 1;
|
---|
1945 | object->Flags = Flags;
|
---|
1946 | object->parent = Parent;
|
---|
1947 | object->wineD3DDevice = This;
|
---|
1948 | object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
|
---|
1949 | object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
|
---|
1950 |
|
---|
1951 | if(!object->hpal) {
|
---|
1952 | HeapFree( GetProcessHeap(), 0, object);
|
---|
1953 | return E_OUTOFMEMORY;
|
---|
1954 | }
|
---|
1955 |
|
---|
1956 | hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
|
---|
1957 | if(FAILED(hr)) {
|
---|
1958 | IWineD3DPalette_Release((IWineD3DPalette *) object);
|
---|
1959 | return hr;
|
---|
1960 | }
|
---|
1961 |
|
---|
1962 | *Palette = (IWineD3DPalette *) object;
|
---|
1963 |
|
---|
1964 | return WINED3D_OK;
|
---|
1965 | }
|
---|
1966 |
|
---|
1967 | static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
|
---|
1968 | HBITMAP hbm;
|
---|
1969 | BITMAP bm;
|
---|
1970 | HRESULT hr;
|
---|
1971 | HDC dcb = NULL, dcs = NULL;
|
---|
1972 | WINEDDCOLORKEY colorkey;
|
---|
1973 |
|
---|
1974 | hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
|
---|
1975 | if(hbm)
|
---|
1976 | {
|
---|
1977 | GetObjectA(hbm, sizeof(BITMAP), &bm);
|
---|
1978 | dcb = CreateCompatibleDC(NULL);
|
---|
1979 | if(!dcb) goto out;
|
---|
1980 | SelectObject(dcb, hbm);
|
---|
1981 | }
|
---|
1982 | else
|
---|
1983 | {
|
---|
1984 | /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
|
---|
1985 | * couldn't be loaded
|
---|
1986 | */
|
---|
1987 | memset(&bm, 0, sizeof(bm));
|
---|
1988 | bm.bmWidth = 32;
|
---|
1989 | bm.bmHeight = 32;
|
---|
1990 | }
|
---|
1991 |
|
---|
1992 | hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5, TRUE,
|
---|
1993 | FALSE, 0, &This->logo_surface, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL);
|
---|
1994 | if(FAILED(hr)) {
|
---|
1995 | ERR("Wine logo requested, but failed to create surface\n");
|
---|
1996 | goto out;
|
---|
1997 | }
|
---|
1998 |
|
---|
1999 | if(dcb) {
|
---|
2000 | hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
|
---|
2001 | if(FAILED(hr)) goto out;
|
---|
2002 | BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
|
---|
2003 | IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
|
---|
2004 |
|
---|
2005 | colorkey.dwColorSpaceLowValue = 0;
|
---|
2006 | colorkey.dwColorSpaceHighValue = 0;
|
---|
2007 | IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
|
---|
2008 | } else {
|
---|
2009 | /* Fill the surface with a white color to show that wined3d is there */
|
---|
2010 | IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
|
---|
2011 | }
|
---|
2012 |
|
---|
2013 | out:
|
---|
2014 | if(dcb) {
|
---|
2015 | DeleteDC(dcb);
|
---|
2016 | }
|
---|
2017 | if(hbm) {
|
---|
2018 | DeleteObject(hbm);
|
---|
2019 | }
|
---|
2020 | return;
|
---|
2021 | }
|
---|
2022 |
|
---|
2023 | /* Context activation is done by the caller. */
|
---|
2024 | static void create_dummy_textures(IWineD3DDeviceImpl *This) {
|
---|
2025 | unsigned int i;
|
---|
2026 | /* Under DirectX you can have texture stage operations even if no texture is
|
---|
2027 | bound, whereas opengl will only do texture operations when a valid texture is
|
---|
2028 | bound. We emulate this by creating dummy textures and binding them to each
|
---|
2029 | texture stage, but disable all stages by default. Hence if a stage is enabled
|
---|
2030 | then the default texture will kick in until replaced by a SetTexture call */
|
---|
2031 | ENTER_GL();
|
---|
2032 |
|
---|
2033 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
2034 | /* The dummy texture does not have client storage backing */
|
---|
2035 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
2036 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
2037 | }
|
---|
2038 | for (i = 0; i < GL_LIMITS(textures); i++) {
|
---|
2039 | GLubyte white = 255;
|
---|
2040 |
|
---|
2041 | /* Make appropriate texture active */
|
---|
2042 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
2043 | checkGLcall("glActiveTextureARB");
|
---|
2044 |
|
---|
2045 | /* Generate an opengl texture name */
|
---|
2046 | glGenTextures(1, &This->dummyTextureName[i]);
|
---|
2047 | checkGLcall("glGenTextures");
|
---|
2048 | TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
|
---|
2049 |
|
---|
2050 | /* Generate a dummy 2d texture (not using 1d because they cause many
|
---|
2051 | * DRI drivers fall back to sw) */
|
---|
2052 | glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
|
---|
2053 | checkGLcall("glBindTexture");
|
---|
2054 |
|
---|
2055 | glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
---|
2056 | checkGLcall("glTexImage2D");
|
---|
2057 | }
|
---|
2058 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
2059 | /* Reenable because if supported it is enabled by default */
|
---|
2060 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
2061 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
2062 | }
|
---|
2063 |
|
---|
2064 | LEAVE_GL();
|
---|
2065 | }
|
---|
2066 |
|
---|
2067 | static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
|
---|
2068 | WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
---|
2069 | {
|
---|
2070 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2071 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
2072 | HRESULT hr;
|
---|
2073 | DWORD state;
|
---|
2074 | unsigned int i;
|
---|
2075 |
|
---|
2076 | TRACE("(%p)->(%p)\n", This, pPresentationParameters);
|
---|
2077 |
|
---|
2078 | if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
---|
2079 | if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
|
---|
2080 |
|
---|
2081 | /* TODO: Test if OpenGL is compiled in and loaded */
|
---|
2082 |
|
---|
2083 | TRACE("(%p) : Creating stateblock\n", This);
|
---|
2084 | /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
|
---|
2085 | hr = IWineD3DDevice_CreateStateBlock(iface,
|
---|
2086 | WINED3DSBT_INIT,
|
---|
2087 | (IWineD3DStateBlock **)&This->stateBlock,
|
---|
2088 | NULL);
|
---|
2089 | if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
|
---|
2090 | WARN("Failed to create stateblock\n");
|
---|
2091 | goto err_out;
|
---|
2092 | }
|
---|
2093 | TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
|
---|
2094 | This->updateStateBlock = This->stateBlock;
|
---|
2095 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
2096 |
|
---|
2097 | This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
|
---|
2098 | This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
|
---|
2099 |
|
---|
2100 | This->NumberOfPalettes = 1;
|
---|
2101 | This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
|
---|
2102 | if(!This->palettes || !This->render_targets || !This->draw_buffers) {
|
---|
2103 | ERR("Out of memory!\n");
|
---|
2104 | goto err_out;
|
---|
2105 | }
|
---|
2106 | This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
2107 | if(!This->palettes[0]) {
|
---|
2108 | ERR("Out of memory!\n");
|
---|
2109 | goto err_out;
|
---|
2110 | }
|
---|
2111 | for (i = 0; i < 256; ++i) {
|
---|
2112 | This->palettes[0][i].peRed = 0xFF;
|
---|
2113 | This->palettes[0][i].peGreen = 0xFF;
|
---|
2114 | This->palettes[0][i].peBlue = 0xFF;
|
---|
2115 | This->palettes[0][i].peFlags = 0xFF;
|
---|
2116 | }
|
---|
2117 | This->currentPalette = 0;
|
---|
2118 |
|
---|
2119 | /* Initialize the texture unit mapping to a 1:1 mapping */
|
---|
2120 | for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
|
---|
2121 | if (state < GL_LIMITS(fragment_samplers)) {
|
---|
2122 | This->texUnitMap[state] = state;
|
---|
2123 | This->rev_tex_unit_map[state] = state;
|
---|
2124 | } else {
|
---|
2125 | This->texUnitMap[state] = -1;
|
---|
2126 | This->rev_tex_unit_map[state] = -1;
|
---|
2127 | }
|
---|
2128 | }
|
---|
2129 |
|
---|
2130 | /* Setup the implicit swapchain. This also initializes a context. */
|
---|
2131 | TRACE("Creating implicit swapchain\n");
|
---|
2132 | hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
---|
2133 | pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
---|
2134 | if (FAILED(hr))
|
---|
2135 | {
|
---|
2136 | WARN("Failed to create implicit swapchain\n");
|
---|
2137 | goto err_out;
|
---|
2138 | }
|
---|
2139 |
|
---|
2140 | This->NumberOfSwapChains = 1;
|
---|
2141 | This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
---|
2142 | if(!This->swapchains) {
|
---|
2143 | ERR("Out of memory!\n");
|
---|
2144 | goto err_out;
|
---|
2145 | }
|
---|
2146 | This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
---|
2147 |
|
---|
2148 | if(swapchain->backBuffer && swapchain->backBuffer[0]) {
|
---|
2149 | TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
|
---|
2150 | This->render_targets[0] = swapchain->backBuffer[0];
|
---|
2151 | }
|
---|
2152 | else {
|
---|
2153 | TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
|
---|
2154 | This->render_targets[0] = swapchain->frontBuffer;
|
---|
2155 | }
|
---|
2156 | IWineD3DSurface_AddRef(This->render_targets[0]);
|
---|
2157 |
|
---|
2158 | /* Depth Stencil support */
|
---|
2159 | This->stencilBufferTarget = This->auto_depth_stencil_buffer;
|
---|
2160 | if (NULL != This->stencilBufferTarget) {
|
---|
2161 | IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
---|
2162 | }
|
---|
2163 |
|
---|
2164 | hr = This->shader_backend->shader_alloc_private(iface);
|
---|
2165 | if(FAILED(hr)) {
|
---|
2166 | TRACE("Shader private data couldn't be allocated\n");
|
---|
2167 | goto err_out;
|
---|
2168 | }
|
---|
2169 | hr = This->frag_pipe->alloc_private(iface);
|
---|
2170 | if(FAILED(hr)) {
|
---|
2171 | TRACE("Fragment pipeline private data couldn't be allocated\n");
|
---|
2172 | goto err_out;
|
---|
2173 | }
|
---|
2174 | hr = This->blitter->alloc_private(iface);
|
---|
2175 | if(FAILED(hr)) {
|
---|
2176 | TRACE("Blitter private data couldn't be allocated\n");
|
---|
2177 | goto err_out;
|
---|
2178 | }
|
---|
2179 |
|
---|
2180 | /* Set up some starting GL setup */
|
---|
2181 |
|
---|
2182 | /* Setup all the devices defaults */
|
---|
2183 | IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
|
---|
2184 | create_dummy_textures(This);
|
---|
2185 |
|
---|
2186 | ENTER_GL();
|
---|
2187 |
|
---|
2188 | /* Initialize the current view state */
|
---|
2189 | This->view_ident = 1;
|
---|
2190 | This->contexts[0]->last_was_rhw = 0;
|
---|
2191 | glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
|
---|
2192 | checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
|
---|
2193 |
|
---|
2194 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
2195 | case ORM_FBO:
|
---|
2196 | case ORM_PBUFFER:
|
---|
2197 | This->offscreenBuffer = GL_BACK;
|
---|
2198 | break;
|
---|
2199 |
|
---|
2200 | case ORM_BACKBUFFER:
|
---|
2201 | {
|
---|
2202 | if (context_get_current()->aux_buffers > 0)
|
---|
2203 | {
|
---|
2204 | TRACE("Using auxilliary buffer for offscreen rendering\n");
|
---|
2205 | This->offscreenBuffer = GL_AUX0;
|
---|
2206 | } else {
|
---|
2207 | TRACE("Using back buffer for offscreen rendering\n");
|
---|
2208 | This->offscreenBuffer = GL_BACK;
|
---|
2209 | }
|
---|
2210 | }
|
---|
2211 | }
|
---|
2212 |
|
---|
2213 | TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
|
---|
2214 | LEAVE_GL();
|
---|
2215 |
|
---|
2216 | /* Clear the screen */
|
---|
2217 | IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
|
---|
2218 | WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
|
---|
2219 | 0x00, 1.0f, 0);
|
---|
2220 |
|
---|
2221 | This->d3d_initialized = TRUE;
|
---|
2222 |
|
---|
2223 | if(wined3d_settings.logo) {
|
---|
2224 | IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
|
---|
2225 | }
|
---|
2226 | This->highest_dirty_ps_const = 0;
|
---|
2227 | This->highest_dirty_vs_const = 0;
|
---|
2228 | return WINED3D_OK;
|
---|
2229 |
|
---|
2230 | err_out:
|
---|
2231 | HeapFree(GetProcessHeap(), 0, This->render_targets);
|
---|
2232 | HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
---|
2233 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
2234 | This->NumberOfSwapChains = 0;
|
---|
2235 | if(This->palettes) {
|
---|
2236 | HeapFree(GetProcessHeap(), 0, This->palettes[0]);
|
---|
2237 | HeapFree(GetProcessHeap(), 0, This->palettes);
|
---|
2238 | }
|
---|
2239 | This->NumberOfPalettes = 0;
|
---|
2240 | if(swapchain) {
|
---|
2241 | IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
|
---|
2242 | }
|
---|
2243 | if(This->stateBlock) {
|
---|
2244 | IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
|
---|
2245 | This->stateBlock = NULL;
|
---|
2246 | }
|
---|
2247 | if (This->blit_priv) {
|
---|
2248 | This->blitter->free_private(iface);
|
---|
2249 | }
|
---|
2250 | if (This->fragment_priv) {
|
---|
2251 | This->frag_pipe->free_private(iface);
|
---|
2252 | }
|
---|
2253 | if (This->shader_priv) {
|
---|
2254 | This->shader_backend->shader_free_private(iface);
|
---|
2255 | }
|
---|
2256 | return hr;
|
---|
2257 | }
|
---|
2258 |
|
---|
2259 | static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
|
---|
2260 | WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
---|
2261 | {
|
---|
2262 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2263 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
2264 | HRESULT hr;
|
---|
2265 |
|
---|
2266 | /* Setup the implicit swapchain */
|
---|
2267 | TRACE("Creating implicit swapchain\n");
|
---|
2268 | hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
---|
2269 | pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
---|
2270 | if (FAILED(hr))
|
---|
2271 | {
|
---|
2272 | WARN("Failed to create implicit swapchain\n");
|
---|
2273 | goto err_out;
|
---|
2274 | }
|
---|
2275 |
|
---|
2276 | This->NumberOfSwapChains = 1;
|
---|
2277 | This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
---|
2278 | if(!This->swapchains) {
|
---|
2279 | ERR("Out of memory!\n");
|
---|
2280 | goto err_out;
|
---|
2281 | }
|
---|
2282 | This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
---|
2283 | return WINED3D_OK;
|
---|
2284 |
|
---|
2285 | err_out:
|
---|
2286 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
2287 | return hr;
|
---|
2288 | }
|
---|
2289 |
|
---|
2290 | static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx)
|
---|
2291 | {
|
---|
2292 | IWineD3DResource_UnLoad(resource);
|
---|
2293 | IWineD3DResource_Release(resource);
|
---|
2294 | return WINED3D_OK;
|
---|
2295 | }
|
---|
2296 |
|
---|
2297 | static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
|
---|
2298 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2299 | int sampler;
|
---|
2300 | UINT i;
|
---|
2301 | TRACE("(%p)\n", This);
|
---|
2302 |
|
---|
2303 | if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
---|
2304 |
|
---|
2305 | /* I don't think that the interface guarantees that the device is destroyed from the same thread
|
---|
2306 | * it was created. Thus make sure a context is active for the glDelete* calls
|
---|
2307 | */
|
---|
2308 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
2309 |
|
---|
2310 | if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
|
---|
2311 |
|
---|
2312 | /* Unload resources */
|
---|
2313 | IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
|
---|
2314 |
|
---|
2315 | TRACE("Deleting high order patches\n");
|
---|
2316 | for(i = 0; i < PATCHMAP_SIZE; i++) {
|
---|
2317 | struct list *e1, *e2;
|
---|
2318 | struct WineD3DRectPatch *patch;
|
---|
2319 | LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
|
---|
2320 | patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
|
---|
2321 | IWineD3DDevice_DeletePatch(iface, patch->Handle);
|
---|
2322 | }
|
---|
2323 | }
|
---|
2324 |
|
---|
2325 | /* Delete the palette conversion shader if it is around */
|
---|
2326 | if(This->paletteConversionShader) {
|
---|
2327 | ENTER_GL();
|
---|
2328 | GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
|
---|
2329 | LEAVE_GL();
|
---|
2330 | This->paletteConversionShader = 0;
|
---|
2331 | }
|
---|
2332 |
|
---|
2333 | /* Delete the pbuffer context if there is any */
|
---|
2334 | if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
|
---|
2335 |
|
---|
2336 | /* Delete the mouse cursor texture */
|
---|
2337 | if(This->cursorTexture) {
|
---|
2338 | ENTER_GL();
|
---|
2339 | glDeleteTextures(1, &This->cursorTexture);
|
---|
2340 | LEAVE_GL();
|
---|
2341 | This->cursorTexture = 0;
|
---|
2342 | }
|
---|
2343 |
|
---|
2344 | for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
|
---|
2345 | IWineD3DDevice_SetTexture(iface, sampler, NULL);
|
---|
2346 | }
|
---|
2347 | for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
|
---|
2348 | IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
|
---|
2349 | }
|
---|
2350 |
|
---|
2351 | /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
|
---|
2352 | * private data, it might contain opengl pointers
|
---|
2353 | */
|
---|
2354 | if(This->depth_blt_texture) {
|
---|
2355 | ENTER_GL();
|
---|
2356 | glDeleteTextures(1, &This->depth_blt_texture);
|
---|
2357 | LEAVE_GL();
|
---|
2358 | This->depth_blt_texture = 0;
|
---|
2359 | }
|
---|
2360 | if (This->depth_blt_rb) {
|
---|
2361 | ENTER_GL();
|
---|
2362 | GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
|
---|
2363 | LEAVE_GL();
|
---|
2364 | This->depth_blt_rb = 0;
|
---|
2365 | This->depth_blt_rb_w = 0;
|
---|
2366 | This->depth_blt_rb_h = 0;
|
---|
2367 | }
|
---|
2368 |
|
---|
2369 | /* Release the update stateblock */
|
---|
2370 | if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
|
---|
2371 | if(This->updateStateBlock != This->stateBlock)
|
---|
2372 | FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
---|
2373 | }
|
---|
2374 | This->updateStateBlock = NULL;
|
---|
2375 |
|
---|
2376 | { /* because were not doing proper internal refcounts releasing the primary state block
|
---|
2377 | causes recursion with the extra checks in ResourceReleased, to avoid this we have
|
---|
2378 | to set this->stateBlock = NULL; first */
|
---|
2379 | IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
|
---|
2380 | This->stateBlock = NULL;
|
---|
2381 |
|
---|
2382 | /* Release the stateblock */
|
---|
2383 | if(IWineD3DStateBlock_Release(stateBlock) > 0){
|
---|
2384 | FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
---|
2385 | }
|
---|
2386 | }
|
---|
2387 |
|
---|
2388 | /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
|
---|
2389 | This->blitter->free_private(iface);
|
---|
2390 | This->frag_pipe->free_private(iface);
|
---|
2391 | This->shader_backend->shader_free_private(iface);
|
---|
2392 |
|
---|
2393 | /* Release the buffers (with sanity checks)*/
|
---|
2394 | TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
|
---|
2395 | if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
|
---|
2396 | if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
|
---|
2397 | FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
|
---|
2398 | }
|
---|
2399 | This->stencilBufferTarget = NULL;
|
---|
2400 |
|
---|
2401 | TRACE("Releasing the render target at %p\n", This->render_targets[0]);
|
---|
2402 | if(IWineD3DSurface_Release(This->render_targets[0]) >0){
|
---|
2403 | /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
|
---|
2404 | }
|
---|
2405 | TRACE("Setting rendertarget to NULL\n");
|
---|
2406 | This->render_targets[0] = NULL;
|
---|
2407 |
|
---|
2408 | if (This->auto_depth_stencil_buffer) {
|
---|
2409 | if(D3DCB_DestroyDepthStencilSurface(This->auto_depth_stencil_buffer) > 0) {
|
---|
2410 | FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
|
---|
2411 | }
|
---|
2412 | This->auto_depth_stencil_buffer = NULL;
|
---|
2413 | }
|
---|
2414 |
|
---|
2415 | for(i=0; i < This->NumberOfSwapChains; i++) {
|
---|
2416 | TRACE("Releasing the implicit swapchain %d\n", i);
|
---|
2417 | if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
---|
2418 | FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
---|
2419 | }
|
---|
2420 | }
|
---|
2421 |
|
---|
2422 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
2423 | This->swapchains = NULL;
|
---|
2424 | This->NumberOfSwapChains = 0;
|
---|
2425 |
|
---|
2426 | for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
|
---|
2427 | HeapFree(GetProcessHeap(), 0, This->palettes);
|
---|
2428 | This->palettes = NULL;
|
---|
2429 | This->NumberOfPalettes = 0;
|
---|
2430 |
|
---|
2431 | HeapFree(GetProcessHeap(), 0, This->render_targets);
|
---|
2432 | HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
---|
2433 | This->render_targets = NULL;
|
---|
2434 | This->draw_buffers = NULL;
|
---|
2435 |
|
---|
2436 | This->d3d_initialized = FALSE;
|
---|
2437 | return WINED3D_OK;
|
---|
2438 | }
|
---|
2439 |
|
---|
2440 | static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
|
---|
2441 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2442 | unsigned int i;
|
---|
2443 |
|
---|
2444 | for(i=0; i < This->NumberOfSwapChains; i++) {
|
---|
2445 | TRACE("Releasing the implicit swapchain %d\n", i);
|
---|
2446 | if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
---|
2447 | FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
---|
2448 | }
|
---|
2449 | }
|
---|
2450 |
|
---|
2451 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
2452 | This->swapchains = NULL;
|
---|
2453 | This->NumberOfSwapChains = 0;
|
---|
2454 | return WINED3D_OK;
|
---|
2455 | }
|
---|
2456 |
|
---|
2457 | /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
|
---|
2458 | * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
|
---|
2459 | * CreateDevice if D3DCREATE_MULTITHREADED is passed.
|
---|
2460 | *
|
---|
2461 | * There is no way to deactivate thread safety once it is enabled.
|
---|
2462 | */
|
---|
2463 | static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
|
---|
2464 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2465 |
|
---|
2466 | /*For now just store the flag(needed in case of ddraw) */
|
---|
2467 | This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
|
---|
2468 |
|
---|
2469 | return;
|
---|
2470 | }
|
---|
2471 |
|
---|
2472 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
|
---|
2473 | const WINED3DDISPLAYMODE* pMode) {
|
---|
2474 | DEVMODEW devmode;
|
---|
2475 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2476 | LONG ret;
|
---|
2477 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(pMode->Format, &GLINFO_LOCATION);
|
---|
2478 | RECT clip_rc;
|
---|
2479 |
|
---|
2480 | TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
---|
2481 |
|
---|
2482 | /* Resize the screen even without a window:
|
---|
2483 | * The app could have unset it with SetCooperativeLevel, but not called
|
---|
2484 | * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
|
---|
2485 | * but we don't have any hwnd
|
---|
2486 | */
|
---|
2487 |
|
---|
2488 | memset(&devmode, 0, sizeof(devmode));
|
---|
2489 | devmode.dmSize = sizeof(devmode);
|
---|
2490 | devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
---|
2491 | devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
---|
2492 | devmode.dmPelsWidth = pMode->Width;
|
---|
2493 | devmode.dmPelsHeight = pMode->Height;
|
---|
2494 |
|
---|
2495 | devmode.dmDisplayFrequency = pMode->RefreshRate;
|
---|
2496 | if (pMode->RefreshRate != 0) {
|
---|
2497 | devmode.dmFields |= DM_DISPLAYFREQUENCY;
|
---|
2498 | }
|
---|
2499 |
|
---|
2500 | /* Only change the mode if necessary */
|
---|
2501 | if( (This->ddraw_width == pMode->Width) &&
|
---|
2502 | (This->ddraw_height == pMode->Height) &&
|
---|
2503 | (This->ddraw_format == pMode->Format) &&
|
---|
2504 | (pMode->RefreshRate == 0) ) {
|
---|
2505 | return WINED3D_OK;
|
---|
2506 | }
|
---|
2507 |
|
---|
2508 | ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
---|
2509 | if (ret != DISP_CHANGE_SUCCESSFUL) {
|
---|
2510 | if(devmode.dmDisplayFrequency != 0) {
|
---|
2511 | WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
|
---|
2512 | devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
|
---|
2513 | devmode.dmDisplayFrequency = 0;
|
---|
2514 | ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
|
---|
2515 | }
|
---|
2516 | if(ret != DISP_CHANGE_SUCCESSFUL) {
|
---|
2517 | return WINED3DERR_NOTAVAILABLE;
|
---|
2518 | }
|
---|
2519 | }
|
---|
2520 |
|
---|
2521 | /* Store the new values */
|
---|
2522 | This->ddraw_width = pMode->Width;
|
---|
2523 | This->ddraw_height = pMode->Height;
|
---|
2524 | This->ddraw_format = pMode->Format;
|
---|
2525 |
|
---|
2526 | /* And finally clip mouse to our screen */
|
---|
2527 | SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
|
---|
2528 | ClipCursor(&clip_rc);
|
---|
2529 |
|
---|
2530 | return WINED3D_OK;
|
---|
2531 | }
|
---|
2532 |
|
---|
2533 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
|
---|
2534 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2535 | *ppD3D= This->wineD3D;
|
---|
2536 | TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
|
---|
2537 | IWineD3D_AddRef(*ppD3D);
|
---|
2538 | return WINED3D_OK;
|
---|
2539 | }
|
---|
2540 |
|
---|
2541 | static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
|
---|
2542 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2543 |
|
---|
2544 | TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
|
---|
2545 | (This->adapter->TextureRam/(1024*1024)),
|
---|
2546 | ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
|
---|
2547 | /* return simulated texture memory left */
|
---|
2548 | return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
|
---|
2549 | }
|
---|
2550 |
|
---|
2551 | /*****
|
---|
2552 | * Get / Set Stream Source
|
---|
2553 | *****/
|
---|
2554 | static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
|
---|
2555 | IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
|
---|
2556 | {
|
---|
2557 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2558 | IWineD3DBuffer *oldSrc;
|
---|
2559 |
|
---|
2560 | if (StreamNumber >= MAX_STREAMS) {
|
---|
2561 | WARN("Stream out of range %d\n", StreamNumber);
|
---|
2562 | return WINED3DERR_INVALIDCALL;
|
---|
2563 | } else if(OffsetInBytes & 0x3) {
|
---|
2564 | WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
|
---|
2565 | return WINED3DERR_INVALIDCALL;
|
---|
2566 | }
|
---|
2567 |
|
---|
2568 | oldSrc = This->updateStateBlock->streamSource[StreamNumber];
|
---|
2569 | TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
|
---|
2570 |
|
---|
2571 | This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
|
---|
2572 |
|
---|
2573 | if(oldSrc == pStreamData &&
|
---|
2574 | This->updateStateBlock->streamStride[StreamNumber] == Stride &&
|
---|
2575 | This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
|
---|
2576 | TRACE("Application is setting the old values over, nothing to do\n");
|
---|
2577 | return WINED3D_OK;
|
---|
2578 | }
|
---|
2579 |
|
---|
2580 | This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
|
---|
2581 | if (pStreamData) {
|
---|
2582 | This->updateStateBlock->streamStride[StreamNumber] = Stride;
|
---|
2583 | This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
|
---|
2584 | }
|
---|
2585 |
|
---|
2586 | /* Handle recording of state blocks */
|
---|
2587 | if (This->isRecordingState) {
|
---|
2588 | TRACE("Recording... not performing anything\n");
|
---|
2589 | if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
|
---|
2590 | if (oldSrc) IWineD3DBuffer_Release(oldSrc);
|
---|
2591 | return WINED3D_OK;
|
---|
2592 | }
|
---|
2593 |
|
---|
2594 | if (pStreamData != NULL) {
|
---|
2595 | InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
|
---|
2596 | IWineD3DBuffer_AddRef(pStreamData);
|
---|
2597 | }
|
---|
2598 | if (oldSrc != NULL) {
|
---|
2599 | InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
|
---|
2600 | IWineD3DBuffer_Release(oldSrc);
|
---|
2601 | }
|
---|
2602 |
|
---|
2603 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
2604 |
|
---|
2605 | return WINED3D_OK;
|
---|
2606 | }
|
---|
2607 |
|
---|
2608 | static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
|
---|
2609 | UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
|
---|
2610 | {
|
---|
2611 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2612 |
|
---|
2613 | TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
|
---|
2614 | This->stateBlock->streamSource[StreamNumber],
|
---|
2615 | This->stateBlock->streamOffset[StreamNumber],
|
---|
2616 | This->stateBlock->streamStride[StreamNumber]);
|
---|
2617 |
|
---|
2618 | if (StreamNumber >= MAX_STREAMS) {
|
---|
2619 | WARN("Stream out of range %d\n", StreamNumber);
|
---|
2620 | return WINED3DERR_INVALIDCALL;
|
---|
2621 | }
|
---|
2622 | *pStream = This->stateBlock->streamSource[StreamNumber];
|
---|
2623 | *pStride = This->stateBlock->streamStride[StreamNumber];
|
---|
2624 | if (pOffset) {
|
---|
2625 | *pOffset = This->stateBlock->streamOffset[StreamNumber];
|
---|
2626 | }
|
---|
2627 |
|
---|
2628 | if (*pStream != NULL) {
|
---|
2629 | IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
|
---|
2630 | }
|
---|
2631 | return WINED3D_OK;
|
---|
2632 | }
|
---|
2633 |
|
---|
2634 | static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
|
---|
2635 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2636 | UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
|
---|
2637 | UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
|
---|
2638 |
|
---|
2639 | /* Verify input at least in d3d9 this is invalid*/
|
---|
2640 | if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
|
---|
2641 | WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
|
---|
2642 | return WINED3DERR_INVALIDCALL;
|
---|
2643 | }
|
---|
2644 | if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
|
---|
2645 | WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
|
---|
2646 | return WINED3DERR_INVALIDCALL;
|
---|
2647 | }
|
---|
2648 | if( Divider == 0 ){
|
---|
2649 | WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
|
---|
2650 | return WINED3DERR_INVALIDCALL;
|
---|
2651 | }
|
---|
2652 |
|
---|
2653 | TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
|
---|
2654 | This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
|
---|
2655 |
|
---|
2656 | This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
|
---|
2657 | This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
|
---|
2658 |
|
---|
2659 | if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
|
---|
2660 | This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
|
---|
2661 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
2662 | }
|
---|
2663 |
|
---|
2664 | return WINED3D_OK;
|
---|
2665 | }
|
---|
2666 |
|
---|
2667 | static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
|
---|
2668 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2669 |
|
---|
2670 | TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
|
---|
2671 | *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
|
---|
2672 |
|
---|
2673 | TRACE("(%p) : returning %d\n", This, *Divider);
|
---|
2674 |
|
---|
2675 | return WINED3D_OK;
|
---|
2676 | }
|
---|
2677 |
|
---|
2678 | /*****
|
---|
2679 | * Get / Set & Multiply Transform
|
---|
2680 | *****/
|
---|
2681 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
|
---|
2682 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2683 |
|
---|
2684 | /* Most of this routine, comments included copied from ddraw tree initially: */
|
---|
2685 | TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
|
---|
2686 |
|
---|
2687 | /* Handle recording of state blocks */
|
---|
2688 | if (This->isRecordingState) {
|
---|
2689 | TRACE("Recording... not performing anything\n");
|
---|
2690 | This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
|
---|
2691 | This->updateStateBlock->transforms[d3dts] = *lpmatrix;
|
---|
2692 | return WINED3D_OK;
|
---|
2693 | }
|
---|
2694 |
|
---|
2695 | /*
|
---|
2696 | * If the new matrix is the same as the current one,
|
---|
2697 | * we cut off any further processing. this seems to be a reasonable
|
---|
2698 | * optimization because as was noticed, some apps (warcraft3 for example)
|
---|
2699 | * tend towards setting the same matrix repeatedly for some reason.
|
---|
2700 | *
|
---|
2701 | * From here on we assume that the new matrix is different, wherever it matters.
|
---|
2702 | */
|
---|
2703 | if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
|
---|
2704 | TRACE("The app is setting the same matrix over again\n");
|
---|
2705 | return WINED3D_OK;
|
---|
2706 | } else {
|
---|
2707 | conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
|
---|
2708 | }
|
---|
2709 |
|
---|
2710 | /*
|
---|
2711 | ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
---|
2712 | where ViewMat = Camera space, WorldMat = world space.
|
---|
2713 |
|
---|
2714 | In OpenGL, camera and world space is combined into GL_MODELVIEW
|
---|
2715 | matrix. The Projection matrix stay projection matrix.
|
---|
2716 | */
|
---|
2717 |
|
---|
2718 | /* Capture the times we can just ignore the change for now */
|
---|
2719 | if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
|
---|
2720 | This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
|
---|
2721 | /* Handled by the state manager */
|
---|
2722 | }
|
---|
2723 |
|
---|
2724 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
|
---|
2725 | return WINED3D_OK;
|
---|
2726 |
|
---|
2727 | }
|
---|
2728 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
|
---|
2729 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2730 | TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
|
---|
2731 | *pMatrix = This->stateBlock->transforms[State];
|
---|
2732 | return WINED3D_OK;
|
---|
2733 | }
|
---|
2734 |
|
---|
2735 | static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
|
---|
2736 | const WINED3DMATRIX *mat = NULL;
|
---|
2737 | WINED3DMATRIX temp;
|
---|
2738 |
|
---|
2739 | /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
|
---|
2740 | * below means it will be recorded in a state block change, but it
|
---|
2741 | * works regardless where it is recorded.
|
---|
2742 | * If this is found to be wrong, change to StateBlock.
|
---|
2743 | */
|
---|
2744 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2745 | TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
|
---|
2746 |
|
---|
2747 | if (State <= HIGHEST_TRANSFORMSTATE)
|
---|
2748 | {
|
---|
2749 | mat = &This->updateStateBlock->transforms[State];
|
---|
2750 | } else {
|
---|
2751 | FIXME("Unhandled transform state!!\n");
|
---|
2752 | }
|
---|
2753 |
|
---|
2754 | multiply_matrix(&temp, mat, pMatrix);
|
---|
2755 |
|
---|
2756 | /* Apply change via set transform - will reapply to eg. lights this way */
|
---|
2757 | return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
|
---|
2758 | }
|
---|
2759 |
|
---|
2760 | /*****
|
---|
2761 | * Get / Set Light
|
---|
2762 | *****/
|
---|
2763 | /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
---|
2764 | you can reference any indexes you want as long as that number max are enabled at any
|
---|
2765 | one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
|
---|
2766 | However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
|
---|
2767 | but when recording, just build a chain pretty much of commands to be replayed. */
|
---|
2768 |
|
---|
2769 | static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
|
---|
2770 | float rho;
|
---|
2771 | PLIGHTINFOEL *object = NULL;
|
---|
2772 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2773 | struct list *e;
|
---|
2774 |
|
---|
2775 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2776 | TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
|
---|
2777 |
|
---|
2778 | /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
|
---|
2779 | * the gl driver.
|
---|
2780 | */
|
---|
2781 | if(!pLight) {
|
---|
2782 | WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
|
---|
2783 | return WINED3DERR_INVALIDCALL;
|
---|
2784 | }
|
---|
2785 |
|
---|
2786 | switch(pLight->Type) {
|
---|
2787 | case WINED3DLIGHT_POINT:
|
---|
2788 | case WINED3DLIGHT_SPOT:
|
---|
2789 | case WINED3DLIGHT_PARALLELPOINT:
|
---|
2790 | case WINED3DLIGHT_GLSPOT:
|
---|
2791 | /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
|
---|
2792 | * most wanted
|
---|
2793 | */
|
---|
2794 | if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
|
---|
2795 | {
|
---|
2796 | WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
|
---|
2797 | return WINED3DERR_INVALIDCALL;
|
---|
2798 | }
|
---|
2799 | break;
|
---|
2800 |
|
---|
2801 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
2802 | /* Ignores attenuation */
|
---|
2803 | break;
|
---|
2804 |
|
---|
2805 | default:
|
---|
2806 | WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
|
---|
2807 | return WINED3DERR_INVALIDCALL;
|
---|
2808 | }
|
---|
2809 |
|
---|
2810 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
---|
2811 | object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
2812 | if(object->OriginalIndex == Index) break;
|
---|
2813 | object = NULL;
|
---|
2814 | }
|
---|
2815 |
|
---|
2816 | if(!object) {
|
---|
2817 | TRACE("Adding new light\n");
|
---|
2818 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
2819 | if(!object) {
|
---|
2820 | ERR("Out of memory error when allocating a light\n");
|
---|
2821 | return E_OUTOFMEMORY;
|
---|
2822 | }
|
---|
2823 | list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
|
---|
2824 | object->glIndex = -1;
|
---|
2825 | object->OriginalIndex = Index;
|
---|
2826 | object->changed = TRUE;
|
---|
2827 | }
|
---|
2828 |
|
---|
2829 | /* Initialize the object */
|
---|
2830 | TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
---|
2831 | pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
---|
2832 | pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
---|
2833 | pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
---|
2834 | TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
---|
2835 | pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
---|
2836 | TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
---|
2837 |
|
---|
2838 | /* Save away the information */
|
---|
2839 | object->OriginalParms = *pLight;
|
---|
2840 |
|
---|
2841 | switch (pLight->Type) {
|
---|
2842 | case WINED3DLIGHT_POINT:
|
---|
2843 | /* Position */
|
---|
2844 | object->lightPosn[0] = pLight->Position.x;
|
---|
2845 | object->lightPosn[1] = pLight->Position.y;
|
---|
2846 | object->lightPosn[2] = pLight->Position.z;
|
---|
2847 | object->lightPosn[3] = 1.0f;
|
---|
2848 | object->cutoff = 180.0f;
|
---|
2849 | /* FIXME: Range */
|
---|
2850 | break;
|
---|
2851 |
|
---|
2852 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
2853 | /* Direction */
|
---|
2854 | object->lightPosn[0] = -pLight->Direction.x;
|
---|
2855 | object->lightPosn[1] = -pLight->Direction.y;
|
---|
2856 | object->lightPosn[2] = -pLight->Direction.z;
|
---|
2857 | object->lightPosn[3] = 0.0f;
|
---|
2858 | object->exponent = 0.0f;
|
---|
2859 | object->cutoff = 180.0f;
|
---|
2860 | break;
|
---|
2861 |
|
---|
2862 | case WINED3DLIGHT_SPOT:
|
---|
2863 | /* Position */
|
---|
2864 | object->lightPosn[0] = pLight->Position.x;
|
---|
2865 | object->lightPosn[1] = pLight->Position.y;
|
---|
2866 | object->lightPosn[2] = pLight->Position.z;
|
---|
2867 | object->lightPosn[3] = 1.0f;
|
---|
2868 |
|
---|
2869 | /* Direction */
|
---|
2870 | object->lightDirn[0] = pLight->Direction.x;
|
---|
2871 | object->lightDirn[1] = pLight->Direction.y;
|
---|
2872 | object->lightDirn[2] = pLight->Direction.z;
|
---|
2873 | object->lightDirn[3] = 1.0f;
|
---|
2874 |
|
---|
2875 | /*
|
---|
2876 | * opengl-ish and d3d-ish spot lights use too different models for the
|
---|
2877 | * light "intensity" as a function of the angle towards the main light direction,
|
---|
2878 | * so we only can approximate very roughly.
|
---|
2879 | * however spot lights are rather rarely used in games (if ever used at all).
|
---|
2880 | * furthermore if still used, probably nobody pays attention to such details.
|
---|
2881 | */
|
---|
2882 | if (pLight->Falloff == 0) {
|
---|
2883 | /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
|
---|
2884 | * falloff resp. exponent parameter as an exponent, so the spot light lighting
|
---|
2885 | * will always be 1.0 for both of them, and we don't have to care for the
|
---|
2886 | * rest of the rather complex calculation
|
---|
2887 | */
|
---|
2888 | object->exponent = 0.0f;
|
---|
2889 | } else {
|
---|
2890 | rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
---|
2891 | if (rho < 0.0001f) rho = 0.0001f;
|
---|
2892 | object->exponent = -0.3f/log(cos(rho/2));
|
---|
2893 | }
|
---|
2894 | if (object->exponent > 128.0f)
|
---|
2895 | {
|
---|
2896 | object->exponent = 128.0f;
|
---|
2897 | }
|
---|
2898 | object->cutoff = pLight->Phi*90/M_PI;
|
---|
2899 |
|
---|
2900 | /* FIXME: Range */
|
---|
2901 | break;
|
---|
2902 |
|
---|
2903 | default:
|
---|
2904 | FIXME("Unrecognized light type %d\n", pLight->Type);
|
---|
2905 | }
|
---|
2906 |
|
---|
2907 | /* Update the live definitions if the light is currently assigned a glIndex */
|
---|
2908 | if (object->glIndex != -1 && !This->isRecordingState) {
|
---|
2909 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
|
---|
2910 | }
|
---|
2911 | return WINED3D_OK;
|
---|
2912 | }
|
---|
2913 |
|
---|
2914 | static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
|
---|
2915 | PLIGHTINFOEL *lightInfo = NULL;
|
---|
2916 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2917 | DWORD Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2918 | struct list *e;
|
---|
2919 | TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
|
---|
2920 |
|
---|
2921 | LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
|
---|
2922 | lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
2923 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2924 | lightInfo = NULL;
|
---|
2925 | }
|
---|
2926 |
|
---|
2927 | if (lightInfo == NULL) {
|
---|
2928 | TRACE("Light information requested but light not defined\n");
|
---|
2929 | return WINED3DERR_INVALIDCALL;
|
---|
2930 | }
|
---|
2931 |
|
---|
2932 | *pLight = lightInfo->OriginalParms;
|
---|
2933 | return WINED3D_OK;
|
---|
2934 | }
|
---|
2935 |
|
---|
2936 | /*****
|
---|
2937 | * Get / Set Light Enable
|
---|
2938 | * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
|
---|
2939 | *****/
|
---|
2940 | static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
|
---|
2941 | PLIGHTINFOEL *lightInfo = NULL;
|
---|
2942 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2943 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2944 | struct list *e;
|
---|
2945 | TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
|
---|
2946 |
|
---|
2947 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
---|
2948 | lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
2949 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2950 | lightInfo = NULL;
|
---|
2951 | }
|
---|
2952 | TRACE("Found light: %p\n", lightInfo);
|
---|
2953 |
|
---|
2954 | /* Special case - enabling an undefined light creates one with a strict set of parms! */
|
---|
2955 | if (lightInfo == NULL) {
|
---|
2956 |
|
---|
2957 | TRACE("Light enabled requested but light not defined, so defining one!\n");
|
---|
2958 | IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
|
---|
2959 |
|
---|
2960 | /* Search for it again! Should be fairly quick as near head of list */
|
---|
2961 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
|
---|
2962 | lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
2963 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2964 | lightInfo = NULL;
|
---|
2965 | }
|
---|
2966 | if (lightInfo == NULL) {
|
---|
2967 | FIXME("Adding default lights has failed dismally\n");
|
---|
2968 | return WINED3DERR_INVALIDCALL;
|
---|
2969 | }
|
---|
2970 | }
|
---|
2971 |
|
---|
2972 | lightInfo->enabledChanged = TRUE;
|
---|
2973 | if(!Enable) {
|
---|
2974 | if(lightInfo->glIndex != -1) {
|
---|
2975 | if(!This->isRecordingState) {
|
---|
2976 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
|
---|
2977 | }
|
---|
2978 |
|
---|
2979 | This->updateStateBlock->activeLights[lightInfo->glIndex] = NULL;
|
---|
2980 | lightInfo->glIndex = -1;
|
---|
2981 | } else {
|
---|
2982 | TRACE("Light already disabled, nothing to do\n");
|
---|
2983 | }
|
---|
2984 | lightInfo->enabled = FALSE;
|
---|
2985 | } else {
|
---|
2986 | lightInfo->enabled = TRUE;
|
---|
2987 | if (lightInfo->glIndex != -1) {
|
---|
2988 | /* nop */
|
---|
2989 | TRACE("Nothing to do as light was enabled\n");
|
---|
2990 | } else {
|
---|
2991 | int i;
|
---|
2992 | /* Find a free gl light */
|
---|
2993 | for(i = 0; i < This->maxConcurrentLights; i++) {
|
---|
2994 | if(This->updateStateBlock->activeLights[i] == NULL) {
|
---|
2995 | This->updateStateBlock->activeLights[i] = lightInfo;
|
---|
2996 | lightInfo->glIndex = i;
|
---|
2997 | break;
|
---|
2998 | }
|
---|
2999 | }
|
---|
3000 | if(lightInfo->glIndex == -1) {
|
---|
3001 | /* Our tests show that Windows returns D3D_OK in this situation, even with
|
---|
3002 | * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
|
---|
3003 | * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
|
---|
3004 | * as well for those lights.
|
---|
3005 | *
|
---|
3006 | * TODO: Test how this affects rendering
|
---|
3007 | */
|
---|
3008 | WARN("Too many concurrently active lights\n");
|
---|
3009 | return WINED3D_OK;
|
---|
3010 | }
|
---|
3011 |
|
---|
3012 | /* i == lightInfo->glIndex */
|
---|
3013 | if(!This->isRecordingState) {
|
---|
3014 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
---|
3015 | }
|
---|
3016 | }
|
---|
3017 | }
|
---|
3018 |
|
---|
3019 | return WINED3D_OK;
|
---|
3020 | }
|
---|
3021 |
|
---|
3022 | static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
|
---|
3023 |
|
---|
3024 | PLIGHTINFOEL *lightInfo = NULL;
|
---|
3025 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3026 | struct list *e;
|
---|
3027 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
3028 | TRACE("(%p) : for idx(%d)\n", This, Index);
|
---|
3029 |
|
---|
3030 | LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
|
---|
3031 | lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
|
---|
3032 | if(lightInfo->OriginalIndex == Index) break;
|
---|
3033 | lightInfo = NULL;
|
---|
3034 | }
|
---|
3035 |
|
---|
3036 | if (lightInfo == NULL) {
|
---|
3037 | TRACE("Light enabled state requested but light not defined\n");
|
---|
3038 | return WINED3DERR_INVALIDCALL;
|
---|
3039 | }
|
---|
3040 | /* true is 128 according to SetLightEnable */
|
---|
3041 | *pEnable = lightInfo->enabled ? 128 : 0;
|
---|
3042 | return WINED3D_OK;
|
---|
3043 | }
|
---|
3044 |
|
---|
3045 | /*****
|
---|
3046 | * Get / Set Clip Planes
|
---|
3047 | *****/
|
---|
3048 | static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
|
---|
3049 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3050 | TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
|
---|
3051 |
|
---|
3052 | /* Validate Index */
|
---|
3053 | if (Index >= GL_LIMITS(clipplanes)) {
|
---|
3054 | TRACE("Application has requested clipplane this device doesn't support\n");
|
---|
3055 | return WINED3DERR_INVALIDCALL;
|
---|
3056 | }
|
---|
3057 |
|
---|
3058 | This->updateStateBlock->changed.clipplane |= 1 << Index;
|
---|
3059 |
|
---|
3060 | if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
|
---|
3061 | This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
|
---|
3062 | This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
|
---|
3063 | This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
|
---|
3064 | TRACE("Application is setting old values over, nothing to do\n");
|
---|
3065 | return WINED3D_OK;
|
---|
3066 | }
|
---|
3067 |
|
---|
3068 | This->updateStateBlock->clipplane[Index][0] = pPlane[0];
|
---|
3069 | This->updateStateBlock->clipplane[Index][1] = pPlane[1];
|
---|
3070 | This->updateStateBlock->clipplane[Index][2] = pPlane[2];
|
---|
3071 | This->updateStateBlock->clipplane[Index][3] = pPlane[3];
|
---|
3072 |
|
---|
3073 | /* Handle recording of state blocks */
|
---|
3074 | if (This->isRecordingState) {
|
---|
3075 | TRACE("Recording... not performing anything\n");
|
---|
3076 | return WINED3D_OK;
|
---|
3077 | }
|
---|
3078 |
|
---|
3079 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
|
---|
3080 |
|
---|
3081 | return WINED3D_OK;
|
---|
3082 | }
|
---|
3083 |
|
---|
3084 | static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
|
---|
3085 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3086 | TRACE("(%p) : for idx %d\n", This, Index);
|
---|
3087 |
|
---|
3088 | /* Validate Index */
|
---|
3089 | if (Index >= GL_LIMITS(clipplanes)) {
|
---|
3090 | TRACE("Application has requested clipplane this device doesn't support\n");
|
---|
3091 | return WINED3DERR_INVALIDCALL;
|
---|
3092 | }
|
---|
3093 |
|
---|
3094 | pPlane[0] = This->stateBlock->clipplane[Index][0];
|
---|
3095 | pPlane[1] = This->stateBlock->clipplane[Index][1];
|
---|
3096 | pPlane[2] = This->stateBlock->clipplane[Index][2];
|
---|
3097 | pPlane[3] = This->stateBlock->clipplane[Index][3];
|
---|
3098 | return WINED3D_OK;
|
---|
3099 | }
|
---|
3100 |
|
---|
3101 | /*****
|
---|
3102 | * Get / Set Clip Plane Status
|
---|
3103 | * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
|
---|
3104 | *****/
|
---|
3105 | static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
|
---|
3106 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3107 | FIXME("(%p) : stub\n", This);
|
---|
3108 | if (NULL == pClipStatus) {
|
---|
3109 | return WINED3DERR_INVALIDCALL;
|
---|
3110 | }
|
---|
3111 | This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
---|
3112 | This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
---|
3113 | return WINED3D_OK;
|
---|
3114 | }
|
---|
3115 |
|
---|
3116 | static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
|
---|
3117 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3118 | FIXME("(%p) : stub\n", This);
|
---|
3119 | if (NULL == pClipStatus) {
|
---|
3120 | return WINED3DERR_INVALIDCALL;
|
---|
3121 | }
|
---|
3122 | pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
|
---|
3123 | pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
|
---|
3124 | return WINED3D_OK;
|
---|
3125 | }
|
---|
3126 |
|
---|
3127 | /*****
|
---|
3128 | * Get / Set Material
|
---|
3129 | *****/
|
---|
3130 | static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
|
---|
3131 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3132 |
|
---|
3133 | This->updateStateBlock->changed.material = TRUE;
|
---|
3134 | This->updateStateBlock->material = *pMaterial;
|
---|
3135 |
|
---|
3136 | /* Handle recording of state blocks */
|
---|
3137 | if (This->isRecordingState) {
|
---|
3138 | TRACE("Recording... not performing anything\n");
|
---|
3139 | return WINED3D_OK;
|
---|
3140 | }
|
---|
3141 |
|
---|
3142 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
---|
3143 | return WINED3D_OK;
|
---|
3144 | }
|
---|
3145 |
|
---|
3146 | static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
|
---|
3147 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3148 | *pMaterial = This->updateStateBlock->material;
|
---|
3149 | TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
|
---|
3150 | pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
---|
3151 | TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
|
---|
3152 | pMaterial->Ambient.b, pMaterial->Ambient.a);
|
---|
3153 | TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
|
---|
3154 | pMaterial->Specular.b, pMaterial->Specular.a);
|
---|
3155 | TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
|
---|
3156 | pMaterial->Emissive.b, pMaterial->Emissive.a);
|
---|
3157 | TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
---|
3158 |
|
---|
3159 | return WINED3D_OK;
|
---|
3160 | }
|
---|
3161 |
|
---|
3162 | /*****
|
---|
3163 | * Get / Set Indices
|
---|
3164 | *****/
|
---|
3165 | static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DBuffer* pIndexData, WINED3DFORMAT fmt) {
|
---|
3166 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3167 | IWineD3DBuffer *oldIdxs;
|
---|
3168 |
|
---|
3169 | TRACE("(%p) : Setting to %p\n", This, pIndexData);
|
---|
3170 | oldIdxs = This->updateStateBlock->pIndexData;
|
---|
3171 |
|
---|
3172 | This->updateStateBlock->changed.indices = TRUE;
|
---|
3173 | This->updateStateBlock->pIndexData = pIndexData;
|
---|
3174 | This->updateStateBlock->IndexFmt = fmt;
|
---|
3175 |
|
---|
3176 | /* Handle recording of state blocks */
|
---|
3177 | if (This->isRecordingState) {
|
---|
3178 | TRACE("Recording... not performing anything\n");
|
---|
3179 | if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
|
---|
3180 | if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
|
---|
3181 | return WINED3D_OK;
|
---|
3182 | }
|
---|
3183 |
|
---|
3184 | if(oldIdxs != pIndexData) {
|
---|
3185 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
3186 | if(pIndexData) {
|
---|
3187 | InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
|
---|
3188 | IWineD3DBuffer_AddRef(pIndexData);
|
---|
3189 | }
|
---|
3190 | if(oldIdxs) {
|
---|
3191 | InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
|
---|
3192 | IWineD3DBuffer_Release(oldIdxs);
|
---|
3193 | }
|
---|
3194 | }
|
---|
3195 |
|
---|
3196 | return WINED3D_OK;
|
---|
3197 | }
|
---|
3198 |
|
---|
3199 | static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DBuffer** ppIndexData) {
|
---|
3200 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3201 |
|
---|
3202 | *ppIndexData = This->stateBlock->pIndexData;
|
---|
3203 |
|
---|
3204 | /* up ref count on ppindexdata */
|
---|
3205 | if (*ppIndexData) {
|
---|
3206 | IWineD3DBuffer_AddRef(*ppIndexData);
|
---|
3207 | TRACE("(%p) index data set to %p\n", This, ppIndexData);
|
---|
3208 | }else{
|
---|
3209 | TRACE("(%p) No index data set\n", This);
|
---|
3210 | }
|
---|
3211 | TRACE("Returning %p\n", *ppIndexData);
|
---|
3212 |
|
---|
3213 | return WINED3D_OK;
|
---|
3214 | }
|
---|
3215 |
|
---|
3216 | /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
|
---|
3217 | static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
|
---|
3218 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3219 | TRACE("(%p)->(%d)\n", This, BaseIndex);
|
---|
3220 |
|
---|
3221 | if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
|
---|
3222 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
3223 | return WINED3D_OK;
|
---|
3224 | }
|
---|
3225 |
|
---|
3226 | This->updateStateBlock->baseVertexIndex = BaseIndex;
|
---|
3227 |
|
---|
3228 | if (This->isRecordingState) {
|
---|
3229 | TRACE("Recording... not performing anything\n");
|
---|
3230 | return WINED3D_OK;
|
---|
3231 | }
|
---|
3232 | /* The base vertex index affects the stream sources */
|
---|
3233 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
3234 | return WINED3D_OK;
|
---|
3235 | }
|
---|
3236 |
|
---|
3237 | static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
|
---|
3238 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3239 | TRACE("(%p) : base_index %p\n", This, base_index);
|
---|
3240 |
|
---|
3241 | *base_index = This->stateBlock->baseVertexIndex;
|
---|
3242 |
|
---|
3243 | TRACE("Returning %u\n", *base_index);
|
---|
3244 |
|
---|
3245 | return WINED3D_OK;
|
---|
3246 | }
|
---|
3247 |
|
---|
3248 | /*****
|
---|
3249 | * Get / Set Viewports
|
---|
3250 | *****/
|
---|
3251 | static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
|
---|
3252 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3253 |
|
---|
3254 | TRACE("(%p)\n", This);
|
---|
3255 | This->updateStateBlock->changed.viewport = TRUE;
|
---|
3256 | This->updateStateBlock->viewport = *pViewport;
|
---|
3257 |
|
---|
3258 | /* Handle recording of state blocks */
|
---|
3259 | if (This->isRecordingState) {
|
---|
3260 | TRACE("Recording... not performing anything\n");
|
---|
3261 | return WINED3D_OK;
|
---|
3262 | }
|
---|
3263 |
|
---|
3264 | TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
|
---|
3265 | pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
---|
3266 |
|
---|
3267 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
---|
3268 | return WINED3D_OK;
|
---|
3269 |
|
---|
3270 | }
|
---|
3271 |
|
---|
3272 | static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
|
---|
3273 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3274 | TRACE("(%p)\n", This);
|
---|
3275 | *pViewport = This->stateBlock->viewport;
|
---|
3276 | return WINED3D_OK;
|
---|
3277 | }
|
---|
3278 |
|
---|
3279 | /*****
|
---|
3280 | * Get / Set Render States
|
---|
3281 | * TODO: Verify against dx9 definitions
|
---|
3282 | *****/
|
---|
3283 | static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
|
---|
3284 |
|
---|
3285 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3286 | DWORD oldValue = This->stateBlock->renderState[State];
|
---|
3287 |
|
---|
3288 | TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
|
---|
3289 |
|
---|
3290 | This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
|
---|
3291 | This->updateStateBlock->renderState[State] = Value;
|
---|
3292 |
|
---|
3293 | /* Handle recording of state blocks */
|
---|
3294 | if (This->isRecordingState) {
|
---|
3295 | TRACE("Recording... not performing anything\n");
|
---|
3296 | return WINED3D_OK;
|
---|
3297 | }
|
---|
3298 |
|
---|
3299 | /* Compared here and not before the assignment to allow proper stateblock recording */
|
---|
3300 | if(Value == oldValue) {
|
---|
3301 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
3302 | } else {
|
---|
3303 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
|
---|
3304 | }
|
---|
3305 |
|
---|
3306 | return WINED3D_OK;
|
---|
3307 | }
|
---|
3308 |
|
---|
3309 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
|
---|
3310 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3311 | TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
|
---|
3312 | *pValue = This->stateBlock->renderState[State];
|
---|
3313 | return WINED3D_OK;
|
---|
3314 | }
|
---|
3315 |
|
---|
3316 | /*****
|
---|
3317 | * Get / Set Sampler States
|
---|
3318 | * TODO: Verify against dx9 definitions
|
---|
3319 | *****/
|
---|
3320 |
|
---|
3321 | static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
|
---|
3322 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3323 | DWORD oldValue;
|
---|
3324 |
|
---|
3325 | TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
|
---|
3326 | This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
|
---|
3327 |
|
---|
3328 | if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
3329 | Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
3330 | }
|
---|
3331 |
|
---|
3332 | if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
---|
3333 | ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
---|
3334 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
3335 | }
|
---|
3336 | /**
|
---|
3337 | * SetSampler is designed to allow for more than the standard up to 8 textures
|
---|
3338 | * and Geforce has stopped supporting more than 6 standard textures in openGL.
|
---|
3339 | * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
|
---|
3340 | *
|
---|
3341 | * http://developer.nvidia.com/object/General_FAQ.html#t6
|
---|
3342 | *
|
---|
3343 | * There are two new settings for GForce
|
---|
3344 | * the sampler one:
|
---|
3345 | * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
|
---|
3346 | * and the texture one:
|
---|
3347 | * GL_MAX_TEXTURE_COORDS_ARB.
|
---|
3348 | * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
|
---|
3349 | ******************/
|
---|
3350 |
|
---|
3351 | oldValue = This->stateBlock->samplerState[Sampler][Type];
|
---|
3352 | This->updateStateBlock->samplerState[Sampler][Type] = Value;
|
---|
3353 | This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
|
---|
3354 |
|
---|
3355 | /* Handle recording of state blocks */
|
---|
3356 | if (This->isRecordingState) {
|
---|
3357 | TRACE("Recording... not performing anything\n");
|
---|
3358 | return WINED3D_OK;
|
---|
3359 | }
|
---|
3360 |
|
---|
3361 | if(oldValue == Value) {
|
---|
3362 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
3363 | return WINED3D_OK;
|
---|
3364 | }
|
---|
3365 |
|
---|
3366 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
|
---|
3367 |
|
---|
3368 | return WINED3D_OK;
|
---|
3369 | }
|
---|
3370 |
|
---|
3371 | static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
|
---|
3372 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3373 |
|
---|
3374 | TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
|
---|
3375 | This, Sampler, debug_d3dsamplerstate(Type), Type);
|
---|
3376 |
|
---|
3377 | if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
3378 | Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
3379 | }
|
---|
3380 |
|
---|
3381 | if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
---|
3382 | ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
---|
3383 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
3384 | }
|
---|
3385 | *Value = This->stateBlock->samplerState[Sampler][Type];
|
---|
3386 | TRACE("(%p) : Returning %#x\n", This, *Value);
|
---|
3387 |
|
---|
3388 | return WINED3D_OK;
|
---|
3389 | }
|
---|
3390 |
|
---|
3391 | static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
|
---|
3392 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3393 |
|
---|
3394 | This->updateStateBlock->changed.scissorRect = TRUE;
|
---|
3395 | if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
|
---|
3396 | TRACE("App is setting the old scissor rectangle over, nothing to do\n");
|
---|
3397 | return WINED3D_OK;
|
---|
3398 | }
|
---|
3399 | CopyRect(&This->updateStateBlock->scissorRect, pRect);
|
---|
3400 |
|
---|
3401 | if(This->isRecordingState) {
|
---|
3402 | TRACE("Recording... not performing anything\n");
|
---|
3403 | return WINED3D_OK;
|
---|
3404 | }
|
---|
3405 |
|
---|
3406 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
---|
3407 |
|
---|
3408 | return WINED3D_OK;
|
---|
3409 | }
|
---|
3410 |
|
---|
3411 | static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
|
---|
3412 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3413 |
|
---|
3414 | *pRect = This->updateStateBlock->scissorRect;
|
---|
3415 | TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
---|
3416 | return WINED3D_OK;
|
---|
3417 | }
|
---|
3418 |
|
---|
3419 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
|
---|
3420 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
3421 | IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
|
---|
3422 |
|
---|
3423 | TRACE("(%p) : pDecl=%p\n", This, pDecl);
|
---|
3424 |
|
---|
3425 | This->updateStateBlock->vertexDecl = pDecl;
|
---|
3426 | This->updateStateBlock->changed.vertexDecl = TRUE;
|
---|
3427 |
|
---|
3428 | if (This->isRecordingState) {
|
---|
3429 | TRACE("Recording... not performing anything\n");
|
---|
3430 | return WINED3D_OK;
|
---|
3431 | } else if(pDecl == oldDecl) {
|
---|
3432 | /* Checked after the assignment to allow proper stateblock recording */
|
---|
3433 | TRACE("Application is setting the old declaration over, nothing to do\n");
|
---|
3434 | return WINED3D_OK;
|
---|
3435 | }
|
---|
3436 |
|
---|
3437 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
3438 | return WINED3D_OK;
|
---|
3439 | }
|
---|
3440 |
|
---|
3441 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
|
---|
3442 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3443 |
|
---|
3444 | TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
|
---|
3445 |
|
---|
3446 | *ppDecl = This->stateBlock->vertexDecl;
|
---|
3447 | if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
|
---|
3448 | return WINED3D_OK;
|
---|
3449 | }
|
---|
3450 |
|
---|
3451 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
|
---|
3452 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3453 | IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
|
---|
3454 |
|
---|
3455 | This->updateStateBlock->vertexShader = pShader;
|
---|
3456 | This->updateStateBlock->changed.vertexShader = TRUE;
|
---|
3457 |
|
---|
3458 | if (This->isRecordingState) {
|
---|
3459 | if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
---|
3460 | if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
---|
3461 | TRACE("Recording... not performing anything\n");
|
---|
3462 | return WINED3D_OK;
|
---|
3463 | } else if(oldShader == pShader) {
|
---|
3464 | /* Checked here to allow proper stateblock recording */
|
---|
3465 | TRACE("App is setting the old shader over, nothing to do\n");
|
---|
3466 | return WINED3D_OK;
|
---|
3467 | }
|
---|
3468 |
|
---|
3469 | TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
---|
3470 | if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
---|
3471 | if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
---|
3472 |
|
---|
3473 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
|
---|
3474 |
|
---|
3475 | return WINED3D_OK;
|
---|
3476 | }
|
---|
3477 |
|
---|
3478 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
|
---|
3479 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3480 |
|
---|
3481 | if (NULL == ppShader) {
|
---|
3482 | return WINED3DERR_INVALIDCALL;
|
---|
3483 | }
|
---|
3484 | *ppShader = This->stateBlock->vertexShader;
|
---|
3485 | if( NULL != *ppShader)
|
---|
3486 | IWineD3DVertexShader_AddRef(*ppShader);
|
---|
3487 |
|
---|
3488 | TRACE("(%p) : returning %p\n", This, *ppShader);
|
---|
3489 | return WINED3D_OK;
|
---|
3490 | }
|
---|
3491 |
|
---|
3492 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
|
---|
3493 | IWineD3DDevice *iface,
|
---|
3494 | UINT start,
|
---|
3495 | CONST BOOL *srcData,
|
---|
3496 | UINT count) {
|
---|
3497 |
|
---|
3498 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3499 | unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
---|
3500 |
|
---|
3501 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
3502 | iface, srcData, start, count);
|
---|
3503 |
|
---|
3504 | if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
---|
3505 |
|
---|
3506 | memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
---|
3507 | for (i = 0; i < cnt; i++)
|
---|
3508 | TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
---|
3509 |
|
---|
3510 | for (i = start; i < cnt + start; ++i) {
|
---|
3511 | This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
|
---|
3512 | }
|
---|
3513 |
|
---|
3514 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
3515 |
|
---|
3516 | return WINED3D_OK;
|
---|
3517 | }
|
---|
3518 |
|
---|
3519 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
|
---|
3520 | IWineD3DDevice *iface,
|
---|
3521 | UINT start,
|
---|
3522 | BOOL *dstData,
|
---|
3523 | UINT count) {
|
---|
3524 |
|
---|
3525 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3526 | int cnt = min(count, MAX_CONST_B - start);
|
---|
3527 |
|
---|
3528 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3529 | iface, dstData, start, count);
|
---|
3530 |
|
---|
3531 | if (dstData == NULL || cnt < 0)
|
---|
3532 | return WINED3DERR_INVALIDCALL;
|
---|
3533 |
|
---|
3534 | memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
|
---|
3535 | return WINED3D_OK;
|
---|
3536 | }
|
---|
3537 |
|
---|
3538 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
|
---|
3539 | IWineD3DDevice *iface,
|
---|
3540 | UINT start,
|
---|
3541 | CONST int *srcData,
|
---|
3542 | UINT count) {
|
---|
3543 |
|
---|
3544 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3545 | unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
---|
3546 |
|
---|
3547 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
3548 | iface, srcData, start, count);
|
---|
3549 |
|
---|
3550 | if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
---|
3551 |
|
---|
3552 | memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
---|
3553 | for (i = 0; i < cnt; i++)
|
---|
3554 | TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
---|
3555 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
3556 |
|
---|
3557 | for (i = start; i < cnt + start; ++i) {
|
---|
3558 | This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
|
---|
3559 | }
|
---|
3560 |
|
---|
3561 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
3562 |
|
---|
3563 | return WINED3D_OK;
|
---|
3564 | }
|
---|
3565 |
|
---|
3566 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
|
---|
3567 | IWineD3DDevice *iface,
|
---|
3568 | UINT start,
|
---|
3569 | int *dstData,
|
---|
3570 | UINT count) {
|
---|
3571 |
|
---|
3572 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3573 | int cnt = min(count, MAX_CONST_I - start);
|
---|
3574 |
|
---|
3575 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3576 | iface, dstData, start, count);
|
---|
3577 |
|
---|
3578 | if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
|
---|
3579 | return WINED3DERR_INVALIDCALL;
|
---|
3580 |
|
---|
3581 | memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
---|
3582 | return WINED3D_OK;
|
---|
3583 | }
|
---|
3584 |
|
---|
3585 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
|
---|
3586 | IWineD3DDevice *iface,
|
---|
3587 | UINT start,
|
---|
3588 | CONST float *srcData,
|
---|
3589 | UINT count) {
|
---|
3590 |
|
---|
3591 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3592 | UINT i;
|
---|
3593 |
|
---|
3594 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
3595 | iface, srcData, start, count);
|
---|
3596 |
|
---|
3597 | /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
---|
3598 | if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
|
---|
3599 | return WINED3DERR_INVALIDCALL;
|
---|
3600 |
|
---|
3601 | memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
---|
3602 | if(TRACE_ON(d3d)) {
|
---|
3603 | for (i = 0; i < count; i++)
|
---|
3604 | TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
---|
3605 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
3606 | }
|
---|
3607 |
|
---|
3608 | if (!This->isRecordingState)
|
---|
3609 | {
|
---|
3610 | This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
|
---|
3611 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
3612 | }
|
---|
3613 |
|
---|
3614 | memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
|
---|
3615 | sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
|
---|
3616 |
|
---|
3617 | return WINED3D_OK;
|
---|
3618 | }
|
---|
3619 |
|
---|
3620 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
|
---|
3621 | IWineD3DDevice *iface,
|
---|
3622 | UINT start,
|
---|
3623 | float *dstData,
|
---|
3624 | UINT count) {
|
---|
3625 |
|
---|
3626 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3627 | int cnt = min(count, This->d3d_vshader_constantF - start);
|
---|
3628 |
|
---|
3629 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3630 | iface, dstData, start, count);
|
---|
3631 |
|
---|
3632 | if (dstData == NULL || cnt < 0)
|
---|
3633 | return WINED3DERR_INVALIDCALL;
|
---|
3634 |
|
---|
3635 | memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
---|
3636 | return WINED3D_OK;
|
---|
3637 | }
|
---|
3638 |
|
---|
3639 | static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
|
---|
3640 | DWORD i;
|
---|
3641 | for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
|
---|
3642 | {
|
---|
3643 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
|
---|
3644 | }
|
---|
3645 | }
|
---|
3646 |
|
---|
3647 | static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
|
---|
3648 | int i = This->rev_tex_unit_map[unit];
|
---|
3649 | int j = This->texUnitMap[stage];
|
---|
3650 |
|
---|
3651 | This->texUnitMap[stage] = unit;
|
---|
3652 | if (i != -1 && i != stage) {
|
---|
3653 | This->texUnitMap[i] = -1;
|
---|
3654 | }
|
---|
3655 |
|
---|
3656 | This->rev_tex_unit_map[unit] = stage;
|
---|
3657 | if (j != -1 && j != unit) {
|
---|
3658 | This->rev_tex_unit_map[j] = -1;
|
---|
3659 | }
|
---|
3660 | }
|
---|
3661 |
|
---|
3662 | static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
|
---|
3663 | int i;
|
---|
3664 |
|
---|
3665 | This->fixed_function_usage_map = 0;
|
---|
3666 | for (i = 0; i < MAX_TEXTURES; ++i) {
|
---|
3667 | WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
|
---|
3668 | WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
|
---|
3669 | DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
|
---|
3670 | DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
|
---|
3671 | DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
|
---|
3672 | DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
|
---|
3673 | DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
|
---|
3674 | DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
|
---|
3675 |
|
---|
3676 | if (color_op == WINED3DTOP_DISABLE) {
|
---|
3677 | /* Not used, and disable higher stages */
|
---|
3678 | break;
|
---|
3679 | }
|
---|
3680 |
|
---|
3681 | if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
|
---|
3682 | || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
|
---|
3683 | || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
|
---|
3684 | || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
|
---|
3685 | || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
|
---|
3686 | || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
|
---|
3687 | This->fixed_function_usage_map |= (1 << i);
|
---|
3688 | }
|
---|
3689 |
|
---|
3690 | if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
|
---|
3691 | This->fixed_function_usage_map |= (1 << (i + 1));
|
---|
3692 | }
|
---|
3693 | }
|
---|
3694 | }
|
---|
3695 |
|
---|
3696 | static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
|
---|
3697 | unsigned int i, tex;
|
---|
3698 | WORD ffu_map;
|
---|
3699 |
|
---|
3700 | device_update_fixed_function_usage_map(This);
|
---|
3701 | ffu_map = This->fixed_function_usage_map;
|
---|
3702 |
|
---|
3703 | if (This->max_ffp_textures == This->max_ffp_texture_stages ||
|
---|
3704 | This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
|
---|
3705 | for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
---|
3706 | {
|
---|
3707 | if (!(ffu_map & 1)) continue;
|
---|
3708 |
|
---|
3709 | if (This->texUnitMap[i] != i) {
|
---|
3710 | device_map_stage(This, i, i);
|
---|
3711 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3712 | markTextureStagesDirty(This, i);
|
---|
3713 | }
|
---|
3714 | }
|
---|
3715 | return;
|
---|
3716 | }
|
---|
3717 |
|
---|
3718 | /* Now work out the mapping */
|
---|
3719 | tex = 0;
|
---|
3720 | for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
---|
3721 | {
|
---|
3722 | if (!(ffu_map & 1)) continue;
|
---|
3723 |
|
---|
3724 | if (This->texUnitMap[i] != tex) {
|
---|
3725 | device_map_stage(This, i, tex);
|
---|
3726 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3727 | markTextureStagesDirty(This, i);
|
---|
3728 | }
|
---|
3729 |
|
---|
3730 | ++tex;
|
---|
3731 | }
|
---|
3732 | }
|
---|
3733 |
|
---|
3734 | static void device_map_psamplers(IWineD3DDeviceImpl *This) {
|
---|
3735 | const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
|
---|
3736 | ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
|
---|
3737 | unsigned int i;
|
---|
3738 |
|
---|
3739 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
|
---|
3740 | if (sampler_type[i] && This->texUnitMap[i] != i)
|
---|
3741 | {
|
---|
3742 | device_map_stage(This, i, i);
|
---|
3743 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3744 | if (i < MAX_TEXTURES) {
|
---|
3745 | markTextureStagesDirty(This, i);
|
---|
3746 | }
|
---|
3747 | }
|
---|
3748 | }
|
---|
3749 | }
|
---|
3750 |
|
---|
3751 | static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
|
---|
3752 | const DWORD *vshader_sampler_tokens, int unit)
|
---|
3753 | {
|
---|
3754 | int current_mapping = This->rev_tex_unit_map[unit];
|
---|
3755 |
|
---|
3756 | if (current_mapping == -1) {
|
---|
3757 | /* Not currently used */
|
---|
3758 | return TRUE;
|
---|
3759 | }
|
---|
3760 |
|
---|
3761 | if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
|
---|
3762 | /* Used by a fragment sampler */
|
---|
3763 |
|
---|
3764 | if (!pshader_sampler_tokens) {
|
---|
3765 | /* No pixel shader, check fixed function */
|
---|
3766 | return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
|
---|
3767 | }
|
---|
3768 |
|
---|
3769 | /* Pixel shader, check the shader's sampler map */
|
---|
3770 | return !pshader_sampler_tokens[current_mapping];
|
---|
3771 | }
|
---|
3772 |
|
---|
3773 | /* Used by a vertex sampler */
|
---|
3774 | return !vshader_sampler_tokens[current_mapping];
|
---|
3775 | }
|
---|
3776 |
|
---|
3777 | static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
|
---|
3778 | const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
|
---|
3779 | ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
|
---|
3780 | const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
|
---|
3781 | int start = GL_LIMITS(combined_samplers) - 1;
|
---|
3782 | int i;
|
---|
3783 |
|
---|
3784 | if (ps) {
|
---|
3785 | IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
|
---|
3786 |
|
---|
3787 | /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
|
---|
3788 | * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
|
---|
3789 | pshader_sampler_type = pshader->baseShader.reg_maps.sampler_type;
|
---|
3790 | }
|
---|
3791 |
|
---|
3792 | for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
|
---|
3793 | int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
|
---|
3794 | if (vshader_sampler_type[i])
|
---|
3795 | {
|
---|
3796 | if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
|
---|
3797 | {
|
---|
3798 | /* Already mapped somewhere */
|
---|
3799 | continue;
|
---|
3800 | }
|
---|
3801 |
|
---|
3802 | while (start >= 0) {
|
---|
3803 | if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
|
---|
3804 | {
|
---|
3805 | device_map_stage(This, vsampler_idx, start);
|
---|
3806 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
|
---|
3807 |
|
---|
3808 | --start;
|
---|
3809 | break;
|
---|
3810 | }
|
---|
3811 |
|
---|
3812 | --start;
|
---|
3813 | }
|
---|
3814 | }
|
---|
3815 | }
|
---|
3816 | }
|
---|
3817 |
|
---|
3818 | void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
|
---|
3819 | BOOL vs = use_vs(This->stateBlock);
|
---|
3820 | BOOL ps = use_ps(This->stateBlock);
|
---|
3821 | /*
|
---|
3822 | * Rules are:
|
---|
3823 | * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
|
---|
3824 | * that would be really messy and require shader recompilation
|
---|
3825 | * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
|
---|
3826 | * to be reset. Because of that try to work with a 1:1 mapping as much as possible
|
---|
3827 | */
|
---|
3828 | if (ps) {
|
---|
3829 | device_map_psamplers(This);
|
---|
3830 | } else {
|
---|
3831 | device_map_fixed_function_samplers(This);
|
---|
3832 | }
|
---|
3833 |
|
---|
3834 | if (vs) {
|
---|
3835 | device_map_vsamplers(This, ps);
|
---|
3836 | }
|
---|
3837 | }
|
---|
3838 |
|
---|
3839 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
|
---|
3840 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3841 | IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
|
---|
3842 | This->updateStateBlock->pixelShader = pShader;
|
---|
3843 | This->updateStateBlock->changed.pixelShader = TRUE;
|
---|
3844 |
|
---|
3845 | /* Handle recording of state blocks */
|
---|
3846 | if (This->isRecordingState) {
|
---|
3847 | TRACE("Recording... not performing anything\n");
|
---|
3848 | }
|
---|
3849 |
|
---|
3850 | if (This->isRecordingState) {
|
---|
3851 | TRACE("Recording... not performing anything\n");
|
---|
3852 | if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
---|
3853 | if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
---|
3854 | return WINED3D_OK;
|
---|
3855 | }
|
---|
3856 |
|
---|
3857 | if(pShader == oldShader) {
|
---|
3858 | TRACE("App is setting the old pixel shader over, nothing to do\n");
|
---|
3859 | return WINED3D_OK;
|
---|
3860 | }
|
---|
3861 |
|
---|
3862 | if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
---|
3863 | if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
---|
3864 |
|
---|
3865 | TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
---|
3866 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
---|
3867 |
|
---|
3868 | return WINED3D_OK;
|
---|
3869 | }
|
---|
3870 |
|
---|
3871 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
|
---|
3872 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3873 |
|
---|
3874 | if (NULL == ppShader) {
|
---|
3875 | WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
|
---|
3876 | return WINED3DERR_INVALIDCALL;
|
---|
3877 | }
|
---|
3878 |
|
---|
3879 | *ppShader = This->stateBlock->pixelShader;
|
---|
3880 | if (NULL != *ppShader) {
|
---|
3881 | IWineD3DPixelShader_AddRef(*ppShader);
|
---|
3882 | }
|
---|
3883 | TRACE("(%p) : returning %p\n", This, *ppShader);
|
---|
3884 | return WINED3D_OK;
|
---|
3885 | }
|
---|
3886 |
|
---|
3887 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
|
---|
3888 | IWineD3DDevice *iface,
|
---|
3889 | UINT start,
|
---|
3890 | CONST BOOL *srcData,
|
---|
3891 | UINT count) {
|
---|
3892 |
|
---|
3893 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3894 | unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
---|
3895 |
|
---|
3896 | TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
---|
3897 | iface, srcData, start, count);
|
---|
3898 |
|
---|
3899 | if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
---|
3900 |
|
---|
3901 | memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
---|
3902 | for (i = 0; i < cnt; i++)
|
---|
3903 | TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
---|
3904 |
|
---|
3905 | for (i = start; i < cnt + start; ++i) {
|
---|
3906 | This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
|
---|
3907 | }
|
---|
3908 |
|
---|
3909 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
3910 |
|
---|
3911 | return WINED3D_OK;
|
---|
3912 | }
|
---|
3913 |
|
---|
3914 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
|
---|
3915 | IWineD3DDevice *iface,
|
---|
3916 | UINT start,
|
---|
3917 | BOOL *dstData,
|
---|
3918 | UINT count) {
|
---|
3919 |
|
---|
3920 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3921 | int cnt = min(count, MAX_CONST_B - start);
|
---|
3922 |
|
---|
3923 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3924 | iface, dstData, start, count);
|
---|
3925 |
|
---|
3926 | if (dstData == NULL || cnt < 0)
|
---|
3927 | return WINED3DERR_INVALIDCALL;
|
---|
3928 |
|
---|
3929 | memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
|
---|
3930 | return WINED3D_OK;
|
---|
3931 | }
|
---|
3932 |
|
---|
3933 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
|
---|
3934 | IWineD3DDevice *iface,
|
---|
3935 | UINT start,
|
---|
3936 | CONST int *srcData,
|
---|
3937 | UINT count) {
|
---|
3938 |
|
---|
3939 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3940 | unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
---|
3941 |
|
---|
3942 | TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
---|
3943 | iface, srcData, start, count);
|
---|
3944 |
|
---|
3945 | if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
---|
3946 |
|
---|
3947 | memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
---|
3948 | for (i = 0; i < cnt; i++)
|
---|
3949 | TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
---|
3950 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
3951 |
|
---|
3952 | for (i = start; i < cnt + start; ++i) {
|
---|
3953 | This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
|
---|
3954 | }
|
---|
3955 |
|
---|
3956 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
3957 |
|
---|
3958 | return WINED3D_OK;
|
---|
3959 | }
|
---|
3960 |
|
---|
3961 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
|
---|
3962 | IWineD3DDevice *iface,
|
---|
3963 | UINT start,
|
---|
3964 | int *dstData,
|
---|
3965 | UINT count) {
|
---|
3966 |
|
---|
3967 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3968 | int cnt = min(count, MAX_CONST_I - start);
|
---|
3969 |
|
---|
3970 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3971 | iface, dstData, start, count);
|
---|
3972 |
|
---|
3973 | if (dstData == NULL || cnt < 0)
|
---|
3974 | return WINED3DERR_INVALIDCALL;
|
---|
3975 |
|
---|
3976 | memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
---|
3977 | return WINED3D_OK;
|
---|
3978 | }
|
---|
3979 |
|
---|
3980 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
|
---|
3981 | IWineD3DDevice *iface,
|
---|
3982 | UINT start,
|
---|
3983 | CONST float *srcData,
|
---|
3984 | UINT count) {
|
---|
3985 |
|
---|
3986 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3987 | UINT i;
|
---|
3988 |
|
---|
3989 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
3990 | iface, srcData, start, count);
|
---|
3991 |
|
---|
3992 | /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
---|
3993 | if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
|
---|
3994 | return WINED3DERR_INVALIDCALL;
|
---|
3995 |
|
---|
3996 | memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
---|
3997 | if(TRACE_ON(d3d)) {
|
---|
3998 | for (i = 0; i < count; i++)
|
---|
3999 | TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
---|
4000 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
4001 | }
|
---|
4002 |
|
---|
4003 | if (!This->isRecordingState)
|
---|
4004 | {
|
---|
4005 | This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
|
---|
4006 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
4007 | }
|
---|
4008 |
|
---|
4009 | memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
|
---|
4010 | sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
|
---|
4011 |
|
---|
4012 | return WINED3D_OK;
|
---|
4013 | }
|
---|
4014 |
|
---|
4015 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
|
---|
4016 | IWineD3DDevice *iface,
|
---|
4017 | UINT start,
|
---|
4018 | float *dstData,
|
---|
4019 | UINT count) {
|
---|
4020 |
|
---|
4021 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4022 | int cnt = min(count, This->d3d_pshader_constantF - start);
|
---|
4023 |
|
---|
4024 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
4025 | iface, dstData, start, count);
|
---|
4026 |
|
---|
4027 | if (dstData == NULL || cnt < 0)
|
---|
4028 | return WINED3DERR_INVALIDCALL;
|
---|
4029 |
|
---|
4030 | memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
---|
4031 | return WINED3D_OK;
|
---|
4032 | }
|
---|
4033 |
|
---|
4034 | /* Context activation is done by the caller. */
|
---|
4035 | #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
|
---|
4036 | static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
|
---|
4037 | const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
|
---|
4038 | DWORD DestFVF)
|
---|
4039 | {
|
---|
4040 | char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
|
---|
4041 | unsigned int i;
|
---|
4042 | WINED3DVIEWPORT vp;
|
---|
4043 | WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
|
---|
4044 | BOOL doClip;
|
---|
4045 | DWORD numTextures;
|
---|
4046 |
|
---|
4047 | if (stream_info->elements[WINED3D_FFP_NORMAL].data)
|
---|
4048 | {
|
---|
4049 | WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
|
---|
4050 | }
|
---|
4051 |
|
---|
4052 | if (!stream_info->elements[WINED3D_FFP_POSITION].data)
|
---|
4053 | {
|
---|
4054 | ERR("Source has no position mask\n");
|
---|
4055 | return WINED3DERR_INVALIDCALL;
|
---|
4056 | }
|
---|
4057 |
|
---|
4058 | /* We might access VBOs from this code, so hold the lock */
|
---|
4059 | ENTER_GL();
|
---|
4060 |
|
---|
4061 | if (dest->resource.allocatedMemory == NULL) {
|
---|
4062 | buffer_get_sysmem(dest);
|
---|
4063 | }
|
---|
4064 |
|
---|
4065 | /* Get a pointer into the destination vbo(create one if none exists) and
|
---|
4066 | * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
|
---|
4067 | */
|
---|
4068 | if (!dest->buffer_object && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT))
|
---|
4069 | {
|
---|
4070 | dest->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
4071 | IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
|
---|
4072 | }
|
---|
4073 |
|
---|
4074 | if (dest->buffer_object)
|
---|
4075 | {
|
---|
4076 | unsigned char extrabytes = 0;
|
---|
4077 | /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
|
---|
4078 | * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
|
---|
4079 | * this may write 4 extra bytes beyond the area that should be written
|
---|
4080 | */
|
---|
4081 | if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
|
---|
4082 | dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
|
---|
4083 | if(!dest_conv_addr) {
|
---|
4084 | ERR("Out of memory\n");
|
---|
4085 | /* Continue without storing converted vertices */
|
---|
4086 | }
|
---|
4087 | dest_conv = dest_conv_addr;
|
---|
4088 | }
|
---|
4089 |
|
---|
4090 | /* Should I clip?
|
---|
4091 | * a) WINED3DRS_CLIPPING is enabled
|
---|
4092 | * b) WINED3DVOP_CLIP is passed
|
---|
4093 | */
|
---|
4094 | if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
|
---|
4095 | static BOOL warned = FALSE;
|
---|
4096 | /*
|
---|
4097 | * The clipping code is not quite correct. Some things need
|
---|
4098 | * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
|
---|
4099 | * so disable clipping for now.
|
---|
4100 | * (The graphics in Half-Life are broken, and my processvertices
|
---|
4101 | * test crashes with IDirect3DDevice3)
|
---|
4102 | doClip = TRUE;
|
---|
4103 | */
|
---|
4104 | doClip = FALSE;
|
---|
4105 | if(!warned) {
|
---|
4106 | warned = TRUE;
|
---|
4107 | FIXME("Clipping is broken and disabled for now\n");
|
---|
4108 | }
|
---|
4109 | } else doClip = FALSE;
|
---|
4110 | dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
|
---|
4111 |
|
---|
4112 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
4113 | WINED3DTS_VIEW,
|
---|
4114 | &view_mat);
|
---|
4115 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
4116 | WINED3DTS_PROJECTION,
|
---|
4117 | &proj_mat);
|
---|
4118 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
4119 | WINED3DTS_WORLDMATRIX(0),
|
---|
4120 | &world_mat);
|
---|
4121 |
|
---|
4122 | TRACE("View mat:\n");
|
---|
4123 | TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
|
---|
4124 | TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
|
---|
4125 | TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
|
---|
4126 | TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
|
---|
4127 |
|
---|
4128 | TRACE("Proj mat:\n");
|
---|
4129 | TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
|
---|
4130 | TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
|
---|
4131 | TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
|
---|
4132 | TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
|
---|
4133 |
|
---|
4134 | TRACE("World mat:\n");
|
---|
4135 | TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
|
---|
4136 | TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
|
---|
4137 | TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
|
---|
4138 | TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
|
---|
4139 |
|
---|
4140 | /* Get the viewport */
|
---|
4141 | IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
|
---|
4142 | TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
|
---|
4143 | vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
|
---|
4144 |
|
---|
4145 | multiply_matrix(&mat,&view_mat,&world_mat);
|
---|
4146 | multiply_matrix(&mat,&proj_mat,&mat);
|
---|
4147 |
|
---|
4148 | numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
---|
4149 |
|
---|
4150 | for (i = 0; i < dwCount; i+= 1) {
|
---|
4151 | unsigned int tex_index;
|
---|
4152 |
|
---|
4153 | if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
|
---|
4154 | ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
|
---|
4155 | /* The position first */
|
---|
4156 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
|
---|
4157 | const float *p = (const float *)(element->data + i * element->stride);
|
---|
4158 | float x, y, z, rhw;
|
---|
4159 | TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
|
---|
4160 |
|
---|
4161 | /* Multiplication with world, view and projection matrix */
|
---|
4162 | x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
|
---|
4163 | y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
|
---|
4164 | z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
|
---|
4165 | rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
|
---|
4166 |
|
---|
4167 | TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
|
---|
4168 |
|
---|
4169 | /* WARNING: The following things are taken from d3d7 and were not yet checked
|
---|
4170 | * against d3d8 or d3d9!
|
---|
4171 | */
|
---|
4172 |
|
---|
4173 | /* Clipping conditions: From msdn
|
---|
4174 | *
|
---|
4175 | * A vertex is clipped if it does not match the following requirements
|
---|
4176 | * -rhw < x <= rhw
|
---|
4177 | * -rhw < y <= rhw
|
---|
4178 | * 0 < z <= rhw
|
---|
4179 | * 0 < rhw ( Not in d3d7, but tested in d3d7)
|
---|
4180 | *
|
---|
4181 | * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
|
---|
4182 | * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
|
---|
4183 | *
|
---|
4184 | */
|
---|
4185 |
|
---|
4186 | if( !doClip ||
|
---|
4187 | ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
|
---|
4188 | (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
|
---|
4189 | ( rhw > eps ) ) ) {
|
---|
4190 |
|
---|
4191 | /* "Normal" viewport transformation (not clipped)
|
---|
4192 | * 1) The values are divided by rhw
|
---|
4193 | * 2) The y axis is negative, so multiply it with -1
|
---|
4194 | * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
|
---|
4195 | * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
|
---|
4196 | * 4) Multiply x with Width/2 and add Width/2
|
---|
4197 | * 5) The same for the height
|
---|
4198 | * 6) Add the viewpoint X and Y to the 2D coordinates and
|
---|
4199 | * The minimum Z value to z
|
---|
4200 | * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
|
---|
4201 | *
|
---|
4202 | * Well, basically it's simply a linear transformation into viewport
|
---|
4203 | * coordinates
|
---|
4204 | */
|
---|
4205 |
|
---|
4206 | x /= rhw;
|
---|
4207 | y /= rhw;
|
---|
4208 | z /= rhw;
|
---|
4209 |
|
---|
4210 | y *= -1;
|
---|
4211 |
|
---|
4212 | x *= vp.Width / 2;
|
---|
4213 | y *= vp.Height / 2;
|
---|
4214 | z *= vp.MaxZ - vp.MinZ;
|
---|
4215 |
|
---|
4216 | x += vp.Width / 2 + vp.X;
|
---|
4217 | y += vp.Height / 2 + vp.Y;
|
---|
4218 | z += vp.MinZ;
|
---|
4219 |
|
---|
4220 | rhw = 1 / rhw;
|
---|
4221 | } else {
|
---|
4222 | /* That vertex got clipped
|
---|
4223 | * Contrary to OpenGL it is not dropped completely, it just
|
---|
4224 | * undergoes a different calculation.
|
---|
4225 | */
|
---|
4226 | TRACE("Vertex got clipped\n");
|
---|
4227 | x += rhw;
|
---|
4228 | y += rhw;
|
---|
4229 |
|
---|
4230 | x /= 2;
|
---|
4231 | y /= 2;
|
---|
4232 |
|
---|
4233 | /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
|
---|
4234 | * outside of the main vertex buffer memory. That needs some more
|
---|
4235 | * investigation...
|
---|
4236 | */
|
---|
4237 | }
|
---|
4238 |
|
---|
4239 | TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
|
---|
4240 |
|
---|
4241 |
|
---|
4242 | ( (float *) dest_ptr)[0] = x;
|
---|
4243 | ( (float *) dest_ptr)[1] = y;
|
---|
4244 | ( (float *) dest_ptr)[2] = z;
|
---|
4245 | ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
|
---|
4246 |
|
---|
4247 | dest_ptr += 3 * sizeof(float);
|
---|
4248 |
|
---|
4249 | if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
---|
4250 | dest_ptr += sizeof(float);
|
---|
4251 | }
|
---|
4252 |
|
---|
4253 | if(dest_conv) {
|
---|
4254 | float w = 1 / rhw;
|
---|
4255 | ( (float *) dest_conv)[0] = x * w;
|
---|
4256 | ( (float *) dest_conv)[1] = y * w;
|
---|
4257 | ( (float *) dest_conv)[2] = z * w;
|
---|
4258 | ( (float *) dest_conv)[3] = w;
|
---|
4259 |
|
---|
4260 | dest_conv += 3 * sizeof(float);
|
---|
4261 |
|
---|
4262 | if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
---|
4263 | dest_conv += sizeof(float);
|
---|
4264 | }
|
---|
4265 | }
|
---|
4266 | }
|
---|
4267 | if (DestFVF & WINED3DFVF_PSIZE) {
|
---|
4268 | dest_ptr += sizeof(DWORD);
|
---|
4269 | if(dest_conv) dest_conv += sizeof(DWORD);
|
---|
4270 | }
|
---|
4271 | if (DestFVF & WINED3DFVF_NORMAL) {
|
---|
4272 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
|
---|
4273 | const float *normal = (const float *)(element->data + i * element->stride);
|
---|
4274 | /* AFAIK this should go into the lighting information */
|
---|
4275 | FIXME("Didn't expect the destination to have a normal\n");
|
---|
4276 | copy_and_next(dest_ptr, normal, 3 * sizeof(float));
|
---|
4277 | if(dest_conv) {
|
---|
4278 | copy_and_next(dest_conv, normal, 3 * sizeof(float));
|
---|
4279 | }
|
---|
4280 | }
|
---|
4281 |
|
---|
4282 | if (DestFVF & WINED3DFVF_DIFFUSE) {
|
---|
4283 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
|
---|
4284 | const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
|
---|
4285 | if(!color_d) {
|
---|
4286 | static BOOL warned = FALSE;
|
---|
4287 |
|
---|
4288 | if(!warned) {
|
---|
4289 | ERR("No diffuse color in source, but destination has one\n");
|
---|
4290 | warned = TRUE;
|
---|
4291 | }
|
---|
4292 |
|
---|
4293 | *( (DWORD *) dest_ptr) = 0xffffffff;
|
---|
4294 | dest_ptr += sizeof(DWORD);
|
---|
4295 |
|
---|
4296 | if(dest_conv) {
|
---|
4297 | *( (DWORD *) dest_conv) = 0xffffffff;
|
---|
4298 | dest_conv += sizeof(DWORD);
|
---|
4299 | }
|
---|
4300 | }
|
---|
4301 | else {
|
---|
4302 | copy_and_next(dest_ptr, color_d, sizeof(DWORD));
|
---|
4303 | if(dest_conv) {
|
---|
4304 | *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
|
---|
4305 | *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
|
---|
4306 | *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
|
---|
4307 | dest_conv += sizeof(DWORD);
|
---|
4308 | }
|
---|
4309 | }
|
---|
4310 | }
|
---|
4311 |
|
---|
4312 | if (DestFVF & WINED3DFVF_SPECULAR) {
|
---|
4313 | /* What's the color value in the feedback buffer? */
|
---|
4314 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
|
---|
4315 | const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
|
---|
4316 | if(!color_s) {
|
---|
4317 | static BOOL warned = FALSE;
|
---|
4318 |
|
---|
4319 | if(!warned) {
|
---|
4320 | ERR("No specular color in source, but destination has one\n");
|
---|
4321 | warned = TRUE;
|
---|
4322 | }
|
---|
4323 |
|
---|
4324 | *( (DWORD *) dest_ptr) = 0xFF000000;
|
---|
4325 | dest_ptr += sizeof(DWORD);
|
---|
4326 |
|
---|
4327 | if(dest_conv) {
|
---|
4328 | *( (DWORD *) dest_conv) = 0xFF000000;
|
---|
4329 | dest_conv += sizeof(DWORD);
|
---|
4330 | }
|
---|
4331 | }
|
---|
4332 | else {
|
---|
4333 | copy_and_next(dest_ptr, color_s, sizeof(DWORD));
|
---|
4334 | if(dest_conv) {
|
---|
4335 | *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
|
---|
4336 | *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
|
---|
4337 | *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
|
---|
4338 | dest_conv += sizeof(DWORD);
|
---|
4339 | }
|
---|
4340 | }
|
---|
4341 | }
|
---|
4342 |
|
---|
4343 | for (tex_index = 0; tex_index < numTextures; tex_index++) {
|
---|
4344 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
|
---|
4345 | const float *tex_coord = (const float *)(element->data + i * element->stride);
|
---|
4346 | if(!tex_coord) {
|
---|
4347 | ERR("No source texture, but destination requests one\n");
|
---|
4348 | dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
---|
4349 | if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
---|
4350 | }
|
---|
4351 | else {
|
---|
4352 | copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
---|
4353 | if(dest_conv) {
|
---|
4354 | copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
---|
4355 | }
|
---|
4356 | }
|
---|
4357 | }
|
---|
4358 | }
|
---|
4359 |
|
---|
4360 | if(dest_conv) {
|
---|
4361 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
|
---|
4362 | checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
|
---|
4363 | GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
|
---|
4364 | dwCount * get_flexible_vertex_size(DestFVF),
|
---|
4365 | dest_conv_addr));
|
---|
4366 | checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
|
---|
4367 | HeapFree(GetProcessHeap(), 0, dest_conv_addr);
|
---|
4368 | }
|
---|
4369 |
|
---|
4370 | LEAVE_GL();
|
---|
4371 |
|
---|
4372 | return WINED3D_OK;
|
---|
4373 | }
|
---|
4374 | #undef copy_and_next
|
---|
4375 |
|
---|
4376 | static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
|
---|
4377 | UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
|
---|
4378 | DWORD DestFVF)
|
---|
4379 | {
|
---|
4380 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4381 | struct wined3d_stream_info stream_info;
|
---|
4382 | BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
|
---|
4383 | TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
|
---|
4384 |
|
---|
4385 | if(pVertexDecl) {
|
---|
4386 | ERR("Output vertex declaration not implemented yet\n");
|
---|
4387 | }
|
---|
4388 |
|
---|
4389 | /* Need any context to write to the vbo. */
|
---|
4390 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4391 |
|
---|
4392 | /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
|
---|
4393 | * control the streamIsUP flag, thus restore it afterwards.
|
---|
4394 | */
|
---|
4395 | This->stateBlock->streamIsUP = FALSE;
|
---|
4396 | device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
|
---|
4397 | This->stateBlock->streamIsUP = streamWasUP;
|
---|
4398 |
|
---|
4399 | if(vbo || SrcStartIndex) {
|
---|
4400 | unsigned int i;
|
---|
4401 | /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
|
---|
4402 | * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
|
---|
4403 | *
|
---|
4404 | * Also get the start index in, but only loop over all elements if there's something to add at all.
|
---|
4405 | */
|
---|
4406 | for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
|
---|
4407 | {
|
---|
4408 | struct wined3d_stream_info_element *e = &stream_info.elements[i];
|
---|
4409 | if (e->buffer_object)
|
---|
4410 | {
|
---|
4411 | struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
---|
4412 | e->buffer_object = 0;
|
---|
4413 | e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
---|
4414 | ENTER_GL();
|
---|
4415 | GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
|
---|
4416 | vb->buffer_object = 0;
|
---|
4417 | LEAVE_GL();
|
---|
4418 | }
|
---|
4419 | if (e->data) e->data += e->stride * SrcStartIndex;
|
---|
4420 | }
|
---|
4421 | }
|
---|
4422 |
|
---|
4423 | return process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
|
---|
4424 | (struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
|
---|
4425 | }
|
---|
4426 |
|
---|
4427 | /*****
|
---|
4428 | * Get / Set Texture Stage States
|
---|
4429 | * TODO: Verify against dx9 definitions
|
---|
4430 | *****/
|
---|
4431 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
---|
4432 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4433 | DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
|
---|
4434 |
|
---|
4435 | TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
---|
4436 |
|
---|
4437 | if (Stage >= MAX_TEXTURES) {
|
---|
4438 | WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
|
---|
4439 | return WINED3D_OK;
|
---|
4440 | }
|
---|
4441 |
|
---|
4442 | This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
|
---|
4443 | This->updateStateBlock->textureState[Stage][Type] = Value;
|
---|
4444 |
|
---|
4445 | if (This->isRecordingState) {
|
---|
4446 | TRACE("Recording... not performing anything\n");
|
---|
4447 | return WINED3D_OK;
|
---|
4448 | }
|
---|
4449 |
|
---|
4450 | /* Checked after the assignments to allow proper stateblock recording */
|
---|
4451 | if(oldValue == Value) {
|
---|
4452 | TRACE("App is setting the old value over, nothing to do\n");
|
---|
4453 | return WINED3D_OK;
|
---|
4454 | }
|
---|
4455 |
|
---|
4456 | if(Stage > This->stateBlock->lowest_disabled_stage &&
|
---|
4457 | This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
|
---|
4458 | /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
|
---|
4459 | * Changes in other states are important on disabled stages too
|
---|
4460 | */
|
---|
4461 | return WINED3D_OK;
|
---|
4462 | }
|
---|
4463 |
|
---|
4464 | if(Type == WINED3DTSS_COLOROP) {
|
---|
4465 | unsigned int i;
|
---|
4466 |
|
---|
4467 | if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
|
---|
4468 | /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
|
---|
4469 | * they have to be disabled
|
---|
4470 | *
|
---|
4471 | * The current stage is dirtified below.
|
---|
4472 | */
|
---|
4473 | for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
|
---|
4474 | TRACE("Additionally dirtifying stage %u\n", i);
|
---|
4475 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
---|
4476 | }
|
---|
4477 | This->stateBlock->lowest_disabled_stage = Stage;
|
---|
4478 | TRACE("New lowest disabled: %u\n", Stage);
|
---|
4479 | } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
|
---|
4480 | /* Previously disabled stage enabled. Stages above it may need enabling
|
---|
4481 | * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
|
---|
4482 | * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
|
---|
4483 | *
|
---|
4484 | * Again stage Stage doesn't need to be dirtified here, it is handled below.
|
---|
4485 | */
|
---|
4486 |
|
---|
4487 | for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
|
---|
4488 | if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
---|
4489 | break;
|
---|
4490 | }
|
---|
4491 | TRACE("Additionally dirtifying stage %u due to enable\n", i);
|
---|
4492 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
---|
4493 | }
|
---|
4494 | This->stateBlock->lowest_disabled_stage = i;
|
---|
4495 | TRACE("New lowest disabled: %u\n", i);
|
---|
4496 | }
|
---|
4497 | }
|
---|
4498 |
|
---|
4499 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
|
---|
4500 |
|
---|
4501 | return WINED3D_OK;
|
---|
4502 | }
|
---|
4503 |
|
---|
4504 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
|
---|
4505 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4506 | TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
|
---|
4507 | *pValue = This->updateStateBlock->textureState[Stage][Type];
|
---|
4508 | return WINED3D_OK;
|
---|
4509 | }
|
---|
4510 |
|
---|
4511 | /*****
|
---|
4512 | * Get / Set Texture
|
---|
4513 | *****/
|
---|
4514 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
|
---|
4515 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4516 | IWineD3DBaseTexture *oldTexture;
|
---|
4517 |
|
---|
4518 | TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
|
---|
4519 |
|
---|
4520 | if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
4521 | Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
4522 | }
|
---|
4523 |
|
---|
4524 | if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
|
---|
4525 | ERR("Current stage overflows textures array (stage %d)\n", Stage);
|
---|
4526 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
4527 | }
|
---|
4528 |
|
---|
4529 | oldTexture = This->updateStateBlock->textures[Stage];
|
---|
4530 |
|
---|
4531 | /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
|
---|
4532 | if (pTexture && ((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH)
|
---|
4533 | {
|
---|
4534 | WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
|
---|
4535 | return WINED3DERR_INVALIDCALL;
|
---|
4536 | }
|
---|
4537 |
|
---|
4538 | TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
|
---|
4539 | TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
|
---|
4540 |
|
---|
4541 | This->updateStateBlock->changed.textures |= 1 << Stage;
|
---|
4542 | TRACE("(%p) : setting new texture to %p\n", This, pTexture);
|
---|
4543 | This->updateStateBlock->textures[Stage] = pTexture;
|
---|
4544 |
|
---|
4545 | /* Handle recording of state blocks */
|
---|
4546 | if (This->isRecordingState) {
|
---|
4547 | TRACE("Recording... not performing anything\n");
|
---|
4548 | return WINED3D_OK;
|
---|
4549 | }
|
---|
4550 |
|
---|
4551 | if(oldTexture == pTexture) {
|
---|
4552 | TRACE("App is setting the same texture again, nothing to do\n");
|
---|
4553 | return WINED3D_OK;
|
---|
4554 | }
|
---|
4555 |
|
---|
4556 | /** NOTE: MSDN says that setTexture increases the reference count,
|
---|
4557 | * and that the application must set the texture back to null (or have a leaky application),
|
---|
4558 | * This means we should pass the refcount up to the parent
|
---|
4559 | *******************************/
|
---|
4560 | if (NULL != This->updateStateBlock->textures[Stage]) {
|
---|
4561 | IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
|
---|
4562 | ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
|
---|
4563 | UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
|
---|
4564 |
|
---|
4565 | IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
|
---|
4566 |
|
---|
4567 | if (!oldTexture || dimensions != IWineD3DBaseTexture_GetTextureDimensions(oldTexture))
|
---|
4568 | {
|
---|
4569 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
---|
4570 | }
|
---|
4571 |
|
---|
4572 | if(oldTexture == NULL && Stage < MAX_TEXTURES) {
|
---|
4573 | /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
|
---|
4574 | * so the COLOROP and ALPHAOP have to be dirtified.
|
---|
4575 | */
|
---|
4576 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
---|
4577 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
---|
4578 | }
|
---|
4579 | if(bindCount == 1) {
|
---|
4580 | new->baseTexture.sampler = Stage;
|
---|
4581 | }
|
---|
4582 | /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
|
---|
4583 |
|
---|
4584 | }
|
---|
4585 |
|
---|
4586 | if (NULL != oldTexture) {
|
---|
4587 | IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
|
---|
4588 | LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
|
---|
4589 |
|
---|
4590 | IWineD3DBaseTexture_Release(oldTexture);
|
---|
4591 | if(pTexture == NULL && Stage < MAX_TEXTURES) {
|
---|
4592 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
---|
4593 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
---|
4594 | }
|
---|
4595 |
|
---|
4596 | if(bindCount && old->baseTexture.sampler == Stage) {
|
---|
4597 | int i;
|
---|
4598 | /* Have to do a search for the other sampler(s) where the texture is bound to
|
---|
4599 | * Shouldn't happen as long as apps bind a texture only to one stage
|
---|
4600 | */
|
---|
4601 | TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
|
---|
4602 | for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
4603 | if(This->updateStateBlock->textures[i] == oldTexture) {
|
---|
4604 | old->baseTexture.sampler = i;
|
---|
4605 | break;
|
---|
4606 | }
|
---|
4607 | }
|
---|
4608 | }
|
---|
4609 | }
|
---|
4610 |
|
---|
4611 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
|
---|
4612 |
|
---|
4613 | return WINED3D_OK;
|
---|
4614 | }
|
---|
4615 |
|
---|
4616 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
|
---|
4617 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4618 |
|
---|
4619 | TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
|
---|
4620 |
|
---|
4621 | if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
4622 | Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
4623 | }
|
---|
4624 |
|
---|
4625 | if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
|
---|
4626 | ERR("Current stage overflows textures array (stage %d)\n", Stage);
|
---|
4627 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
4628 | }
|
---|
4629 |
|
---|
4630 | *ppTexture=This->stateBlock->textures[Stage];
|
---|
4631 | if (*ppTexture)
|
---|
4632 | IWineD3DBaseTexture_AddRef(*ppTexture);
|
---|
4633 |
|
---|
4634 | TRACE("(%p) : Returning %p\n", This, *ppTexture);
|
---|
4635 |
|
---|
4636 | return WINED3D_OK;
|
---|
4637 | }
|
---|
4638 |
|
---|
4639 | /*****
|
---|
4640 | * Get Back Buffer
|
---|
4641 | *****/
|
---|
4642 | static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
|
---|
4643 | IWineD3DSurface **ppBackBuffer) {
|
---|
4644 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4645 | IWineD3DSwapChain *swapChain;
|
---|
4646 | HRESULT hr;
|
---|
4647 |
|
---|
4648 | TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
|
---|
4649 |
|
---|
4650 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
4651 | if (hr == WINED3D_OK) {
|
---|
4652 | hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
|
---|
4653 | IWineD3DSwapChain_Release(swapChain);
|
---|
4654 | } else {
|
---|
4655 | *ppBackBuffer = NULL;
|
---|
4656 | }
|
---|
4657 | return hr;
|
---|
4658 | }
|
---|
4659 |
|
---|
4660 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
|
---|
4661 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4662 | WARN("(%p) : stub, calling idirect3d for now\n", This);
|
---|
4663 | return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
|
---|
4664 | }
|
---|
4665 |
|
---|
4666 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
|
---|
4667 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4668 | IWineD3DSwapChain *swapChain;
|
---|
4669 | HRESULT hr;
|
---|
4670 |
|
---|
4671 | if(iSwapChain > 0) {
|
---|
4672 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
4673 | if (hr == WINED3D_OK) {
|
---|
4674 | hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
|
---|
4675 | IWineD3DSwapChain_Release(swapChain);
|
---|
4676 | } else {
|
---|
4677 | FIXME("(%p) Error getting display mode\n", This);
|
---|
4678 | }
|
---|
4679 | } else {
|
---|
4680 | /* Don't read the real display mode,
|
---|
4681 | but return the stored mode instead. X11 can't change the color
|
---|
4682 | depth, and some apps are pretty angry if they SetDisplayMode from
|
---|
4683 | 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
|
---|
4684 |
|
---|
4685 | Also don't relay to the swapchain because with ddraw it's possible
|
---|
4686 | that there isn't a swapchain at all */
|
---|
4687 | pMode->Width = This->ddraw_width;
|
---|
4688 | pMode->Height = This->ddraw_height;
|
---|
4689 | pMode->Format = This->ddraw_format;
|
---|
4690 | pMode->RefreshRate = 0;
|
---|
4691 | hr = WINED3D_OK;
|
---|
4692 | }
|
---|
4693 |
|
---|
4694 | return hr;
|
---|
4695 | }
|
---|
4696 |
|
---|
4697 | /*****
|
---|
4698 | * Stateblock related functions
|
---|
4699 | *****/
|
---|
4700 |
|
---|
4701 | static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
---|
4702 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4703 | IWineD3DStateBlock *stateblock;
|
---|
4704 | HRESULT hr;
|
---|
4705 |
|
---|
4706 | TRACE("(%p)\n", This);
|
---|
4707 |
|
---|
4708 | if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
|
---|
4709 |
|
---|
4710 | hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock, NULL);
|
---|
4711 | if (FAILED(hr)) return hr;
|
---|
4712 |
|
---|
4713 | IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
4714 | This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
|
---|
4715 | This->isRecordingState = TRUE;
|
---|
4716 |
|
---|
4717 | TRACE("(%p) recording stateblock %p\n", This, stateblock);
|
---|
4718 |
|
---|
4719 | return WINED3D_OK;
|
---|
4720 | }
|
---|
4721 |
|
---|
4722 | static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
|
---|
4723 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4724 | unsigned int i, j;
|
---|
4725 | IWineD3DStateBlockImpl *object = This->updateStateBlock;
|
---|
4726 |
|
---|
4727 | if (!This->isRecordingState) {
|
---|
4728 | WARN("(%p) not recording! returning error\n", This);
|
---|
4729 | *ppStateBlock = NULL;
|
---|
4730 | return WINED3DERR_INVALIDCALL;
|
---|
4731 | }
|
---|
4732 |
|
---|
4733 | for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
|
---|
4734 | {
|
---|
4735 | DWORD map = object->changed.renderState[i];
|
---|
4736 | for (j = 0; map; map >>= 1, ++j)
|
---|
4737 | {
|
---|
4738 | if (!(map & 1)) continue;
|
---|
4739 |
|
---|
4740 | object->contained_render_states[object->num_contained_render_states++] = (i << 5) | j;
|
---|
4741 | }
|
---|
4742 | }
|
---|
4743 |
|
---|
4744 | for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
|
---|
4745 | {
|
---|
4746 | DWORD map = object->changed.transform[i];
|
---|
4747 | for (j = 0; map; map >>= 1, ++j)
|
---|
4748 | {
|
---|
4749 | if (!(map & 1)) continue;
|
---|
4750 |
|
---|
4751 | object->contained_transform_states[object->num_contained_transform_states++] = (i << 5) | j;
|
---|
4752 | }
|
---|
4753 | }
|
---|
4754 | for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
|
---|
4755 | if(object->changed.vertexShaderConstantsF[i]) {
|
---|
4756 | object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
|
---|
4757 | object->num_contained_vs_consts_f++;
|
---|
4758 | }
|
---|
4759 | }
|
---|
4760 | for(i = 0; i < MAX_CONST_I; i++) {
|
---|
4761 | if (object->changed.vertexShaderConstantsI & (1 << i))
|
---|
4762 | {
|
---|
4763 | object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
|
---|
4764 | object->num_contained_vs_consts_i++;
|
---|
4765 | }
|
---|
4766 | }
|
---|
4767 | for(i = 0; i < MAX_CONST_B; i++) {
|
---|
4768 | if (object->changed.vertexShaderConstantsB & (1 << i))
|
---|
4769 | {
|
---|
4770 | object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
|
---|
4771 | object->num_contained_vs_consts_b++;
|
---|
4772 | }
|
---|
4773 | }
|
---|
4774 | for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
|
---|
4775 | {
|
---|
4776 | if (object->changed.pixelShaderConstantsF[i])
|
---|
4777 | {
|
---|
4778 | object->contained_ps_consts_f[object->num_contained_ps_consts_f] = i;
|
---|
4779 | ++object->num_contained_ps_consts_f;
|
---|
4780 | }
|
---|
4781 | }
|
---|
4782 | for(i = 0; i < MAX_CONST_I; i++) {
|
---|
4783 | if (object->changed.pixelShaderConstantsI & (1 << i))
|
---|
4784 | {
|
---|
4785 | object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
|
---|
4786 | object->num_contained_ps_consts_i++;
|
---|
4787 | }
|
---|
4788 | }
|
---|
4789 | for(i = 0; i < MAX_CONST_B; i++) {
|
---|
4790 | if (object->changed.pixelShaderConstantsB & (1 << i))
|
---|
4791 | {
|
---|
4792 | object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
|
---|
4793 | object->num_contained_ps_consts_b++;
|
---|
4794 | }
|
---|
4795 | }
|
---|
4796 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
4797 | DWORD map = object->changed.textureState[i];
|
---|
4798 |
|
---|
4799 | for(j = 0; map; map >>= 1, ++j)
|
---|
4800 | {
|
---|
4801 | if (!(map & 1)) continue;
|
---|
4802 |
|
---|
4803 | object->contained_tss_states[object->num_contained_tss_states].stage = i;
|
---|
4804 | object->contained_tss_states[object->num_contained_tss_states].state = j;
|
---|
4805 | ++object->num_contained_tss_states;
|
---|
4806 | }
|
---|
4807 | }
|
---|
4808 | for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
|
---|
4809 | DWORD map = object->changed.samplerState[i];
|
---|
4810 |
|
---|
4811 | for (j = 0; map; map >>= 1, ++j)
|
---|
4812 | {
|
---|
4813 | if (!(map & 1)) continue;
|
---|
4814 |
|
---|
4815 | object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
|
---|
4816 | object->contained_sampler_states[object->num_contained_sampler_states].state = j;
|
---|
4817 | ++object->num_contained_sampler_states;
|
---|
4818 | }
|
---|
4819 | }
|
---|
4820 |
|
---|
4821 | *ppStateBlock = (IWineD3DStateBlock*) object;
|
---|
4822 | This->isRecordingState = FALSE;
|
---|
4823 | This->updateStateBlock = This->stateBlock;
|
---|
4824 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
4825 | /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
|
---|
4826 | TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
|
---|
4827 | return WINED3D_OK;
|
---|
4828 | }
|
---|
4829 |
|
---|
4830 | /*****
|
---|
4831 | * Scene related functions
|
---|
4832 | *****/
|
---|
4833 | static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
---|
4834 | /* At the moment we have no need for any functionality at the beginning
|
---|
4835 | of a scene */
|
---|
4836 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4837 | TRACE("(%p)\n", This);
|
---|
4838 |
|
---|
4839 | if(This->inScene) {
|
---|
4840 | TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
|
---|
4841 | return WINED3DERR_INVALIDCALL;
|
---|
4842 | }
|
---|
4843 | This->inScene = TRUE;
|
---|
4844 | return WINED3D_OK;
|
---|
4845 | }
|
---|
4846 |
|
---|
4847 | static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
|
---|
4848 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4849 | TRACE("(%p)\n", This);
|
---|
4850 |
|
---|
4851 | if(!This->inScene) {
|
---|
4852 | TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
|
---|
4853 | return WINED3DERR_INVALIDCALL;
|
---|
4854 | }
|
---|
4855 |
|
---|
4856 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4857 | /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
|
---|
4858 | glFlush();
|
---|
4859 | /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
|
---|
4860 | * fails
|
---|
4861 | */
|
---|
4862 |
|
---|
4863 | This->inScene = FALSE;
|
---|
4864 | return WINED3D_OK;
|
---|
4865 | }
|
---|
4866 |
|
---|
4867 | static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
---|
4868 | CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
---|
4869 | HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
---|
4870 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4871 | IWineD3DSwapChain *swapChain = NULL;
|
---|
4872 | int i;
|
---|
4873 | int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
|
---|
4874 |
|
---|
4875 | TRACE("(%p) Presenting the frame\n", This);
|
---|
4876 |
|
---|
4877 | for(i = 0 ; i < swapchains ; i ++) {
|
---|
4878 |
|
---|
4879 | IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
|
---|
4880 | TRACE("presentinng chain %d, %p\n", i, swapChain);
|
---|
4881 | IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
|
---|
4882 | IWineD3DSwapChain_Release(swapChain);
|
---|
4883 | }
|
---|
4884 |
|
---|
4885 | return WINED3D_OK;
|
---|
4886 | }
|
---|
4887 |
|
---|
4888 | /* Not called from the VTable (internal subroutine) */
|
---|
4889 | HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
|
---|
4890 | CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
|
---|
4891 | float Z, DWORD Stencil) {
|
---|
4892 | GLbitfield glMask = 0;
|
---|
4893 | unsigned int i;
|
---|
4894 | WINED3DRECT curRect;
|
---|
4895 | RECT vp_rect;
|
---|
4896 | const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
|
---|
4897 | UINT drawable_width, drawable_height;
|
---|
4898 | IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
|
---|
4899 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
4900 | struct wined3d_context *context;
|
---|
4901 |
|
---|
4902 | /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
|
---|
4903 | * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
|
---|
4904 | * for the cleared parts, and the untouched parts.
|
---|
4905 | *
|
---|
4906 | * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
|
---|
4907 | * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
|
---|
4908 | * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
|
---|
4909 | * checking all this if the dest surface is in the drawable anyway.
|
---|
4910 | */
|
---|
4911 | if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
|
---|
4912 | while(1) {
|
---|
4913 | if(vp->X != 0 || vp->Y != 0 ||
|
---|
4914 | vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
|
---|
4915 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4916 | break;
|
---|
4917 | }
|
---|
4918 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
---|
4919 | This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
---|
4920 | This->stateBlock->scissorRect.right < target->currentDesc.Width ||
|
---|
4921 | This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
|
---|
4922 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4923 | break;
|
---|
4924 | }
|
---|
4925 | if(Count > 0 && pRects && (
|
---|
4926 | pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
---|
4927 | pRects[0].x2 < target->currentDesc.Width ||
|
---|
4928 | pRects[0].y2 < target->currentDesc.Height)) {
|
---|
4929 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4930 | break;
|
---|
4931 | }
|
---|
4932 | break;
|
---|
4933 | }
|
---|
4934 | }
|
---|
4935 |
|
---|
4936 | context = ActivateContext(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
|
---|
4937 |
|
---|
4938 | target->get_drawable_size(context, &drawable_width, &drawable_height);
|
---|
4939 |
|
---|
4940 | ENTER_GL();
|
---|
4941 |
|
---|
4942 | /* Only set the values up once, as they are not changing */
|
---|
4943 | if (Flags & WINED3DCLEAR_STENCIL) {
|
---|
4944 | glClearStencil(Stencil);
|
---|
4945 | checkGLcall("glClearStencil");
|
---|
4946 | glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
---|
4947 | glStencilMask(0xFFFFFFFF);
|
---|
4948 | }
|
---|
4949 |
|
---|
4950 | if (Flags & WINED3DCLEAR_ZBUFFER) {
|
---|
4951 | DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
4952 | glDepthMask(GL_TRUE);
|
---|
4953 | glClearDepth(Z);
|
---|
4954 | checkGLcall("glClearDepth");
|
---|
4955 | glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
---|
4956 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
---|
4957 |
|
---|
4958 | if (vp->X != 0 || vp->Y != 0 ||
|
---|
4959 | vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
|
---|
4960 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4961 | }
|
---|
4962 | else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
---|
4963 | This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
---|
4964 | This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
|
---|
4965 | This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
|
---|
4966 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4967 | }
|
---|
4968 | else if (Count > 0 && pRects && (
|
---|
4969 | pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
---|
4970 | pRects[0].x2 < depth_stencil->currentDesc.Width ||
|
---|
4971 | pRects[0].y2 < depth_stencil->currentDesc.Height)) {
|
---|
4972 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4973 | }
|
---|
4974 | }
|
---|
4975 |
|
---|
4976 | if (Flags & WINED3DCLEAR_TARGET) {
|
---|
4977 | TRACE("Clearing screen with glClear to color %x\n", Color);
|
---|
4978 | glClearColor(D3DCOLOR_R(Color),
|
---|
4979 | D3DCOLOR_G(Color),
|
---|
4980 | D3DCOLOR_B(Color),
|
---|
4981 | D3DCOLOR_A(Color));
|
---|
4982 | checkGLcall("glClearColor");
|
---|
4983 |
|
---|
4984 | /* Clear ALL colors! */
|
---|
4985 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
4986 | glMask = glMask | GL_COLOR_BUFFER_BIT;
|
---|
4987 | }
|
---|
4988 |
|
---|
4989 | vp_rect.left = vp->X;
|
---|
4990 | vp_rect.top = vp->Y;
|
---|
4991 | vp_rect.right = vp->X + vp->Width;
|
---|
4992 | vp_rect.bottom = vp->Y + vp->Height;
|
---|
4993 | if (!(Count > 0 && pRects)) {
|
---|
4994 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
4995 | IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
|
---|
4996 | }
|
---|
4997 | if (context->render_offscreen)
|
---|
4998 | {
|
---|
4999 | glScissor(vp_rect.left, vp_rect.top,
|
---|
5000 | vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
---|
5001 | } else {
|
---|
5002 | glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
|
---|
5003 | vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
---|
5004 | }
|
---|
5005 | checkGLcall("glScissor");
|
---|
5006 | glClear(glMask);
|
---|
5007 | checkGLcall("glClear");
|
---|
5008 | } else {
|
---|
5009 | /* Now process each rect in turn */
|
---|
5010 | for (i = 0; i < Count; i++) {
|
---|
5011 | /* Note gl uses lower left, width/height */
|
---|
5012 | IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
|
---|
5013 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
5014 | IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
|
---|
5015 | }
|
---|
5016 | TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
|
---|
5017 | pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
|
---|
5018 | curRect.x1, (target->currentDesc.Height - curRect.y2),
|
---|
5019 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
5020 |
|
---|
5021 | /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
|
---|
5022 | * The rectangle is not cleared, no error is returned, but further rectanlges are
|
---|
5023 | * still cleared if they are valid
|
---|
5024 | */
|
---|
5025 | if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
|
---|
5026 | TRACE("Rectangle with negative dimensions, ignoring\n");
|
---|
5027 | continue;
|
---|
5028 | }
|
---|
5029 |
|
---|
5030 | if (context->render_offscreen)
|
---|
5031 | {
|
---|
5032 | glScissor(curRect.x1, curRect.y1,
|
---|
5033 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
5034 | } else {
|
---|
5035 | glScissor(curRect.x1, drawable_height - curRect.y2,
|
---|
5036 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
5037 | }
|
---|
5038 | checkGLcall("glScissor");
|
---|
5039 |
|
---|
5040 | glClear(glMask);
|
---|
5041 | checkGLcall("glClear");
|
---|
5042 | }
|
---|
5043 | }
|
---|
5044 |
|
---|
5045 | /* Restore the old values (why..?) */
|
---|
5046 | if (Flags & WINED3DCLEAR_STENCIL) {
|
---|
5047 | glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
---|
5048 | }
|
---|
5049 | if (Flags & WINED3DCLEAR_TARGET) {
|
---|
5050 | DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
|
---|
5051 | glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
5052 | mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
5053 | mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
5054 | mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
---|
5055 |
|
---|
5056 | /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
|
---|
5057 | * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
|
---|
5058 | */
|
---|
5059 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
|
---|
5060 | }
|
---|
5061 | if (Flags & WINED3DCLEAR_ZBUFFER) {
|
---|
5062 | /* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
|
---|
5063 | DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
5064 | surface_modify_ds_location(This->stencilBufferTarget, location);
|
---|
5065 | }
|
---|
5066 |
|
---|
5067 | LEAVE_GL();
|
---|
5068 |
|
---|
5069 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
5070 | if (target == (IWineD3DSurfaceImpl*) swapchain->frontBuffer) {
|
---|
5071 | glFlush();
|
---|
5072 | }
|
---|
5073 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
5074 | }
|
---|
5075 |
|
---|
5076 | return WINED3D_OK;
|
---|
5077 | }
|
---|
5078 |
|
---|
5079 | static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
|
---|
5080 | DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
|
---|
5081 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5082 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
|
---|
5083 |
|
---|
5084 | TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
|
---|
5085 | Count, pRects, Flags, Color, Z, Stencil);
|
---|
5086 |
|
---|
5087 | if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
|
---|
5088 | WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
|
---|
5089 | /* TODO: What about depth stencil buffers without stencil bits? */
|
---|
5090 | return WINED3DERR_INVALIDCALL;
|
---|
5091 | }
|
---|
5092 |
|
---|
5093 | return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
|
---|
5094 | }
|
---|
5095 |
|
---|
5096 | /*****
|
---|
5097 | * Drawing functions
|
---|
5098 | *****/
|
---|
5099 |
|
---|
5100 | static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
|
---|
5101 | WINED3DPRIMITIVETYPE primitive_type)
|
---|
5102 | {
|
---|
5103 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5104 |
|
---|
5105 | TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
|
---|
5106 |
|
---|
5107 | This->updateStateBlock->changed.primitive_type = TRUE;
|
---|
5108 | This->updateStateBlock->gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
|
---|
5109 | }
|
---|
5110 |
|
---|
5111 | static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
|
---|
5112 | WINED3DPRIMITIVETYPE *primitive_type)
|
---|
5113 | {
|
---|
5114 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5115 |
|
---|
5116 | TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
|
---|
5117 |
|
---|
5118 | *primitive_type = d3d_primitive_type_from_gl(This->stateBlock->gl_primitive_type);
|
---|
5119 |
|
---|
5120 | TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
|
---|
5121 | }
|
---|
5122 |
|
---|
5123 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
|
---|
5124 | {
|
---|
5125 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5126 |
|
---|
5127 | TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
|
---|
5128 |
|
---|
5129 | if(!This->stateBlock->vertexDecl) {
|
---|
5130 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
5131 | return WINED3DERR_INVALIDCALL;
|
---|
5132 | }
|
---|
5133 |
|
---|
5134 | /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
|
---|
5135 | if(This->stateBlock->streamIsUP) {
|
---|
5136 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
5137 | This->stateBlock->streamIsUP = FALSE;
|
---|
5138 | }
|
---|
5139 |
|
---|
5140 | if(This->stateBlock->loadBaseVertexIndex != 0) {
|
---|
5141 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
5142 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
5143 | }
|
---|
5144 | /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
|
---|
5145 | drawPrimitive(iface, vertex_count, 0/* NumVertices */, StartVertex /* start_idx */,
|
---|
5146 | 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
|
---|
5147 | return WINED3D_OK;
|
---|
5148 | }
|
---|
5149 |
|
---|
5150 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
|
---|
5151 | UINT minIndex, UINT NumVertices, UINT startIndex, UINT index_count)
|
---|
5152 | {
|
---|
5153 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5154 | UINT idxStride = 2;
|
---|
5155 | IWineD3DBuffer *pIB;
|
---|
5156 | GLuint vbo;
|
---|
5157 |
|
---|
5158 | pIB = This->stateBlock->pIndexData;
|
---|
5159 | if (!pIB) {
|
---|
5160 | /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
|
---|
5161 | * without an index buffer set. (The first time at least...)
|
---|
5162 | * D3D8 simply dies, but I doubt it can do much harm to return
|
---|
5163 | * D3DERR_INVALIDCALL there as well. */
|
---|
5164 | WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
|
---|
5165 | return WINED3DERR_INVALIDCALL;
|
---|
5166 | }
|
---|
5167 |
|
---|
5168 | if(!This->stateBlock->vertexDecl) {
|
---|
5169 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
5170 | return WINED3DERR_INVALIDCALL;
|
---|
5171 | }
|
---|
5172 |
|
---|
5173 | if(This->stateBlock->streamIsUP) {
|
---|
5174 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
5175 | This->stateBlock->streamIsUP = FALSE;
|
---|
5176 | }
|
---|
5177 | vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
|
---|
5178 |
|
---|
5179 | TRACE("(%p) : min %u, vertex count %u, startIdx %u, index count %u\n",
|
---|
5180 | This, minIndex, NumVertices, startIndex, index_count);
|
---|
5181 |
|
---|
5182 | if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
|
---|
5183 | idxStride = 2;
|
---|
5184 | } else {
|
---|
5185 | idxStride = 4;
|
---|
5186 | }
|
---|
5187 |
|
---|
5188 | if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
|
---|
5189 | This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
---|
5190 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
5191 | }
|
---|
5192 |
|
---|
5193 | drawPrimitive(iface, index_count, NumVertices, startIndex, idxStride,
|
---|
5194 | vbo ? NULL : ((struct wined3d_buffer *) pIB)->resource.allocatedMemory, minIndex);
|
---|
5195 |
|
---|
5196 | return WINED3D_OK;
|
---|
5197 | }
|
---|
5198 |
|
---|
5199 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
|
---|
5200 | const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
---|
5201 | {
|
---|
5202 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5203 | IWineD3DBuffer *vb;
|
---|
5204 |
|
---|
5205 | TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
|
---|
5206 | This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
|
---|
5207 |
|
---|
5208 | if(!This->stateBlock->vertexDecl) {
|
---|
5209 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
5210 | return WINED3DERR_INVALIDCALL;
|
---|
5211 | }
|
---|
5212 |
|
---|
5213 | /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
---|
5214 | vb = This->stateBlock->streamSource[0];
|
---|
5215 | This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
---|
5216 | if (vb) IWineD3DBuffer_Release(vb);
|
---|
5217 | This->stateBlock->streamOffset[0] = 0;
|
---|
5218 | This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
---|
5219 | This->stateBlock->streamIsUP = TRUE;
|
---|
5220 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
5221 |
|
---|
5222 | /* TODO: Only mark dirty if drawing from a different UP address */
|
---|
5223 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
5224 |
|
---|
5225 | drawPrimitive(iface, vertex_count, 0 /* NumVertices */, 0 /* start_idx */,
|
---|
5226 | 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
|
---|
5227 |
|
---|
5228 | /* MSDN specifies stream zero settings must be set to NULL */
|
---|
5229 | This->stateBlock->streamStride[0] = 0;
|
---|
5230 | This->stateBlock->streamSource[0] = NULL;
|
---|
5231 |
|
---|
5232 | /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
|
---|
5233 | * the new stream sources or use UP drawing again
|
---|
5234 | */
|
---|
5235 | return WINED3D_OK;
|
---|
5236 | }
|
---|
5237 |
|
---|
5238 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, UINT MinVertexIndex,
|
---|
5239 | UINT NumVertices, UINT index_count, const void *pIndexData, WINED3DFORMAT IndexDataFormat,
|
---|
5240 | const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
---|
5241 | {
|
---|
5242 | int idxStride;
|
---|
5243 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5244 | IWineD3DBuffer *vb;
|
---|
5245 | IWineD3DBuffer *ib;
|
---|
5246 |
|
---|
5247 | TRACE("(%p) : MinVtxIdx %u, NumVIdx %u, index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u\n",
|
---|
5248 | This, MinVertexIndex, NumVertices, index_count, pIndexData,
|
---|
5249 | IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
---|
5250 |
|
---|
5251 | if(!This->stateBlock->vertexDecl) {
|
---|
5252 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
5253 | return WINED3DERR_INVALIDCALL;
|
---|
5254 | }
|
---|
5255 |
|
---|
5256 | if (IndexDataFormat == WINED3DFMT_R16_UINT) {
|
---|
5257 | idxStride = 2;
|
---|
5258 | } else {
|
---|
5259 | idxStride = 4;
|
---|
5260 | }
|
---|
5261 |
|
---|
5262 | /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
---|
5263 | vb = This->stateBlock->streamSource[0];
|
---|
5264 | This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
---|
5265 | if (vb) IWineD3DBuffer_Release(vb);
|
---|
5266 | This->stateBlock->streamIsUP = TRUE;
|
---|
5267 | This->stateBlock->streamOffset[0] = 0;
|
---|
5268 | This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
---|
5269 |
|
---|
5270 | /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
|
---|
5271 | This->stateBlock->baseVertexIndex = 0;
|
---|
5272 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
5273 | /* Mark the state dirty until we have nicer tracking of the stream source pointers */
|
---|
5274 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
5275 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
5276 |
|
---|
5277 | drawPrimitive(iface, index_count, NumVertices, 0 /* start_idx */,
|
---|
5278 | idxStride, pIndexData, MinVertexIndex);
|
---|
5279 |
|
---|
5280 | /* MSDN specifies stream zero settings and index buffer must be set to NULL */
|
---|
5281 | This->stateBlock->streamSource[0] = NULL;
|
---|
5282 | This->stateBlock->streamStride[0] = 0;
|
---|
5283 | ib = This->stateBlock->pIndexData;
|
---|
5284 | if(ib) {
|
---|
5285 | IWineD3DBuffer_Release(ib);
|
---|
5286 | This->stateBlock->pIndexData = NULL;
|
---|
5287 | }
|
---|
5288 | /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
|
---|
5289 | * SetStreamSource to specify a vertex buffer
|
---|
5290 | */
|
---|
5291 |
|
---|
5292 | return WINED3D_OK;
|
---|
5293 | }
|
---|
5294 |
|
---|
5295 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
|
---|
5296 | UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
|
---|
5297 | {
|
---|
5298 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5299 |
|
---|
5300 | /* Mark the state dirty until we have nicer tracking
|
---|
5301 | * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
---|
5302 | * that value.
|
---|
5303 | */
|
---|
5304 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
5305 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
5306 | This->stateBlock->baseVertexIndex = 0;
|
---|
5307 | This->up_strided = DrawPrimStrideData;
|
---|
5308 | drawPrimitive(iface, vertex_count, 0, 0, 0, NULL, 0);
|
---|
5309 | This->up_strided = NULL;
|
---|
5310 | return WINED3D_OK;
|
---|
5311 | }
|
---|
5312 |
|
---|
5313 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
|
---|
5314 | UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
|
---|
5315 | UINT NumVertices, const void *pIndexData, WINED3DFORMAT IndexDataFormat)
|
---|
5316 | {
|
---|
5317 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5318 | DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
|
---|
5319 |
|
---|
5320 | /* Mark the state dirty until we have nicer tracking
|
---|
5321 | * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
---|
5322 | * that value.
|
---|
5323 | */
|
---|
5324 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
5325 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
5326 | This->stateBlock->streamIsUP = TRUE;
|
---|
5327 | This->stateBlock->baseVertexIndex = 0;
|
---|
5328 | This->up_strided = DrawPrimStrideData;
|
---|
5329 | drawPrimitive(iface, vertex_count, 0 /* numindices */, 0 /* start_idx */, idxSize, pIndexData, 0 /* minindex */);
|
---|
5330 | This->up_strided = NULL;
|
---|
5331 | return WINED3D_OK;
|
---|
5332 | }
|
---|
5333 |
|
---|
5334 | static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
|
---|
5335 | /* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
|
---|
5336 | * not callable by the app directly no parameter validation checks are needed here.
|
---|
5337 | */
|
---|
5338 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5339 | WINED3DLOCKED_BOX src;
|
---|
5340 | WINED3DLOCKED_BOX dst;
|
---|
5341 | HRESULT hr;
|
---|
5342 | TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
|
---|
5343 |
|
---|
5344 | /* TODO: Implement direct loading into the gl volume instead of using memcpy and
|
---|
5345 | * dirtification to improve loading performance.
|
---|
5346 | */
|
---|
5347 | hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
|
---|
5348 | if(FAILED(hr)) return hr;
|
---|
5349 | hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
|
---|
5350 | if(FAILED(hr)) {
|
---|
5351 | IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
5352 | return hr;
|
---|
5353 | }
|
---|
5354 |
|
---|
5355 | memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
|
---|
5356 |
|
---|
5357 | hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
|
---|
5358 | if(FAILED(hr)) {
|
---|
5359 | IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
5360 | } else {
|
---|
5361 | hr = IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
5362 | }
|
---|
5363 | return hr;
|
---|
5364 | }
|
---|
5365 |
|
---|
5366 | /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
|
---|
5367 | static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
|
---|
5368 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5369 | HRESULT hr = WINED3D_OK;
|
---|
5370 | WINED3DRESOURCETYPE sourceType;
|
---|
5371 | WINED3DRESOURCETYPE destinationType;
|
---|
5372 | int i ,levels;
|
---|
5373 |
|
---|
5374 | /* TODO: think about moving the code into IWineD3DBaseTexture */
|
---|
5375 |
|
---|
5376 | TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
|
---|
5377 |
|
---|
5378 | /* verify that the source and destination textures aren't NULL */
|
---|
5379 | if (NULL == pSourceTexture || NULL == pDestinationTexture) {
|
---|
5380 | WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
|
---|
5381 | This, pSourceTexture, pDestinationTexture);
|
---|
5382 | hr = WINED3DERR_INVALIDCALL;
|
---|
5383 | }
|
---|
5384 |
|
---|
5385 | if (pSourceTexture == pDestinationTexture) {
|
---|
5386 | WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
|
---|
5387 | This, pSourceTexture, pDestinationTexture);
|
---|
5388 | hr = WINED3DERR_INVALIDCALL;
|
---|
5389 | }
|
---|
5390 | /* Verify that the source and destination textures are the same type */
|
---|
5391 | sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
|
---|
5392 | destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
|
---|
5393 |
|
---|
5394 | if (sourceType != destinationType) {
|
---|
5395 | WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
|
---|
5396 | This);
|
---|
5397 | hr = WINED3DERR_INVALIDCALL;
|
---|
5398 | }
|
---|
5399 |
|
---|
5400 | /* check that both textures have the identical numbers of levels */
|
---|
5401 | if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
|
---|
5402 | WARN("(%p) : source (%p) and destination (%p) textures must have identical numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
|
---|
5403 | hr = WINED3DERR_INVALIDCALL;
|
---|
5404 | }
|
---|
5405 |
|
---|
5406 | if (WINED3D_OK == hr) {
|
---|
5407 | IWineD3DBaseTextureImpl *pDestImpl = (IWineD3DBaseTextureImpl *) pDestinationTexture;
|
---|
5408 |
|
---|
5409 | /* Make sure that the destination texture is loaded */
|
---|
5410 | pDestImpl->baseTexture.internal_preload(pDestinationTexture, SRGB_RGB);
|
---|
5411 |
|
---|
5412 | /* Update every surface level of the texture */
|
---|
5413 | levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
|
---|
5414 |
|
---|
5415 | switch (sourceType) {
|
---|
5416 | case WINED3DRTYPE_TEXTURE:
|
---|
5417 | {
|
---|
5418 | IWineD3DSurface *srcSurface;
|
---|
5419 | IWineD3DSurface *destSurface;
|
---|
5420 |
|
---|
5421 | for (i = 0 ; i < levels ; ++i) {
|
---|
5422 | IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
|
---|
5423 | IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
|
---|
5424 | hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
---|
5425 | IWineD3DSurface_Release(srcSurface);
|
---|
5426 | IWineD3DSurface_Release(destSurface);
|
---|
5427 | if (WINED3D_OK != hr) {
|
---|
5428 | WARN("(%p) : Call to update surface failed\n", This);
|
---|
5429 | return hr;
|
---|
5430 | }
|
---|
5431 | }
|
---|
5432 | }
|
---|
5433 | break;
|
---|
5434 | case WINED3DRTYPE_CUBETEXTURE:
|
---|
5435 | {
|
---|
5436 | IWineD3DSurface *srcSurface;
|
---|
5437 | IWineD3DSurface *destSurface;
|
---|
5438 | WINED3DCUBEMAP_FACES faceType;
|
---|
5439 |
|
---|
5440 | for (i = 0 ; i < levels ; ++i) {
|
---|
5441 | /* Update each cube face */
|
---|
5442 | for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
|
---|
5443 | hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
|
---|
5444 | if (WINED3D_OK != hr) {
|
---|
5445 | FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
---|
5446 | } else {
|
---|
5447 | TRACE("Got srcSurface %p\n", srcSurface);
|
---|
5448 | }
|
---|
5449 | hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
|
---|
5450 | if (WINED3D_OK != hr) {
|
---|
5451 | FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
---|
5452 | } else {
|
---|
5453 | TRACE("Got desrSurface %p\n", destSurface);
|
---|
5454 | }
|
---|
5455 | hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
---|
5456 | IWineD3DSurface_Release(srcSurface);
|
---|
5457 | IWineD3DSurface_Release(destSurface);
|
---|
5458 | if (WINED3D_OK != hr) {
|
---|
5459 | WARN("(%p) : Call to update surface failed\n", This);
|
---|
5460 | return hr;
|
---|
5461 | }
|
---|
5462 | }
|
---|
5463 | }
|
---|
5464 | }
|
---|
5465 | break;
|
---|
5466 |
|
---|
5467 | case WINED3DRTYPE_VOLUMETEXTURE:
|
---|
5468 | {
|
---|
5469 | IWineD3DVolume *srcVolume = NULL;
|
---|
5470 | IWineD3DVolume *destVolume = NULL;
|
---|
5471 |
|
---|
5472 | for (i = 0 ; i < levels ; ++i) {
|
---|
5473 | IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
|
---|
5474 | IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
|
---|
5475 | hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
|
---|
5476 | IWineD3DVolume_Release(srcVolume);
|
---|
5477 | IWineD3DVolume_Release(destVolume);
|
---|
5478 | if (WINED3D_OK != hr) {
|
---|
5479 | WARN("(%p) : Call to update volume failed\n", This);
|
---|
5480 | return hr;
|
---|
5481 | }
|
---|
5482 | }
|
---|
5483 | }
|
---|
5484 | break;
|
---|
5485 |
|
---|
5486 | default:
|
---|
5487 | FIXME("(%p) : Unsupported source and destination type\n", This);
|
---|
5488 | hr = WINED3DERR_INVALIDCALL;
|
---|
5489 | }
|
---|
5490 | }
|
---|
5491 |
|
---|
5492 | return hr;
|
---|
5493 | }
|
---|
5494 |
|
---|
5495 | static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
|
---|
5496 | IWineD3DSwapChain *swapChain;
|
---|
5497 | HRESULT hr;
|
---|
5498 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
5499 | if(hr == WINED3D_OK) {
|
---|
5500 | hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
|
---|
5501 | IWineD3DSwapChain_Release(swapChain);
|
---|
5502 | }
|
---|
5503 | return hr;
|
---|
5504 | }
|
---|
5505 |
|
---|
5506 | static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
|
---|
5507 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5508 | IWineD3DBaseTextureImpl *texture;
|
---|
5509 | DWORD i;
|
---|
5510 |
|
---|
5511 | TRACE("(%p) : %p\n", This, pNumPasses);
|
---|
5512 |
|
---|
5513 | for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
5514 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
|
---|
5515 | WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
---|
5516 | return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
---|
5517 | }
|
---|
5518 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
|
---|
5519 | WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
---|
5520 | return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
---|
5521 | }
|
---|
5522 |
|
---|
5523 | texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
|
---|
5524 | if (!texture || texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) continue;
|
---|
5525 |
|
---|
5526 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
|
---|
5527 | WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
5528 | return E_FAIL;
|
---|
5529 | }
|
---|
5530 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
|
---|
5531 | WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
5532 | return E_FAIL;
|
---|
5533 | }
|
---|
5534 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
|
---|
5535 | This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
|
---|
5536 | WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
5537 | return E_FAIL;
|
---|
5538 | }
|
---|
5539 | }
|
---|
5540 |
|
---|
5541 | /* return a sensible default */
|
---|
5542 | *pNumPasses = 1;
|
---|
5543 |
|
---|
5544 | TRACE("returning D3D_OK\n");
|
---|
5545 | return WINED3D_OK;
|
---|
5546 | }
|
---|
5547 |
|
---|
5548 | static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
|
---|
5549 | {
|
---|
5550 | int i;
|
---|
5551 |
|
---|
5552 | for (i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
5553 | IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
|
---|
5554 | if (texture && (texture->resource.format_desc->format == WINED3DFMT_P8
|
---|
5555 | || texture->resource.format_desc->format == WINED3DFMT_A8P8))
|
---|
5556 | {
|
---|
5557 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
|
---|
5558 | }
|
---|
5559 | }
|
---|
5560 | }
|
---|
5561 |
|
---|
5562 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
---|
5563 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5564 | int j;
|
---|
5565 | UINT NewSize;
|
---|
5566 | PALETTEENTRY **palettes;
|
---|
5567 |
|
---|
5568 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
5569 |
|
---|
5570 | if (PaletteNumber >= MAX_PALETTES) {
|
---|
5571 | ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
---|
5572 | return WINED3DERR_INVALIDCALL;
|
---|
5573 | }
|
---|
5574 |
|
---|
5575 | if (PaletteNumber >= This->NumberOfPalettes) {
|
---|
5576 | NewSize = This->NumberOfPalettes;
|
---|
5577 | do {
|
---|
5578 | NewSize *= 2;
|
---|
5579 | } while(PaletteNumber >= NewSize);
|
---|
5580 | palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
|
---|
5581 | if (!palettes) {
|
---|
5582 | ERR("Out of memory!\n");
|
---|
5583 | return E_OUTOFMEMORY;
|
---|
5584 | }
|
---|
5585 | This->palettes = palettes;
|
---|
5586 | This->NumberOfPalettes = NewSize;
|
---|
5587 | }
|
---|
5588 |
|
---|
5589 | if (!This->palettes[PaletteNumber]) {
|
---|
5590 | This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
5591 | if (!This->palettes[PaletteNumber]) {
|
---|
5592 | ERR("Out of memory!\n");
|
---|
5593 | return E_OUTOFMEMORY;
|
---|
5594 | }
|
---|
5595 | }
|
---|
5596 |
|
---|
5597 | for (j = 0; j < 256; ++j) {
|
---|
5598 | This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
|
---|
5599 | This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
|
---|
5600 | This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
|
---|
5601 | This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
|
---|
5602 | }
|
---|
5603 | if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
|
---|
5604 | TRACE("(%p) : returning\n", This);
|
---|
5605 | return WINED3D_OK;
|
---|
5606 | }
|
---|
5607 |
|
---|
5608 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
---|
5609 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5610 | int j;
|
---|
5611 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
5612 | if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
---|
5613 | /* What happens in such situation isn't documented; Native seems to silently abort
|
---|
5614 | on such conditions. Return Invalid Call. */
|
---|
5615 | ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
---|
5616 | return WINED3DERR_INVALIDCALL;
|
---|
5617 | }
|
---|
5618 | for (j = 0; j < 256; ++j) {
|
---|
5619 | pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
|
---|
5620 | pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
|
---|
5621 | pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
|
---|
5622 | pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
|
---|
5623 | }
|
---|
5624 | TRACE("(%p) : returning\n", This);
|
---|
5625 | return WINED3D_OK;
|
---|
5626 | }
|
---|
5627 |
|
---|
5628 | static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
|
---|
5629 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5630 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
5631 | /* Native appears to silently abort on attempt to make an uninitialized palette current and render.
|
---|
5632 | (tested with reference rasterizer). Return Invalid Call. */
|
---|
5633 | if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
---|
5634 | ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
---|
5635 | return WINED3DERR_INVALIDCALL;
|
---|
5636 | }
|
---|
5637 | /*TODO: stateblocks */
|
---|
5638 | if (This->currentPalette != PaletteNumber) {
|
---|
5639 | This->currentPalette = PaletteNumber;
|
---|
5640 | dirtify_p8_texture_samplers(This);
|
---|
5641 | }
|
---|
5642 | TRACE("(%p) : returning\n", This);
|
---|
5643 | return WINED3D_OK;
|
---|
5644 | }
|
---|
5645 |
|
---|
5646 | static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
|
---|
5647 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5648 | if (PaletteNumber == NULL) {
|
---|
5649 | WARN("(%p) : returning Invalid Call\n", This);
|
---|
5650 | return WINED3DERR_INVALIDCALL;
|
---|
5651 | }
|
---|
5652 | /*TODO: stateblocks */
|
---|
5653 | *PaletteNumber = This->currentPalette;
|
---|
5654 | TRACE("(%p) : returning %u\n", This, *PaletteNumber);
|
---|
5655 | return WINED3D_OK;
|
---|
5656 | }
|
---|
5657 |
|
---|
5658 | static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
|
---|
5659 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5660 | static BOOL warned;
|
---|
5661 | if (!warned)
|
---|
5662 | {
|
---|
5663 | FIXME("(%p) : stub\n", This);
|
---|
5664 | warned = TRUE;
|
---|
5665 | }
|
---|
5666 |
|
---|
5667 | This->softwareVertexProcessing = bSoftware;
|
---|
5668 | return WINED3D_OK;
|
---|
5669 | }
|
---|
5670 |
|
---|
5671 |
|
---|
5672 | static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
|
---|
5673 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5674 | static BOOL warned;
|
---|
5675 | if (!warned)
|
---|
5676 | {
|
---|
5677 | FIXME("(%p) : stub\n", This);
|
---|
5678 | warned = TRUE;
|
---|
5679 | }
|
---|
5680 | return This->softwareVertexProcessing;
|
---|
5681 | }
|
---|
5682 |
|
---|
5683 |
|
---|
5684 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
|
---|
5685 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5686 | IWineD3DSwapChain *swapChain;
|
---|
5687 | HRESULT hr;
|
---|
5688 |
|
---|
5689 | TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
|
---|
5690 |
|
---|
5691 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
5692 | if(hr == WINED3D_OK){
|
---|
5693 | hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
|
---|
5694 | IWineD3DSwapChain_Release(swapChain);
|
---|
5695 | }else{
|
---|
5696 | FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
|
---|
5697 | }
|
---|
5698 | return hr;
|
---|
5699 | }
|
---|
5700 |
|
---|
5701 |
|
---|
5702 | static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
|
---|
5703 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5704 | static BOOL warned;
|
---|
5705 | if(nSegments != 0.0f) {
|
---|
5706 | if (!warned)
|
---|
5707 | {
|
---|
5708 | FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
|
---|
5709 | warned = TRUE;
|
---|
5710 | }
|
---|
5711 | }
|
---|
5712 | return WINED3D_OK;
|
---|
5713 | }
|
---|
5714 |
|
---|
5715 | static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
|
---|
5716 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5717 | static BOOL warned;
|
---|
5718 | if (!warned)
|
---|
5719 | {
|
---|
5720 | FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
|
---|
5721 | warned = TRUE;
|
---|
5722 | }
|
---|
5723 | return 0.0f;
|
---|
5724 | }
|
---|
5725 |
|
---|
5726 | static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
|
---|
5727 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5728 | /** TODO: remove casts to IWineD3DSurfaceImpl
|
---|
5729 | * NOTE: move code to surface to accomplish this
|
---|
5730 | ****************************************/
|
---|
5731 | IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
|
---|
5732 | IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
|
---|
5733 | int srcWidth, srcHeight;
|
---|
5734 | unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
|
---|
5735 | WINED3DFORMAT destFormat, srcFormat;
|
---|
5736 | UINT destSize;
|
---|
5737 | int srcLeft, destLeft, destTop;
|
---|
5738 | WINED3DPOOL srcPool, destPool;
|
---|
5739 | int offset = 0;
|
---|
5740 | int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
|
---|
5741 | const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
|
---|
5742 | GLenum dummy;
|
---|
5743 | int sampler;
|
---|
5744 | int bpp;
|
---|
5745 | CONVERT_TYPES convert = NO_CONVERSION;
|
---|
5746 |
|
---|
5747 | WINED3DSURFACE_DESC winedesc;
|
---|
5748 |
|
---|
5749 | TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
|
---|
5750 |
|
---|
5751 | IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
|
---|
5752 | srcSurfaceWidth = winedesc.width;
|
---|
5753 | srcSurfaceHeight = winedesc.height;
|
---|
5754 | srcPool = winedesc.pool;
|
---|
5755 | srcFormat = winedesc.format;
|
---|
5756 |
|
---|
5757 | IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
---|
5758 | destSurfaceWidth = winedesc.width;
|
---|
5759 | destSurfaceHeight = winedesc.height;
|
---|
5760 | destPool = winedesc.pool;
|
---|
5761 | destFormat = winedesc.format;
|
---|
5762 | destSize = winedesc.size;
|
---|
5763 |
|
---|
5764 | if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
|
---|
5765 | WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
|
---|
5766 | return WINED3DERR_INVALIDCALL;
|
---|
5767 | }
|
---|
5768 |
|
---|
5769 | /* This call loads the opengl surface directly, instead of copying the surface to the
|
---|
5770 | * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
|
---|
5771 | * copy in sysmem and use regular surface loading.
|
---|
5772 | */
|
---|
5773 | d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
|
---|
5774 | if(convert != NO_CONVERSION) {
|
---|
5775 | return IWineD3DSurface_BltFast(pDestinationSurface,
|
---|
5776 | pDestPoint ? pDestPoint->x : 0,
|
---|
5777 | pDestPoint ? pDestPoint->y : 0,
|
---|
5778 | pSourceSurface, pSourceRect, 0);
|
---|
5779 | }
|
---|
5780 |
|
---|
5781 | if (destFormat == WINED3DFMT_UNKNOWN) {
|
---|
5782 | TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
|
---|
5783 | IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
|
---|
5784 |
|
---|
5785 | /* Get the update surface description */
|
---|
5786 | IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
---|
5787 | }
|
---|
5788 |
|
---|
5789 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
5790 |
|
---|
5791 | ENTER_GL();
|
---|
5792 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
5793 | checkGLcall("glActiveTextureARB");
|
---|
5794 | LEAVE_GL();
|
---|
5795 |
|
---|
5796 | /* Make sure the surface is loaded and up to date */
|
---|
5797 | surface_internal_preload(pDestinationSurface, SRGB_RGB);
|
---|
5798 | IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
|
---|
5799 |
|
---|
5800 | src_format_desc = ((IWineD3DSurfaceImpl *)pSrcSurface)->resource.format_desc;
|
---|
5801 | dst_format_desc = dst_impl->resource.format_desc;
|
---|
5802 |
|
---|
5803 | /* this needs to be done in lines if the sourceRect != the sourceWidth */
|
---|
5804 | srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
|
---|
5805 | srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
|
---|
5806 | srcLeft = pSourceRect ? pSourceRect->left : 0;
|
---|
5807 | destLeft = pDestPoint ? pDestPoint->x : 0;
|
---|
5808 | destTop = pDestPoint ? pDestPoint->y : 0;
|
---|
5809 |
|
---|
5810 |
|
---|
5811 | /* This function doesn't support compressed textures
|
---|
5812 | the pitch is just bytesPerPixel * width */
|
---|
5813 | if(srcWidth != srcSurfaceWidth || srcLeft ){
|
---|
5814 | rowoffset = srcSurfaceWidth * src_format_desc->byte_count;
|
---|
5815 | offset += srcLeft * src_format_desc->byte_count;
|
---|
5816 | /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
|
---|
5817 | }
|
---|
5818 | /* TODO DXT formats */
|
---|
5819 |
|
---|
5820 | if(pSourceRect != NULL && pSourceRect->top != 0){
|
---|
5821 | offset += pSourceRect->top * srcSurfaceWidth * src_format_desc->byte_count;
|
---|
5822 | }
|
---|
5823 | TRACE("(%p) glTexSubImage2D, level %d, left %d, top %d, width %d, height %d, fmt %#x, type %#x, memory %p+%#x\n",
|
---|
5824 | This, dst_impl->texture_level, destLeft, destTop, srcWidth, srcHeight, dst_format_desc->glFormat,
|
---|
5825 | dst_format_desc->glType, IWineD3DSurface_GetData(pSourceSurface), offset);
|
---|
5826 |
|
---|
5827 | /* Sanity check */
|
---|
5828 | if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
|
---|
5829 |
|
---|
5830 | /* need to lock the surface to get the data */
|
---|
5831 | FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
|
---|
5832 | }
|
---|
5833 |
|
---|
5834 | ENTER_GL();
|
---|
5835 |
|
---|
5836 | /* TODO: Cube and volume support */
|
---|
5837 | if(rowoffset != 0){
|
---|
5838 | /* not a whole row so we have to do it a line at a time */
|
---|
5839 | int j;
|
---|
5840 |
|
---|
5841 | /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
|
---|
5842 | const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
---|
5843 |
|
---|
5844 | for (j = destTop; j < (srcHeight + destTop); ++j)
|
---|
5845 | {
|
---|
5846 | glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
|
---|
5847 | srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
|
---|
5848 | data += rowoffset;
|
---|
5849 | }
|
---|
5850 |
|
---|
5851 | } else { /* Full width, so just write out the whole texture */
|
---|
5852 | const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
---|
5853 |
|
---|
5854 | if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
---|
5855 | {
|
---|
5856 | if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth)
|
---|
5857 | {
|
---|
5858 | /* FIXME: The easy way to do this is to lock the destination, and copy the bits across. */
|
---|
5859 | FIXME("Updating part of a compressed texture is not supported.\n");
|
---|
5860 | }
|
---|
5861 | if (destFormat != srcFormat)
|
---|
5862 | {
|
---|
5863 | FIXME("Updating mixed format compressed textures is not supported.\n");
|
---|
5864 | }
|
---|
5865 | else
|
---|
5866 | {
|
---|
5867 | GL_EXTCALL(glCompressedTexImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
|
---|
5868 | dst_format_desc->glInternal, srcWidth, srcHeight, 0, destSize, data));
|
---|
5869 | }
|
---|
5870 | }
|
---|
5871 | else
|
---|
5872 | {
|
---|
5873 | glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
|
---|
5874 | srcWidth, srcHeight, dst_format_desc->glFormat, dst_format_desc->glType, data);
|
---|
5875 | }
|
---|
5876 | }
|
---|
5877 | checkGLcall("glTexSubImage2D");
|
---|
5878 |
|
---|
5879 | LEAVE_GL();
|
---|
5880 |
|
---|
5881 | IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
|
---|
5882 | sampler = This->rev_tex_unit_map[0];
|
---|
5883 | if (sampler != -1) {
|
---|
5884 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
---|
5885 | }
|
---|
5886 |
|
---|
5887 | return WINED3D_OK;
|
---|
5888 | }
|
---|
5889 |
|
---|
5890 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
|
---|
5891 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5892 | struct WineD3DRectPatch *patch;
|
---|
5893 | GLenum old_primitive_type;
|
---|
5894 | unsigned int i;
|
---|
5895 | struct list *e;
|
---|
5896 | BOOL found;
|
---|
5897 | TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
|
---|
5898 |
|
---|
5899 | if(!(Handle || pRectPatchInfo)) {
|
---|
5900 | /* TODO: Write a test for the return value, thus the FIXME */
|
---|
5901 | FIXME("Both Handle and pRectPatchInfo are NULL\n");
|
---|
5902 | return WINED3DERR_INVALIDCALL;
|
---|
5903 | }
|
---|
5904 |
|
---|
5905 | if(Handle) {
|
---|
5906 | i = PATCHMAP_HASHFUNC(Handle);
|
---|
5907 | found = FALSE;
|
---|
5908 | LIST_FOR_EACH(e, &This->patches[i]) {
|
---|
5909 | patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
---|
5910 | if(patch->Handle == Handle) {
|
---|
5911 | found = TRUE;
|
---|
5912 | break;
|
---|
5913 | }
|
---|
5914 | }
|
---|
5915 |
|
---|
5916 | if(!found) {
|
---|
5917 | TRACE("Patch does not exist. Creating a new one\n");
|
---|
5918 | patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
---|
5919 | patch->Handle = Handle;
|
---|
5920 | list_add_head(&This->patches[i], &patch->entry);
|
---|
5921 | } else {
|
---|
5922 | TRACE("Found existing patch %p\n", patch);
|
---|
5923 | }
|
---|
5924 | } else {
|
---|
5925 | /* Since opengl does not load tesselated vertex attributes into numbered vertex
|
---|
5926 | * attributes we have to tesselate, read back, and draw. This needs a patch
|
---|
5927 | * management structure instance. Create one.
|
---|
5928 | *
|
---|
5929 | * A possible improvement is to check if a vertex shader is used, and if not directly
|
---|
5930 | * draw the patch.
|
---|
5931 | */
|
---|
5932 | FIXME("Drawing an uncached patch. This is slow\n");
|
---|
5933 | patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
---|
5934 | }
|
---|
5935 |
|
---|
5936 | if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
|
---|
5937 | pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
|
---|
5938 | (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
|
---|
5939 | HRESULT hr;
|
---|
5940 | TRACE("Tesselation density or patch info changed, retesselating\n");
|
---|
5941 |
|
---|
5942 | if(pRectPatchInfo) {
|
---|
5943 | patch->RectPatchInfo = *pRectPatchInfo;
|
---|
5944 | }
|
---|
5945 | patch->numSegs[0] = pNumSegs[0];
|
---|
5946 | patch->numSegs[1] = pNumSegs[1];
|
---|
5947 | patch->numSegs[2] = pNumSegs[2];
|
---|
5948 | patch->numSegs[3] = pNumSegs[3];
|
---|
5949 |
|
---|
5950 | hr = tesselate_rectpatch(This, patch);
|
---|
5951 | if(FAILED(hr)) {
|
---|
5952 | WARN("Patch tesselation failed\n");
|
---|
5953 |
|
---|
5954 | /* Do not release the handle to store the params of the patch */
|
---|
5955 | if(!Handle) {
|
---|
5956 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5957 | }
|
---|
5958 | return hr;
|
---|
5959 | }
|
---|
5960 | }
|
---|
5961 |
|
---|
5962 | This->currentPatch = patch;
|
---|
5963 | old_primitive_type = This->stateBlock->gl_primitive_type;
|
---|
5964 | This->stateBlock->gl_primitive_type = GL_TRIANGLES;
|
---|
5965 | IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
|
---|
5966 | This->stateBlock->gl_primitive_type = old_primitive_type;
|
---|
5967 | This->currentPatch = NULL;
|
---|
5968 |
|
---|
5969 | /* Destroy uncached patches */
|
---|
5970 | if(!Handle) {
|
---|
5971 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
5972 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5973 | }
|
---|
5974 | return WINED3D_OK;
|
---|
5975 | }
|
---|
5976 |
|
---|
5977 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
|
---|
5978 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5979 | TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
|
---|
5980 | FIXME("(%p) : Stub\n", This);
|
---|
5981 | return WINED3D_OK;
|
---|
5982 | }
|
---|
5983 |
|
---|
5984 | static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
|
---|
5985 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5986 | int i;
|
---|
5987 | struct WineD3DRectPatch *patch;
|
---|
5988 | struct list *e;
|
---|
5989 | TRACE("(%p) Handle(%d)\n", This, Handle);
|
---|
5990 |
|
---|
5991 | i = PATCHMAP_HASHFUNC(Handle);
|
---|
5992 | LIST_FOR_EACH(e, &This->patches[i]) {
|
---|
5993 | patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
---|
5994 | if(patch->Handle == Handle) {
|
---|
5995 | TRACE("Deleting patch %p\n", patch);
|
---|
5996 | list_remove(&patch->entry);
|
---|
5997 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
5998 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5999 | return WINED3D_OK;
|
---|
6000 | }
|
---|
6001 | }
|
---|
6002 |
|
---|
6003 | /* TODO: Write a test for the return value */
|
---|
6004 | FIXME("Attempt to destroy nonexistent patch\n");
|
---|
6005 | return WINED3DERR_INVALIDCALL;
|
---|
6006 | }
|
---|
6007 |
|
---|
6008 | static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
|
---|
6009 | HRESULT hr;
|
---|
6010 | IWineD3DSwapChain *swapchain;
|
---|
6011 |
|
---|
6012 | hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
---|
6013 | if (SUCCEEDED(hr)) {
|
---|
6014 | IWineD3DSwapChain_Release((IUnknown *)swapchain);
|
---|
6015 | return swapchain;
|
---|
6016 | }
|
---|
6017 |
|
---|
6018 | return NULL;
|
---|
6019 | }
|
---|
6020 |
|
---|
6021 | static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
|
---|
6022 | const WINED3DRECT *rect, const float color[4])
|
---|
6023 | {
|
---|
6024 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6025 | struct wined3d_context *context;
|
---|
6026 | IWineD3DSwapChain *swapchain;
|
---|
6027 |
|
---|
6028 | swapchain = get_swapchain(surface);
|
---|
6029 | if (swapchain) {
|
---|
6030 | GLenum buffer;
|
---|
6031 |
|
---|
6032 | TRACE("Surface %p is onscreen\n", surface);
|
---|
6033 |
|
---|
6034 | context = ActivateContext(This, surface, CTXUSAGE_RESOURCELOAD);
|
---|
6035 | ENTER_GL();
|
---|
6036 | context_bind_fbo(context, GL_FRAMEBUFFER_EXT, NULL);
|
---|
6037 | buffer = surface_get_gl_buffer(surface, swapchain);
|
---|
6038 | glDrawBuffer(buffer);
|
---|
6039 | checkGLcall("glDrawBuffer()");
|
---|
6040 | } else {
|
---|
6041 | TRACE("Surface %p is offscreen\n", surface);
|
---|
6042 |
|
---|
6043 | context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6044 | ENTER_GL();
|
---|
6045 | context_bind_fbo(context, GL_FRAMEBUFFER_EXT, &context->dst_fbo);
|
---|
6046 | context_attach_surface_fbo(context, GL_FRAMEBUFFER_EXT, 0, surface);
|
---|
6047 | context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER_EXT, NULL, FALSE);
|
---|
6048 | }
|
---|
6049 |
|
---|
6050 | if (rect) {
|
---|
6051 | glEnable(GL_SCISSOR_TEST);
|
---|
6052 | if(!swapchain) {
|
---|
6053 | glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
|
---|
6054 | } else {
|
---|
6055 | glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
|
---|
6056 | rect->x2 - rect->x1, rect->y2 - rect->y1);
|
---|
6057 | }
|
---|
6058 | checkGLcall("glScissor");
|
---|
6059 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
---|
6060 | } else {
|
---|
6061 | glDisable(GL_SCISSOR_TEST);
|
---|
6062 | }
|
---|
6063 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
---|
6064 |
|
---|
6065 | glDisable(GL_BLEND);
|
---|
6066 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
---|
6067 |
|
---|
6068 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
6069 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
|
---|
6070 |
|
---|
6071 | glClearColor(color[0], color[1], color[2], color[3]);
|
---|
6072 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
6073 | checkGLcall("glClear");
|
---|
6074 |
|
---|
6075 | if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
|
---|
6076 | && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
|
---|
6077 | glDrawBuffer(GL_BACK);
|
---|
6078 | checkGLcall("glDrawBuffer()");
|
---|
6079 | }
|
---|
6080 |
|
---|
6081 | LEAVE_GL();
|
---|
6082 | }
|
---|
6083 |
|
---|
6084 | static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
|
---|
6085 | unsigned int r, g, b, a;
|
---|
6086 | DWORD ret;
|
---|
6087 |
|
---|
6088 | if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
|
---|
6089 | destfmt == WINED3DFMT_R8G8B8)
|
---|
6090 | return color;
|
---|
6091 |
|
---|
6092 | TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
|
---|
6093 |
|
---|
6094 | a = (color & 0xff000000) >> 24;
|
---|
6095 | r = (color & 0x00ff0000) >> 16;
|
---|
6096 | g = (color & 0x0000ff00) >> 8;
|
---|
6097 | b = (color & 0x000000ff) >> 0;
|
---|
6098 |
|
---|
6099 | switch(destfmt)
|
---|
6100 | {
|
---|
6101 | case WINED3DFMT_R5G6B5:
|
---|
6102 | if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
|
---|
6103 | r = (r * 32) / 256;
|
---|
6104 | g = (g * 64) / 256;
|
---|
6105 | b = (b * 32) / 256;
|
---|
6106 | ret = r << 11;
|
---|
6107 | ret |= g << 5;
|
---|
6108 | ret |= b;
|
---|
6109 | TRACE("Returning %08x\n", ret);
|
---|
6110 | return ret;
|
---|
6111 |
|
---|
6112 | case WINED3DFMT_X1R5G5B5:
|
---|
6113 | case WINED3DFMT_A1R5G5B5:
|
---|
6114 | a = (a * 2) / 256;
|
---|
6115 | r = (r * 32) / 256;
|
---|
6116 | g = (g * 32) / 256;
|
---|
6117 | b = (b * 32) / 256;
|
---|
6118 | ret = a << 15;
|
---|
6119 | ret |= r << 10;
|
---|
6120 | ret |= g << 5;
|
---|
6121 | ret |= b << 0;
|
---|
6122 | TRACE("Returning %08x\n", ret);
|
---|
6123 | return ret;
|
---|
6124 |
|
---|
6125 | case WINED3DFMT_A8_UNORM:
|
---|
6126 | TRACE("Returning %08x\n", a);
|
---|
6127 | return a;
|
---|
6128 |
|
---|
6129 | case WINED3DFMT_X4R4G4B4:
|
---|
6130 | case WINED3DFMT_A4R4G4B4:
|
---|
6131 | a = (a * 16) / 256;
|
---|
6132 | r = (r * 16) / 256;
|
---|
6133 | g = (g * 16) / 256;
|
---|
6134 | b = (b * 16) / 256;
|
---|
6135 | ret = a << 12;
|
---|
6136 | ret |= r << 8;
|
---|
6137 | ret |= g << 4;
|
---|
6138 | ret |= b << 0;
|
---|
6139 | TRACE("Returning %08x\n", ret);
|
---|
6140 | return ret;
|
---|
6141 |
|
---|
6142 | case WINED3DFMT_R3G3B2:
|
---|
6143 | r = (r * 8) / 256;
|
---|
6144 | g = (g * 8) / 256;
|
---|
6145 | b = (b * 4) / 256;
|
---|
6146 | ret = r << 5;
|
---|
6147 | ret |= g << 2;
|
---|
6148 | ret |= b << 0;
|
---|
6149 | TRACE("Returning %08x\n", ret);
|
---|
6150 | return ret;
|
---|
6151 |
|
---|
6152 | case WINED3DFMT_X8B8G8R8:
|
---|
6153 | case WINED3DFMT_R8G8B8A8_UNORM:
|
---|
6154 | ret = a << 24;
|
---|
6155 | ret |= b << 16;
|
---|
6156 | ret |= g << 8;
|
---|
6157 | ret |= r << 0;
|
---|
6158 | TRACE("Returning %08x\n", ret);
|
---|
6159 | return ret;
|
---|
6160 |
|
---|
6161 | case WINED3DFMT_A2R10G10B10:
|
---|
6162 | a = (a * 4) / 256;
|
---|
6163 | r = (r * 1024) / 256;
|
---|
6164 | g = (g * 1024) / 256;
|
---|
6165 | b = (b * 1024) / 256;
|
---|
6166 | ret = a << 30;
|
---|
6167 | ret |= r << 20;
|
---|
6168 | ret |= g << 10;
|
---|
6169 | ret |= b << 0;
|
---|
6170 | TRACE("Returning %08x\n", ret);
|
---|
6171 | return ret;
|
---|
6172 |
|
---|
6173 | case WINED3DFMT_R10G10B10A2_UNORM:
|
---|
6174 | a = (a * 4) / 256;
|
---|
6175 | r = (r * 1024) / 256;
|
---|
6176 | g = (g * 1024) / 256;
|
---|
6177 | b = (b * 1024) / 256;
|
---|
6178 | ret = a << 30;
|
---|
6179 | ret |= b << 20;
|
---|
6180 | ret |= g << 10;
|
---|
6181 | ret |= r << 0;
|
---|
6182 | TRACE("Returning %08x\n", ret);
|
---|
6183 | return ret;
|
---|
6184 |
|
---|
6185 | default:
|
---|
6186 | FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
|
---|
6187 | return 0;
|
---|
6188 | }
|
---|
6189 | }
|
---|
6190 |
|
---|
6191 | static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
|
---|
6192 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6193 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
|
---|
6194 | WINEDDBLTFX BltFx;
|
---|
6195 | TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
|
---|
6196 |
|
---|
6197 | if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
|
---|
6198 | FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
|
---|
6199 | return WINED3DERR_INVALIDCALL;
|
---|
6200 | }
|
---|
6201 |
|
---|
6202 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
6203 | const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
|
---|
6204 | color_fill_fbo(iface, pSurface, pRect, c);
|
---|
6205 | return WINED3D_OK;
|
---|
6206 | } else {
|
---|
6207 | /* Just forward this to the DirectDraw blitting engine */
|
---|
6208 | memset(&BltFx, 0, sizeof(BltFx));
|
---|
6209 | BltFx.dwSize = sizeof(BltFx);
|
---|
6210 | BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format_desc->format);
|
---|
6211 | return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
|
---|
6212 | WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
---|
6213 | }
|
---|
6214 | }
|
---|
6215 |
|
---|
6216 | static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
|
---|
6217 | IWineD3DRendertargetView *rendertarget_view, const float color[4])
|
---|
6218 | {
|
---|
6219 | IWineD3DResource *resource;
|
---|
6220 | IWineD3DSurface *surface;
|
---|
6221 | HRESULT hr;
|
---|
6222 |
|
---|
6223 | hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
|
---|
6224 | if (FAILED(hr))
|
---|
6225 | {
|
---|
6226 | ERR("Failed to get resource, hr %#x\n", hr);
|
---|
6227 | return;
|
---|
6228 | }
|
---|
6229 |
|
---|
6230 | if (IWineD3DResource_GetType(resource) != WINED3DRTYPE_SURFACE)
|
---|
6231 | {
|
---|
6232 | FIXME("Only supported on surface resources\n");
|
---|
6233 | IWineD3DResource_Release(resource);
|
---|
6234 | return;
|
---|
6235 | }
|
---|
6236 |
|
---|
6237 | surface = (IWineD3DSurface *)resource;
|
---|
6238 |
|
---|
6239 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
---|
6240 | {
|
---|
6241 | color_fill_fbo(iface, surface, NULL, color);
|
---|
6242 | }
|
---|
6243 | else
|
---|
6244 | {
|
---|
6245 | WINEDDBLTFX BltFx;
|
---|
6246 | WINED3DCOLOR c;
|
---|
6247 |
|
---|
6248 | WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
|
---|
6249 |
|
---|
6250 | c = ((DWORD)(color[2] * 255.0f));
|
---|
6251 | c |= ((DWORD)(color[1] * 255.0f)) << 8;
|
---|
6252 | c |= ((DWORD)(color[0] * 255.0f)) << 16;
|
---|
6253 | c |= ((DWORD)(color[3] * 255.0f)) << 24;
|
---|
6254 |
|
---|
6255 | /* Just forward this to the DirectDraw blitting engine */
|
---|
6256 | memset(&BltFx, 0, sizeof(BltFx));
|
---|
6257 | BltFx.dwSize = sizeof(BltFx);
|
---|
6258 | BltFx.u5.dwFillColor = argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
|
---|
6259 | hr = IWineD3DSurface_Blt(surface, NULL, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
---|
6260 | if (FAILED(hr))
|
---|
6261 | {
|
---|
6262 | ERR("Blt failed, hr %#x\n", hr);
|
---|
6263 | }
|
---|
6264 | }
|
---|
6265 |
|
---|
6266 | IWineD3DResource_Release(resource);
|
---|
6267 | }
|
---|
6268 |
|
---|
6269 | /* rendertarget and depth stencil functions */
|
---|
6270 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
|
---|
6271 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6272 |
|
---|
6273 | if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
---|
6274 | ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
|
---|
6275 | return WINED3DERR_INVALIDCALL;
|
---|
6276 | }
|
---|
6277 |
|
---|
6278 | *ppRenderTarget = This->render_targets[RenderTargetIndex];
|
---|
6279 | TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
|
---|
6280 | /* Note inc ref on returned surface */
|
---|
6281 | if(*ppRenderTarget != NULL)
|
---|
6282 | IWineD3DSurface_AddRef(*ppRenderTarget);
|
---|
6283 | return WINED3D_OK;
|
---|
6284 | }
|
---|
6285 |
|
---|
6286 | static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
|
---|
6287 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6288 | IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
|
---|
6289 | IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
|
---|
6290 | IWineD3DSwapChainImpl *Swapchain;
|
---|
6291 | HRESULT hr;
|
---|
6292 |
|
---|
6293 | TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
|
---|
6294 |
|
---|
6295 | hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
|
---|
6296 | if(hr != WINED3D_OK) {
|
---|
6297 | ERR("Can't get the swapchain\n");
|
---|
6298 | return hr;
|
---|
6299 | }
|
---|
6300 |
|
---|
6301 | /* Make sure to release the swapchain */
|
---|
6302 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
|
---|
6303 |
|
---|
6304 | if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
|
---|
6305 | ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
---|
6306 | return WINED3DERR_INVALIDCALL;
|
---|
6307 | }
|
---|
6308 | else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
---|
6309 | ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
---|
6310 | return WINED3DERR_INVALIDCALL;
|
---|
6311 | }
|
---|
6312 |
|
---|
6313 | if(Swapchain->frontBuffer != Front) {
|
---|
6314 | TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
|
---|
6315 |
|
---|
6316 | if(Swapchain->frontBuffer)
|
---|
6317 | {
|
---|
6318 | IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
|
---|
6319 | ((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
|
---|
6320 | }
|
---|
6321 | Swapchain->frontBuffer = Front;
|
---|
6322 |
|
---|
6323 | if(Swapchain->frontBuffer) {
|
---|
6324 | IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
|
---|
6325 | ((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
---|
6326 | }
|
---|
6327 | }
|
---|
6328 |
|
---|
6329 | if(Back && !Swapchain->backBuffer) {
|
---|
6330 | /* We need memory for the back buffer array - only one back buffer this way */
|
---|
6331 | Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
|
---|
6332 | if(!Swapchain->backBuffer) {
|
---|
6333 | ERR("Out of memory\n");
|
---|
6334 | return E_OUTOFMEMORY;
|
---|
6335 | }
|
---|
6336 | }
|
---|
6337 |
|
---|
6338 | if(Swapchain->backBuffer[0] != Back) {
|
---|
6339 | TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
|
---|
6340 |
|
---|
6341 | /* What to do about the context here in the case of multithreading? Not sure.
|
---|
6342 | * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
|
---|
6343 | */
|
---|
6344 | WARN("No active context?\n");
|
---|
6345 |
|
---|
6346 | ENTER_GL();
|
---|
6347 | if(!Swapchain->backBuffer[0]) {
|
---|
6348 | /* GL was told to draw to the front buffer at creation,
|
---|
6349 | * undo that
|
---|
6350 | */
|
---|
6351 | glDrawBuffer(GL_BACK);
|
---|
6352 | checkGLcall("glDrawBuffer(GL_BACK)");
|
---|
6353 | /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
|
---|
6354 | Swapchain->presentParms.BackBufferCount = 1;
|
---|
6355 | } else if (!Back) {
|
---|
6356 | /* That makes problems - disable for now */
|
---|
6357 | /* glDrawBuffer(GL_FRONT); */
|
---|
6358 | checkGLcall("glDrawBuffer(GL_FRONT)");
|
---|
6359 | /* We have lost our back buffer, set this to 0 to avoid confusing other code */
|
---|
6360 | Swapchain->presentParms.BackBufferCount = 0;
|
---|
6361 | }
|
---|
6362 | LEAVE_GL();
|
---|
6363 |
|
---|
6364 | if(Swapchain->backBuffer[0])
|
---|
6365 | {
|
---|
6366 | IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
|
---|
6367 | ((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
|
---|
6368 | }
|
---|
6369 | Swapchain->backBuffer[0] = Back;
|
---|
6370 |
|
---|
6371 | if(Swapchain->backBuffer[0]) {
|
---|
6372 | IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
|
---|
6373 | ((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags |= SFLAG_SWAPCHAIN;
|
---|
6374 | } else {
|
---|
6375 | HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
|
---|
6376 | Swapchain->backBuffer = NULL;
|
---|
6377 | }
|
---|
6378 |
|
---|
6379 | }
|
---|
6380 |
|
---|
6381 | return WINED3D_OK;
|
---|
6382 | }
|
---|
6383 |
|
---|
6384 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
|
---|
6385 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6386 | *ppZStencilSurface = This->stencilBufferTarget;
|
---|
6387 | TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
|
---|
6388 |
|
---|
6389 | if(*ppZStencilSurface != NULL) {
|
---|
6390 | /* Note inc ref on returned surface */
|
---|
6391 | IWineD3DSurface_AddRef(*ppZStencilSurface);
|
---|
6392 | return WINED3D_OK;
|
---|
6393 | } else {
|
---|
6394 | return WINED3DERR_NOTFOUND;
|
---|
6395 | }
|
---|
6396 | }
|
---|
6397 |
|
---|
6398 | void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
|
---|
6399 | IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
|
---|
6400 | {
|
---|
6401 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6402 | GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
|
---|
6403 | IWineD3DSwapChain *src_swapchain, *dst_swapchain;
|
---|
6404 | struct wined3d_context *context;
|
---|
6405 | GLenum gl_filter;
|
---|
6406 | POINT offset = {0, 0};
|
---|
6407 |
|
---|
6408 | TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
|
---|
6409 | This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
|
---|
6410 | TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
|
---|
6411 | TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
|
---|
6412 |
|
---|
6413 | switch (filter) {
|
---|
6414 | case WINED3DTEXF_LINEAR:
|
---|
6415 | gl_filter = GL_LINEAR;
|
---|
6416 | break;
|
---|
6417 |
|
---|
6418 | default:
|
---|
6419 | FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
|
---|
6420 | case WINED3DTEXF_NONE:
|
---|
6421 | case WINED3DTEXF_POINT:
|
---|
6422 | gl_filter = GL_NEAREST;
|
---|
6423 | break;
|
---|
6424 | }
|
---|
6425 |
|
---|
6426 | /* Attach src surface to src fbo */
|
---|
6427 | src_swapchain = get_swapchain(src_surface);
|
---|
6428 | dst_swapchain = get_swapchain(dst_surface);
|
---|
6429 |
|
---|
6430 | if (src_swapchain) context = ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
|
---|
6431 | else if (dst_swapchain) context = ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
|
---|
6432 | else context = ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6433 |
|
---|
6434 | if (src_swapchain) {
|
---|
6435 | GLenum buffer = surface_get_gl_buffer(src_surface, src_swapchain);
|
---|
6436 |
|
---|
6437 | TRACE("Source surface %p is onscreen\n", src_surface);
|
---|
6438 | /* Make sure the drawable is up to date. In the offscreen case
|
---|
6439 | * attach_surface_fbo() implicitly takes care of this. */
|
---|
6440 | IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
|
---|
6441 |
|
---|
6442 | if(buffer == GL_FRONT) {
|
---|
6443 | RECT windowsize;
|
---|
6444 | UINT h;
|
---|
6445 | ClientToScreen(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &offset);
|
---|
6446 | GetClientRect(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &windowsize);
|
---|
6447 | h = windowsize.bottom - windowsize.top;
|
---|
6448 | src_rect->x1 -= offset.x; src_rect->x2 -=offset.x;
|
---|
6449 | src_rect->y1 = offset.y + h - src_rect->y1;
|
---|
6450 | src_rect->y2 = offset.y + h - src_rect->y2;
|
---|
6451 | } else {
|
---|
6452 | src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
|
---|
6453 | src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
|
---|
6454 | }
|
---|
6455 |
|
---|
6456 | ENTER_GL();
|
---|
6457 | context_bind_fbo(context, GL_READ_FRAMEBUFFER_EXT, NULL);
|
---|
6458 | glReadBuffer(buffer);
|
---|
6459 | checkGLcall("glReadBuffer()");
|
---|
6460 | } else {
|
---|
6461 | TRACE("Source surface %p is offscreen\n", src_surface);
|
---|
6462 | ENTER_GL();
|
---|
6463 | context_bind_fbo(context, GL_READ_FRAMEBUFFER_EXT, &context->src_fbo);
|
---|
6464 | context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
|
---|
6465 | glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
---|
6466 | checkGLcall("glReadBuffer()");
|
---|
6467 | context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER_EXT, NULL, FALSE);
|
---|
6468 | }
|
---|
6469 | LEAVE_GL();
|
---|
6470 |
|
---|
6471 | /* Attach dst surface to dst fbo */
|
---|
6472 | if (dst_swapchain) {
|
---|
6473 | GLenum buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
|
---|
6474 |
|
---|
6475 | TRACE("Destination surface %p is onscreen\n", dst_surface);
|
---|
6476 | /* Make sure the drawable is up to date. In the offscreen case
|
---|
6477 | * attach_surface_fbo() implicitly takes care of this. */
|
---|
6478 | IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
|
---|
6479 |
|
---|
6480 | if(buffer == GL_FRONT) {
|
---|
6481 | RECT windowsize;
|
---|
6482 | UINT h;
|
---|
6483 | ClientToScreen(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &offset);
|
---|
6484 | GetClientRect(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &windowsize);
|
---|
6485 | h = windowsize.bottom - windowsize.top;
|
---|
6486 | dst_rect->x1 -= offset.x; dst_rect->x2 -=offset.x;
|
---|
6487 | dst_rect->y1 = offset.y + h - dst_rect->y1;
|
---|
6488 | dst_rect->y2 = offset.y + h - dst_rect->y2;
|
---|
6489 | } else {
|
---|
6490 | /* Screen coords = window coords, surface height = window height */
|
---|
6491 | dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
|
---|
6492 | dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
|
---|
6493 | }
|
---|
6494 |
|
---|
6495 | ENTER_GL();
|
---|
6496 | context_bind_fbo(context, GL_DRAW_FRAMEBUFFER_EXT, NULL);
|
---|
6497 | glDrawBuffer(buffer);
|
---|
6498 | checkGLcall("glDrawBuffer()");
|
---|
6499 | } else {
|
---|
6500 | TRACE("Destination surface %p is offscreen\n", dst_surface);
|
---|
6501 |
|
---|
6502 | ENTER_GL();
|
---|
6503 | context_bind_fbo(context, GL_DRAW_FRAMEBUFFER_EXT, &context->dst_fbo);
|
---|
6504 | context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
|
---|
6505 | glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
---|
6506 | checkGLcall("glDrawBuffer()");
|
---|
6507 | context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER_EXT, NULL, FALSE);
|
---|
6508 | }
|
---|
6509 | glDisable(GL_SCISSOR_TEST);
|
---|
6510 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
---|
6511 |
|
---|
6512 | if (flip) {
|
---|
6513 | GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
---|
6514 | dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
|
---|
6515 | checkGLcall("glBlitFramebuffer()");
|
---|
6516 | } else {
|
---|
6517 | GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
---|
6518 | dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
|
---|
6519 | checkGLcall("glBlitFramebuffer()");
|
---|
6520 | }
|
---|
6521 |
|
---|
6522 | IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
|
---|
6523 |
|
---|
6524 | /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
|
---|
6525 | if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
|
---|
6526 | && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
|
---|
6527 | glDrawBuffer(GL_BACK);
|
---|
6528 | checkGLcall("glDrawBuffer()");
|
---|
6529 | }
|
---|
6530 | LEAVE_GL();
|
---|
6531 | }
|
---|
6532 |
|
---|
6533 | static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
|
---|
6534 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6535 | WINED3DVIEWPORT viewport;
|
---|
6536 |
|
---|
6537 | TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
|
---|
6538 |
|
---|
6539 | if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
---|
6540 | WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
|
---|
6541 | This, RenderTargetIndex, GL_LIMITS(buffers));
|
---|
6542 | return WINED3DERR_INVALIDCALL;
|
---|
6543 | }
|
---|
6544 |
|
---|
6545 | /* MSDN says that null disables the render target
|
---|
6546 | but a device must always be associated with a render target
|
---|
6547 | nope MSDN says that we return invalid call to a null rendertarget with an index of 0
|
---|
6548 | */
|
---|
6549 | if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
|
---|
6550 | FIXME("Trying to set render target 0 to NULL\n");
|
---|
6551 | return WINED3DERR_INVALIDCALL;
|
---|
6552 | }
|
---|
6553 | if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
---|
6554 | FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
|
---|
6555 | return WINED3DERR_INVALIDCALL;
|
---|
6556 | }
|
---|
6557 |
|
---|
6558 | /* If we are trying to set what we already have, don't bother */
|
---|
6559 | if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
|
---|
6560 | TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
---|
6561 | return WINED3D_OK;
|
---|
6562 | }
|
---|
6563 | if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
|
---|
6564 | if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
|
---|
6565 | This->render_targets[RenderTargetIndex] = pRenderTarget;
|
---|
6566 |
|
---|
6567 | /* Render target 0 is special */
|
---|
6568 | if(RenderTargetIndex == 0) {
|
---|
6569 | /* Finally, reset the viewport as the MSDN states. */
|
---|
6570 | viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
|
---|
6571 | viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
|
---|
6572 | viewport.X = 0;
|
---|
6573 | viewport.Y = 0;
|
---|
6574 | viewport.MaxZ = 1.0f;
|
---|
6575 | viewport.MinZ = 0.0f;
|
---|
6576 | IWineD3DDeviceImpl_SetViewport(iface, &viewport);
|
---|
6577 | /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
|
---|
6578 | * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
|
---|
6579 | */
|
---|
6580 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
---|
6581 | }
|
---|
6582 | return WINED3D_OK;
|
---|
6583 | }
|
---|
6584 |
|
---|
6585 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
|
---|
6586 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
6587 | HRESULT hr = WINED3D_OK;
|
---|
6588 | IWineD3DSurface *tmp;
|
---|
6589 |
|
---|
6590 | TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
|
---|
6591 |
|
---|
6592 | if (pNewZStencil == This->stencilBufferTarget) {
|
---|
6593 | TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
---|
6594 | } else {
|
---|
6595 | /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
|
---|
6596 | * depending on the renter target implementation being used.
|
---|
6597 | * A shared context implementation will share all buffers between all rendertargets (including swapchains),
|
---|
6598 | * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
|
---|
6599 | * stencil buffer and incur an extra memory overhead
|
---|
6600 | ******************************************************/
|
---|
6601 |
|
---|
6602 | if (This->stencilBufferTarget) {
|
---|
6603 | if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|
---|
6604 | || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
|
---|
6605 | surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
|
---|
6606 | } else {
|
---|
6607 | struct wined3d_context *context = ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
|
---|
6608 | surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
|
---|
6609 | surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
|
---|
6610 | }
|
---|
6611 | }
|
---|
6612 |
|
---|
6613 | tmp = This->stencilBufferTarget;
|
---|
6614 | This->stencilBufferTarget = pNewZStencil;
|
---|
6615 | /* should we be calling the parent or the wined3d surface? */
|
---|
6616 | if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
---|
6617 | if (NULL != tmp) IWineD3DSurface_Release(tmp);
|
---|
6618 | hr = WINED3D_OK;
|
---|
6619 |
|
---|
6620 | if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
|
---|
6621 | /* Swapping NULL / non NULL depth stencil affects the depth and tests */
|
---|
6622 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
|
---|
6623 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
|
---|
6624 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
|
---|
6625 | }
|
---|
6626 | }
|
---|
6627 |
|
---|
6628 | return hr;
|
---|
6629 | }
|
---|
6630 |
|
---|
6631 | static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
|
---|
6632 | UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
|
---|
6633 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6634 | /* TODO: the use of Impl is deprecated. */
|
---|
6635 | IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
|
---|
6636 | WINED3DLOCKED_RECT lockedRect;
|
---|
6637 |
|
---|
6638 | TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
|
---|
6639 |
|
---|
6640 | /* some basic validation checks */
|
---|
6641 | if(This->cursorTexture) {
|
---|
6642 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6643 | ENTER_GL();
|
---|
6644 | glDeleteTextures(1, &This->cursorTexture);
|
---|
6645 | LEAVE_GL();
|
---|
6646 | This->cursorTexture = 0;
|
---|
6647 | }
|
---|
6648 |
|
---|
6649 | if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
|
---|
6650 | This->haveHardwareCursor = TRUE;
|
---|
6651 | else
|
---|
6652 | This->haveHardwareCursor = FALSE;
|
---|
6653 |
|
---|
6654 | if(pCursorBitmap) {
|
---|
6655 | WINED3DLOCKED_RECT rect;
|
---|
6656 |
|
---|
6657 | /* MSDN: Cursor must be A8R8G8B8 */
|
---|
6658 | if (WINED3DFMT_A8R8G8B8 != pSur->resource.format_desc->format)
|
---|
6659 | {
|
---|
6660 | ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
|
---|
6661 | return WINED3DERR_INVALIDCALL;
|
---|
6662 | }
|
---|
6663 |
|
---|
6664 | /* MSDN: Cursor must be smaller than the display mode */
|
---|
6665 | if(pSur->currentDesc.Width > This->ddraw_width ||
|
---|
6666 | pSur->currentDesc.Height > This->ddraw_height) {
|
---|
6667 | ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
|
---|
6668 | return WINED3DERR_INVALIDCALL;
|
---|
6669 | }
|
---|
6670 |
|
---|
6671 | if (!This->haveHardwareCursor) {
|
---|
6672 | /* TODO: MSDN: Cursor sizes must be a power of 2 */
|
---|
6673 |
|
---|
6674 | /* Do not store the surface's pointer because the application may
|
---|
6675 | * release it after setting the cursor image. Windows doesn't
|
---|
6676 | * addref the set surface, so we can't do this either without
|
---|
6677 | * creating circular refcount dependencies. Copy out the gl texture
|
---|
6678 | * instead.
|
---|
6679 | */
|
---|
6680 | This->cursorWidth = pSur->currentDesc.Width;
|
---|
6681 | This->cursorHeight = pSur->currentDesc.Height;
|
---|
6682 | if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
|
---|
6683 | {
|
---|
6684 | const struct GlPixelFormatDesc *glDesc = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION);
|
---|
6685 | char *mem, *bits = rect.pBits;
|
---|
6686 | GLint intfmt = glDesc->glInternal;
|
---|
6687 | GLint format = glDesc->glFormat;
|
---|
6688 | GLint type = glDesc->glType;
|
---|
6689 | INT height = This->cursorHeight;
|
---|
6690 | INT width = This->cursorWidth;
|
---|
6691 | INT bpp = glDesc->byte_count;
|
---|
6692 | INT i, sampler;
|
---|
6693 |
|
---|
6694 | /* Reformat the texture memory (pitch and width can be
|
---|
6695 | * different) */
|
---|
6696 | mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
|
---|
6697 | for(i = 0; i < height; i++)
|
---|
6698 | memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
|
---|
6699 | IWineD3DSurface_UnlockRect(pCursorBitmap);
|
---|
6700 |
|
---|
6701 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6702 |
|
---|
6703 | ENTER_GL();
|
---|
6704 |
|
---|
6705 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
6706 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
6707 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
6708 | }
|
---|
6709 |
|
---|
6710 | /* Make sure that a proper texture unit is selected */
|
---|
6711 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
6712 | checkGLcall("glActiveTextureARB");
|
---|
6713 | sampler = This->rev_tex_unit_map[0];
|
---|
6714 | if (sampler != -1) {
|
---|
6715 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
---|
6716 | }
|
---|
6717 | /* Create a new cursor texture */
|
---|
6718 | glGenTextures(1, &This->cursorTexture);
|
---|
6719 | checkGLcall("glGenTextures");
|
---|
6720 | glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
|
---|
6721 | checkGLcall("glBindTexture");
|
---|
6722 | /* Copy the bitmap memory into the cursor texture */
|
---|
6723 | glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
|
---|
6724 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
6725 | checkGLcall("glTexImage2D");
|
---|
6726 |
|
---|
6727 | if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
|
---|
6728 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
6729 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
6730 | }
|
---|
6731 |
|
---|
6732 | LEAVE_GL();
|
---|
6733 | }
|
---|
6734 | else
|
---|
6735 | {
|
---|
6736 | FIXME("A cursor texture was not returned.\n");
|
---|
6737 | This->cursorTexture = 0;
|
---|
6738 | }
|
---|
6739 | }
|
---|
6740 | else
|
---|
6741 | {
|
---|
6742 | /* Draw a hardware cursor */
|
---|
6743 | ICONINFO cursorInfo;
|
---|
6744 | HCURSOR cursor;
|
---|
6745 | /* Create and clear maskBits because it is not needed for
|
---|
6746 | * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
|
---|
6747 | * chunks. */
|
---|
6748 | DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
---|
6749 | (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
|
---|
6750 | IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
|
---|
6751 | WINED3DLOCK_NO_DIRTY_UPDATE |
|
---|
6752 | WINED3DLOCK_READONLY
|
---|
6753 | );
|
---|
6754 | TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
|
---|
6755 | pSur->currentDesc.Height);
|
---|
6756 |
|
---|
6757 | cursorInfo.fIcon = FALSE;
|
---|
6758 | cursorInfo.xHotspot = XHotSpot;
|
---|
6759 | cursorInfo.yHotspot = YHotSpot;
|
---|
6760 | cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
|
---|
6761 | pSur->currentDesc.Height, 1,
|
---|
6762 | 1, &maskBits);
|
---|
6763 | cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
|
---|
6764 | pSur->currentDesc.Height, 1,
|
---|
6765 | 32, lockedRect.pBits);
|
---|
6766 | IWineD3DSurface_UnlockRect(pCursorBitmap);
|
---|
6767 | /* Create our cursor and clean up. */
|
---|
6768 | cursor = CreateIconIndirect(&cursorInfo);
|
---|
6769 | SetCursor(cursor);
|
---|
6770 | if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
|
---|
6771 | if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
|
---|
6772 | if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
|
---|
6773 | This->hardwareCursor = cursor;
|
---|
6774 | HeapFree(GetProcessHeap(), 0, maskBits);
|
---|
6775 | }
|
---|
6776 | }
|
---|
6777 |
|
---|
6778 | This->xHotSpot = XHotSpot;
|
---|
6779 | This->yHotSpot = YHotSpot;
|
---|
6780 | return WINED3D_OK;
|
---|
6781 | }
|
---|
6782 |
|
---|
6783 | static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
|
---|
6784 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6785 | TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
|
---|
6786 |
|
---|
6787 | This->xScreenSpace = XScreenSpace;
|
---|
6788 | This->yScreenSpace = YScreenSpace;
|
---|
6789 |
|
---|
6790 | return;
|
---|
6791 |
|
---|
6792 | }
|
---|
6793 |
|
---|
6794 | static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
|
---|
6795 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6796 | BOOL oldVisible = This->bCursorVisible;
|
---|
6797 | POINT pt;
|
---|
6798 |
|
---|
6799 | TRACE("(%p) : visible(%d)\n", This, bShow);
|
---|
6800 |
|
---|
6801 | /*
|
---|
6802 | * When ShowCursor is first called it should make the cursor appear at the OS's last
|
---|
6803 | * known cursor position. Because of this, some applications just repetitively call
|
---|
6804 | * ShowCursor in order to update the cursor's position. This behavior is undocumented.
|
---|
6805 | */
|
---|
6806 | GetCursorPos(&pt);
|
---|
6807 | This->xScreenSpace = pt.x;
|
---|
6808 | This->yScreenSpace = pt.y;
|
---|
6809 |
|
---|
6810 | if (This->haveHardwareCursor) {
|
---|
6811 | This->bCursorVisible = bShow;
|
---|
6812 | if (bShow)
|
---|
6813 | SetCursor(This->hardwareCursor);
|
---|
6814 | else
|
---|
6815 | SetCursor(NULL);
|
---|
6816 | }
|
---|
6817 | else
|
---|
6818 | {
|
---|
6819 | if (This->cursorTexture)
|
---|
6820 | This->bCursorVisible = bShow;
|
---|
6821 | }
|
---|
6822 |
|
---|
6823 | return oldVisible;
|
---|
6824 | }
|
---|
6825 |
|
---|
6826 | static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
|
---|
6827 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6828 | IWineD3DResourceImpl *resource;
|
---|
6829 | TRACE("(%p) : state (%u)\n", This, This->state);
|
---|
6830 |
|
---|
6831 | /* TODO: Implement wrapping of the WndProc so that mimimize and maximize can be monitored and the states adjusted. */
|
---|
6832 | switch (This->state) {
|
---|
6833 | case WINED3D_OK:
|
---|
6834 | return WINED3D_OK;
|
---|
6835 | case WINED3DERR_DEVICELOST:
|
---|
6836 | {
|
---|
6837 | LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
|
---|
6838 | if (resource->resource.pool == WINED3DPOOL_DEFAULT)
|
---|
6839 | return WINED3DERR_DEVICENOTRESET;
|
---|
6840 | }
|
---|
6841 | return WINED3DERR_DEVICELOST;
|
---|
6842 | }
|
---|
6843 | case WINED3DERR_DRIVERINTERNALERROR:
|
---|
6844 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
6845 | }
|
---|
6846 |
|
---|
6847 | /* Unknown state */
|
---|
6848 | return WINED3DERR_DRIVERINTERNALERROR;
|
---|
6849 | }
|
---|
6850 |
|
---|
6851 | static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *data) {
|
---|
6852 | TRACE("checking resource %p for eviction\n", resource);
|
---|
6853 | if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
|
---|
6854 | TRACE("Evicting %p\n", resource);
|
---|
6855 | IWineD3DResource_UnLoad(resource);
|
---|
6856 | }
|
---|
6857 | IWineD3DResource_Release(resource);
|
---|
6858 | return S_OK;
|
---|
6859 | }
|
---|
6860 |
|
---|
6861 | static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
|
---|
6862 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6863 | TRACE("(%p)\n", This);
|
---|
6864 |
|
---|
6865 | IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
|
---|
6866 | return WINED3D_OK;
|
---|
6867 | }
|
---|
6868 |
|
---|
6869 | static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
|
---|
6870 | {
|
---|
6871 | IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
|
---|
6872 |
|
---|
6873 | /* Reallocate proper memory for the front and back buffer and adjust their sizes */
|
---|
6874 | if(surface->Flags & SFLAG_DIBSECTION) {
|
---|
6875 | /* Release the DC */
|
---|
6876 | SelectObject(surface->hDC, surface->dib.holdbitmap);
|
---|
6877 | DeleteDC(surface->hDC);
|
---|
6878 | /* Release the DIB section */
|
---|
6879 | DeleteObject(surface->dib.DIBsection);
|
---|
6880 | surface->dib.bitmap_data = NULL;
|
---|
6881 | surface->resource.allocatedMemory = NULL;
|
---|
6882 | surface->Flags &= ~SFLAG_DIBSECTION;
|
---|
6883 | }
|
---|
6884 | surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
|
---|
6885 | surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
|
---|
6886 | if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(ARB_TEXTURE_RECTANGLE) ||
|
---|
6887 | GL_SUPPORT(WINE_NORMALIZED_TEXRECT)) {
|
---|
6888 | surface->pow2Width = pPresentationParameters->BackBufferWidth;
|
---|
6889 | surface->pow2Height = pPresentationParameters->BackBufferHeight;
|
---|
6890 | } else {
|
---|
6891 | surface->pow2Width = surface->pow2Height = 1;
|
---|
6892 | while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
|
---|
6893 | while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
|
---|
6894 | }
|
---|
6895 | surface->glRect.left = 0;
|
---|
6896 | surface->glRect.top = 0;
|
---|
6897 | surface->glRect.right = surface->pow2Width;
|
---|
6898 | surface->glRect.bottom = surface->pow2Height;
|
---|
6899 |
|
---|
6900 | if (surface->texture_name)
|
---|
6901 | {
|
---|
6902 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6903 | ENTER_GL();
|
---|
6904 | glDeleteTextures(1, &surface->texture_name);
|
---|
6905 | LEAVE_GL();
|
---|
6906 | surface->texture_name = 0;
|
---|
6907 | surface->Flags &= ~SFLAG_CLIENT;
|
---|
6908 | }
|
---|
6909 | if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
|
---|
6910 | surface->pow2Height != pPresentationParameters->BackBufferHeight) {
|
---|
6911 | surface->Flags |= SFLAG_NONPOW2;
|
---|
6912 | } else {
|
---|
6913 | surface->Flags &= ~SFLAG_NONPOW2;
|
---|
6914 | }
|
---|
6915 | HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
---|
6916 | surface->resource.allocatedMemory = NULL;
|
---|
6917 | surface->resource.heapMemory = NULL;
|
---|
6918 | surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
|
---|
6919 | /* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */
|
---|
6920 | if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
|
---|
6921 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE);
|
---|
6922 | } else {
|
---|
6923 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE);
|
---|
6924 | }
|
---|
6925 | }
|
---|
6926 |
|
---|
6927 | static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
|
---|
6928 | TRACE("Unloading resource %p\n", resource);
|
---|
6929 | IWineD3DResource_UnLoad(resource);
|
---|
6930 | IWineD3DResource_Release(resource);
|
---|
6931 | return S_OK;
|
---|
6932 | }
|
---|
6933 |
|
---|
6934 | static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
|
---|
6935 | {
|
---|
6936 | UINT i, count;
|
---|
6937 | WINED3DDISPLAYMODE m;
|
---|
6938 | HRESULT hr;
|
---|
6939 |
|
---|
6940 | /* All Windowed modes are supported, as is leaving the current mode */
|
---|
6941 | if(pp->Windowed) return TRUE;
|
---|
6942 | if(!pp->BackBufferWidth) return TRUE;
|
---|
6943 | if(!pp->BackBufferHeight) return TRUE;
|
---|
6944 |
|
---|
6945 | count = IWineD3D_GetAdapterModeCount(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN);
|
---|
6946 | for(i = 0; i < count; i++) {
|
---|
6947 | memset(&m, 0, sizeof(m));
|
---|
6948 | hr = IWineD3D_EnumAdapterModes(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN, i, &m);
|
---|
6949 | if(FAILED(hr)) {
|
---|
6950 | ERR("EnumAdapterModes failed\n");
|
---|
6951 | }
|
---|
6952 | if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
|
---|
6953 | /* Mode found, it is supported */
|
---|
6954 | return TRUE;
|
---|
6955 | }
|
---|
6956 | }
|
---|
6957 | /* Mode not found -> not supported */
|
---|
6958 | return FALSE;
|
---|
6959 | }
|
---|
6960 |
|
---|
6961 | void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
---|
6962 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6963 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
---|
6964 | UINT i;
|
---|
6965 | IWineD3DBaseShaderImpl *shader;
|
---|
6966 |
|
---|
6967 | ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6968 |
|
---|
6969 | IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
|
---|
6970 | LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
|
---|
6971 | This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
|
---|
6972 | }
|
---|
6973 |
|
---|
6974 | ENTER_GL();
|
---|
6975 | if(This->depth_blt_texture) {
|
---|
6976 | glDeleteTextures(1, &This->depth_blt_texture);
|
---|
6977 | This->depth_blt_texture = 0;
|
---|
6978 | }
|
---|
6979 | if (This->depth_blt_rb) {
|
---|
6980 | GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
|
---|
6981 | This->depth_blt_rb = 0;
|
---|
6982 | This->depth_blt_rb_w = 0;
|
---|
6983 | This->depth_blt_rb_h = 0;
|
---|
6984 | }
|
---|
6985 | LEAVE_GL();
|
---|
6986 |
|
---|
6987 | This->blitter->free_private(iface);
|
---|
6988 | This->frag_pipe->free_private(iface);
|
---|
6989 | This->shader_backend->shader_free_private(iface);
|
---|
6990 |
|
---|
6991 | ENTER_GL();
|
---|
6992 | for (i = 0; i < GL_LIMITS(textures); i++) {
|
---|
6993 | /* Textures are recreated below */
|
---|
6994 | glDeleteTextures(1, &This->dummyTextureName[i]);
|
---|
6995 | checkGLcall("glDeleteTextures(1, &This->dummyTextureName[i])");
|
---|
6996 | This->dummyTextureName[i] = 0;
|
---|
6997 | }
|
---|
6998 | LEAVE_GL();
|
---|
6999 |
|
---|
7000 | while(This->numContexts) {
|
---|
7001 | DestroyContext(This, This->contexts[0]);
|
---|
7002 | }
|
---|
7003 | HeapFree(GetProcessHeap(), 0, swapchain->context);
|
---|
7004 | swapchain->context = NULL;
|
---|
7005 | swapchain->num_contexts = 0;
|
---|
7006 | }
|
---|
7007 |
|
---|
7008 | HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
---|
7009 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
7010 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
---|
7011 | HRESULT hr;
|
---|
7012 | IWineD3DSurfaceImpl *target;
|
---|
7013 |
|
---|
7014 | /* Recreate the primary swapchain's context */
|
---|
7015 | swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
|
---|
7016 | if(swapchain->backBuffer) {
|
---|
7017 | target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
|
---|
7018 | } else {
|
---|
7019 | target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
|
---|
7020 | }
|
---|
7021 | swapchain->context[0] = CreateContext(This, target, swapchain->win_handle, FALSE,
|
---|
7022 | &swapchain->presentParms);
|
---|
7023 | swapchain->num_contexts = 1;
|
---|
7024 |
|
---|
7025 | create_dummy_textures(This);
|
---|
7026 |
|
---|
7027 | hr = This->shader_backend->shader_alloc_private(iface);
|
---|
7028 | if(FAILED(hr)) {
|
---|
7029 | ERR("Failed to recreate shader private data\n");
|
---|
7030 | goto err_out;
|
---|
7031 | }
|
---|
7032 | hr = This->frag_pipe->alloc_private(iface);
|
---|
7033 | if(FAILED(hr)) {
|
---|
7034 | TRACE("Fragment pipeline private data couldn't be allocated\n");
|
---|
7035 | goto err_out;
|
---|
7036 | }
|
---|
7037 | hr = This->blitter->alloc_private(iface);
|
---|
7038 | if(FAILED(hr)) {
|
---|
7039 | TRACE("Blitter private data couldn't be allocated\n");
|
---|
7040 | goto err_out;
|
---|
7041 | }
|
---|
7042 |
|
---|
7043 | return WINED3D_OK;
|
---|
7044 |
|
---|
7045 | err_out:
|
---|
7046 | This->blitter->free_private(iface);
|
---|
7047 | This->frag_pipe->free_private(iface);
|
---|
7048 | This->shader_backend->shader_free_private(iface);
|
---|
7049 | return hr;
|
---|
7050 | }
|
---|
7051 |
|
---|
7052 | static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
|
---|
7053 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
7054 | IWineD3DSwapChainImpl *swapchain;
|
---|
7055 | HRESULT hr;
|
---|
7056 | BOOL DisplayModeChanged = FALSE;
|
---|
7057 | WINED3DDISPLAYMODE mode;
|
---|
7058 | TRACE("(%p)\n", This);
|
---|
7059 |
|
---|
7060 | hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
|
---|
7061 | if(FAILED(hr)) {
|
---|
7062 | ERR("Failed to get the first implicit swapchain\n");
|
---|
7063 | return hr;
|
---|
7064 | }
|
---|
7065 |
|
---|
7066 | if(!is_display_mode_supported(This, pPresentationParameters)) {
|
---|
7067 | WARN("Rejecting Reset() call because the requested display mode is not supported\n");
|
---|
7068 | WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
|
---|
7069 | pPresentationParameters->BackBufferHeight);
|
---|
7070 | IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
---|
7071 | return WINED3DERR_INVALIDCALL;
|
---|
7072 | }
|
---|
7073 |
|
---|
7074 | /* Is it necessary to recreate the gl context? Actually every setting can be changed
|
---|
7075 | * on an existing gl context, so there's no real need for recreation.
|
---|
7076 | *
|
---|
7077 | * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
|
---|
7078 | *
|
---|
7079 | * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
|
---|
7080 | */
|
---|
7081 | TRACE("New params:\n");
|
---|
7082 | TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
|
---|
7083 | TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
|
---|
7084 | TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
|
---|
7085 | TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
|
---|
7086 | TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
|
---|
7087 | TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
|
---|
7088 | TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
|
---|
7089 | TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
|
---|
7090 | TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
|
---|
7091 | TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
|
---|
7092 | TRACE("Flags = %08x\n", pPresentationParameters->Flags);
|
---|
7093 | TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
|
---|
7094 | TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
|
---|
7095 |
|
---|
7096 | /* No special treatment of these parameters. Just store them */
|
---|
7097 | swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
|
---|
7098 | swapchain->presentParms.Flags = pPresentationParameters->Flags;
|
---|
7099 | swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
|
---|
7100 | swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
|
---|
7101 |
|
---|
7102 | /* What to do about these? */
|
---|
7103 | if(pPresentationParameters->BackBufferCount != 0 &&
|
---|
7104 | pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
|
---|
7105 | ERR("Cannot change the back buffer count yet\n");
|
---|
7106 | }
|
---|
7107 | if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
|
---|
7108 | pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
|
---|
7109 | ERR("Cannot change the back buffer format yet\n");
|
---|
7110 | }
|
---|
7111 | if(pPresentationParameters->hDeviceWindow != NULL &&
|
---|
7112 | pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
|
---|
7113 | ERR("Cannot change the device window yet\n");
|
---|
7114 | }
|
---|
7115 | if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil_buffer) {
|
---|
7116 | HRESULT hrc;
|
---|
7117 |
|
---|
7118 | TRACE("Creating the depth stencil buffer\n");
|
---|
7119 |
|
---|
7120 | hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
|
---|
7121 | This->parent,
|
---|
7122 | pPresentationParameters->BackBufferWidth,
|
---|
7123 | pPresentationParameters->BackBufferHeight,
|
---|
7124 | pPresentationParameters->AutoDepthStencilFormat,
|
---|
7125 | pPresentationParameters->MultiSampleType,
|
---|
7126 | pPresentationParameters->MultiSampleQuality,
|
---|
7127 | FALSE,
|
---|
7128 | &This->auto_depth_stencil_buffer);
|
---|
7129 |
|
---|
7130 | if (FAILED(hrc)) {
|
---|
7131 | ERR("Failed to create the depth stencil buffer\n");
|
---|
7132 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
7133 | return WINED3DERR_INVALIDCALL;
|
---|
7134 | }
|
---|
7135 | }
|
---|
7136 |
|
---|
7137 | /* Reset the depth stencil */
|
---|
7138 | if (pPresentationParameters->EnableAutoDepthStencil)
|
---|
7139 | IWineD3DDevice_SetDepthStencilSurface(iface, This->auto_depth_stencil_buffer);
|
---|
7140 | else
|
---|
7141 | IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
|
---|
7142 |
|
---|
7143 | delete_opengl_contexts(iface, (IWineD3DSwapChain *) swapchain);
|
---|
7144 |
|
---|
7145 | if(pPresentationParameters->Windowed) {
|
---|
7146 | mode.Width = swapchain->orig_width;
|
---|
7147 | mode.Height = swapchain->orig_height;
|
---|
7148 | mode.RefreshRate = 0;
|
---|
7149 | mode.Format = swapchain->presentParms.BackBufferFormat;
|
---|
7150 | } else {
|
---|
7151 | mode.Width = pPresentationParameters->BackBufferWidth;
|
---|
7152 | mode.Height = pPresentationParameters->BackBufferHeight;
|
---|
7153 | mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
|
---|
7154 | mode.Format = swapchain->presentParms.BackBufferFormat;
|
---|
7155 | }
|
---|
7156 |
|
---|
7157 | /* Should Width == 800 && Height == 0 set 800x600? */
|
---|
7158 | if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
|
---|
7159 | (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
|
---|
7160 | pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
|
---|
7161 | {
|
---|
7162 | UINT i;
|
---|
7163 |
|
---|
7164 | if(!pPresentationParameters->Windowed) {
|
---|
7165 | DisplayModeChanged = TRUE;
|
---|
7166 | }
|
---|
7167 | swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
|
---|
7168 | swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
|
---|
7169 |
|
---|
7170 | updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
|
---|
7171 | for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
---|
7172 | updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
|
---|
7173 | }
|
---|
7174 | if(This->auto_depth_stencil_buffer) {
|
---|
7175 | updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
|
---|
7176 | }
|
---|
7177 | }
|
---|
7178 |
|
---|
7179 | if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
|
---|
7180 | (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
|
---|
7181 | DisplayModeChanged) {
|
---|
7182 |
|
---|
7183 | IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
---|
7184 |
|
---|
7185 | if(swapchain->win_handle && !pPresentationParameters->Windowed) {
|
---|
7186 | if(swapchain->presentParms.Windowed) {
|
---|
7187 | /* switch from windowed to fs */
|
---|
7188 | IWineD3DDeviceImpl_SetupFullscreenWindow(iface, swapchain->win_handle,
|
---|
7189 | pPresentationParameters->BackBufferWidth,
|
---|
7190 | pPresentationParameters->BackBufferHeight);
|
---|
7191 | } else {
|
---|
7192 | /* Fullscreen -> fullscreen mode change */
|
---|
7193 | MoveWindow(swapchain->win_handle, 0, 0,
|
---|
7194 | pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
|
---|
7195 | TRUE);
|
---|
7196 | }
|
---|
7197 | } else if(swapchain->win_handle && !swapchain->presentParms.Windowed) {
|
---|
7198 | /* Fullscreen -> windowed switch */
|
---|
7199 | IWineD3DDeviceImpl_RestoreWindow(iface, swapchain->win_handle);
|
---|
7200 | }
|
---|
7201 | swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
|
---|
7202 | } else if(!pPresentationParameters->Windowed) {
|
---|
7203 | DWORD style = This->style, exStyle = This->exStyle;
|
---|
7204 | /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
|
---|
7205 | * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
|
---|
7206 | * Reset to clear up their mess. Guild Wars also loses the device during that.
|
---|
7207 | */
|
---|
7208 | This->style = 0;
|
---|
7209 | This->exStyle = 0;
|
---|
7210 | IWineD3DDeviceImpl_SetupFullscreenWindow(iface, swapchain->win_handle,
|
---|
7211 | pPresentationParameters->BackBufferWidth,
|
---|
7212 | pPresentationParameters->BackBufferHeight);
|
---|
7213 | This->style = style;
|
---|
7214 | This->exStyle = exStyle;
|
---|
7215 | }
|
---|
7216 |
|
---|
7217 | TRACE("Resetting stateblock\n");
|
---|
7218 | IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
|
---|
7219 | IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
|
---|
7220 |
|
---|
7221 | /* Note: No parent needed for initial internal stateblock */
|
---|
7222 | hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, (IWineD3DStateBlock **)&This->stateBlock, NULL);
|
---|
7223 | if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
---|
7224 | else TRACE("Created stateblock %p\n", This->stateBlock);
|
---|
7225 | This->updateStateBlock = This->stateBlock;
|
---|
7226 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
|
---|
7227 |
|
---|
7228 | hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
|
---|
7229 | if(FAILED(hr)) {
|
---|
7230 | ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
---|
7231 | }
|
---|
7232 |
|
---|
7233 | hr = create_primary_opengl_context(iface, (IWineD3DSwapChain *) swapchain);
|
---|
7234 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
7235 |
|
---|
7236 | /* All done. There is no need to reload resources or shaders, this will happen automatically on the
|
---|
7237 | * first use
|
---|
7238 | */
|
---|
7239 | return hr;
|
---|
7240 | }
|
---|
7241 |
|
---|
7242 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
|
---|
7243 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
7244 | /** FIXME: always true at the moment **/
|
---|
7245 | if(!bEnableDialogs) {
|
---|
7246 | FIXME("(%p) Dialogs cannot be disabled yet\n", This);
|
---|
7247 | }
|
---|
7248 | return WINED3D_OK;
|
---|
7249 | }
|
---|
7250 |
|
---|
7251 |
|
---|
7252 | static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
|
---|
7253 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
7254 | TRACE("(%p) : pParameters %p\n", This, pParameters);
|
---|
7255 |
|
---|
7256 | *pParameters = This->createParms;
|
---|
7257 | return WINED3D_OK;
|
---|
7258 | }
|
---|
7259 |
|
---|
7260 | static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
|
---|
7261 | IWineD3DSwapChain *swapchain;
|
---|
7262 |
|
---|
7263 | TRACE("Relaying to swapchain\n");
|
---|
7264 |
|
---|
7265 | if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
---|
7266 | IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
|
---|
7267 | IWineD3DSwapChain_Release(swapchain);
|
---|
7268 | }
|
---|
7269 | return;
|
---|
7270 | }
|
---|
7271 |
|
---|
7272 | static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
|
---|
7273 | IWineD3DSwapChain *swapchain;
|
---|
7274 |
|
---|
7275 | TRACE("Relaying to swapchain\n");
|
---|
7276 |
|
---|
7277 | if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
---|
7278 | IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
|
---|
7279 | IWineD3DSwapChain_Release(swapchain);
|
---|
7280 | }
|
---|
7281 | return;
|
---|
7282 | }
|
---|
7283 |
|
---|
7284 |
|
---|
7285 | /** ********************************************************
|
---|
7286 | * Notification functions
|
---|
7287 | ** ********************************************************/
|
---|
7288 | /** This function must be called in the release of a resource when ref == 0,
|
---|
7289 | * the contents of resource must still be correct,
|
---|
7290 | * any handles to other resource held by the caller must be closed
|
---|
7291 | * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
|
---|
7292 | *****************************************************/
|
---|
7293 | void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
7294 | {
|
---|
7295 | TRACE("(%p) : Adding resource %p\n", This, resource);
|
---|
7296 |
|
---|
7297 | list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
---|
7298 | }
|
---|
7299 |
|
---|
7300 | static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
7301 | {
|
---|
7302 | TRACE("(%p) : Removing resource %p\n", This, resource);
|
---|
7303 |
|
---|
7304 | list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
---|
7305 | }
|
---|
7306 |
|
---|
7307 | void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
7308 | {
|
---|
7309 | WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
|
---|
7310 | int counter;
|
---|
7311 |
|
---|
7312 | TRACE("(%p) : resource %p\n", This, resource);
|
---|
7313 |
|
---|
7314 | context_resource_released((IWineD3DDevice *)This, resource, type);
|
---|
7315 |
|
---|
7316 | switch (type) {
|
---|
7317 | /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
|
---|
7318 | case WINED3DRTYPE_SURFACE: {
|
---|
7319 | unsigned int i;
|
---|
7320 |
|
---|
7321 | if (This->d3d_initialized)
|
---|
7322 | {
|
---|
7323 | for (i = 0; i < GL_LIMITS(buffers); ++i) {
|
---|
7324 | if (This->render_targets[i] == (IWineD3DSurface *)resource) {
|
---|
7325 | This->render_targets[i] = NULL;
|
---|
7326 | }
|
---|
7327 | }
|
---|
7328 | if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
|
---|
7329 | This->stencilBufferTarget = NULL;
|
---|
7330 | }
|
---|
7331 | }
|
---|
7332 |
|
---|
7333 | break;
|
---|
7334 | }
|
---|
7335 | case WINED3DRTYPE_TEXTURE:
|
---|
7336 | case WINED3DRTYPE_CUBETEXTURE:
|
---|
7337 | case WINED3DRTYPE_VOLUMETEXTURE:
|
---|
7338 | for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
|
---|
7339 | if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
---|
7340 | WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
---|
7341 | This->stateBlock->textures[counter] = NULL;
|
---|
7342 | }
|
---|
7343 | if (This->updateStateBlock != This->stateBlock ){
|
---|
7344 | if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
---|
7345 | WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
---|
7346 | This->updateStateBlock->textures[counter] = NULL;
|
---|
7347 | }
|
---|
7348 | }
|
---|
7349 | }
|
---|
7350 | break;
|
---|
7351 | case WINED3DRTYPE_VOLUME:
|
---|
7352 | /* TODO: nothing really? */
|
---|
7353 | break;
|
---|
7354 | case WINED3DRTYPE_BUFFER:
|
---|
7355 | {
|
---|
7356 | int streamNumber;
|
---|
7357 | TRACE("Cleaning up stream pointers\n");
|
---|
7358 |
|
---|
7359 | for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
|
---|
7360 | /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
|
---|
7361 | FINDOUT: should changes.streamSource[StreamNumber] be set ?
|
---|
7362 | */
|
---|
7363 | if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
7364 | if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
|
---|
7365 | FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
---|
7366 | This->updateStateBlock->streamSource[streamNumber] = 0;
|
---|
7367 | /* Set changed flag? */
|
---|
7368 | }
|
---|
7369 | }
|
---|
7370 | if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
|
---|
7371 | if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
|
---|
7372 | TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
---|
7373 | This->stateBlock->streamSource[streamNumber] = 0;
|
---|
7374 | }
|
---|
7375 | }
|
---|
7376 | }
|
---|
7377 |
|
---|
7378 | if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
7379 | if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
---|
7380 | This->updateStateBlock->pIndexData = NULL;
|
---|
7381 | }
|
---|
7382 | }
|
---|
7383 | if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
7384 | if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
---|
7385 | This->stateBlock->pIndexData = NULL;
|
---|
7386 | }
|
---|
7387 | }
|
---|
7388 | }
|
---|
7389 | break;
|
---|
7390 |
|
---|
7391 | default:
|
---|
7392 | FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
|
---|
7393 | break;
|
---|
7394 | }
|
---|
7395 |
|
---|
7396 |
|
---|
7397 | /* Remove the resource from the resourceStore */
|
---|
7398 | device_resource_remove(This, resource);
|
---|
7399 |
|
---|
7400 | TRACE("Resource released\n");
|
---|
7401 |
|
---|
7402 | }
|
---|
7403 |
|
---|
7404 | static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
|
---|
7405 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
7406 | IWineD3DResourceImpl *resource, *cursor;
|
---|
7407 | HRESULT ret;
|
---|
7408 | TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
|
---|
7409 |
|
---|
7410 | LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
|
---|
7411 | TRACE("enumerating resource %p\n", resource);
|
---|
7412 | IWineD3DResource_AddRef((IWineD3DResource *) resource);
|
---|
7413 | ret = pCallback((IWineD3DResource *) resource, pData);
|
---|
7414 | if(ret == S_FALSE) {
|
---|
7415 | TRACE("Canceling enumeration\n");
|
---|
7416 | break;
|
---|
7417 | }
|
---|
7418 | }
|
---|
7419 | return WINED3D_OK;
|
---|
7420 | }
|
---|
7421 |
|
---|
7422 | /**********************************************************
|
---|
7423 | * IWineD3DDevice VTbl follows
|
---|
7424 | **********************************************************/
|
---|
7425 |
|
---|
7426 | const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
---|
7427 | {
|
---|
7428 | /*** IUnknown methods ***/
|
---|
7429 | IWineD3DDeviceImpl_QueryInterface,
|
---|
7430 | IWineD3DDeviceImpl_AddRef,
|
---|
7431 | IWineD3DDeviceImpl_Release,
|
---|
7432 | /*** IWineD3DDevice methods ***/
|
---|
7433 | IWineD3DDeviceImpl_GetParent,
|
---|
7434 | /*** Creation methods**/
|
---|
7435 | IWineD3DDeviceImpl_CreateBuffer,
|
---|
7436 | IWineD3DDeviceImpl_CreateVertexBuffer,
|
---|
7437 | IWineD3DDeviceImpl_CreateIndexBuffer,
|
---|
7438 | IWineD3DDeviceImpl_CreateStateBlock,
|
---|
7439 | IWineD3DDeviceImpl_CreateSurface,
|
---|
7440 | IWineD3DDeviceImpl_CreateRendertargetView,
|
---|
7441 | IWineD3DDeviceImpl_CreateTexture,
|
---|
7442 | IWineD3DDeviceImpl_CreateVolumeTexture,
|
---|
7443 | IWineD3DDeviceImpl_CreateVolume,
|
---|
7444 | IWineD3DDeviceImpl_CreateCubeTexture,
|
---|
7445 | IWineD3DDeviceImpl_CreateQuery,
|
---|
7446 | IWineD3DDeviceImpl_CreateSwapChain,
|
---|
7447 | IWineD3DDeviceImpl_CreateVertexDeclaration,
|
---|
7448 | IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
|
---|
7449 | IWineD3DDeviceImpl_CreateVertexShader,
|
---|
7450 | IWineD3DDeviceImpl_CreatePixelShader,
|
---|
7451 | IWineD3DDeviceImpl_CreatePalette,
|
---|
7452 | /*** Odd functions **/
|
---|
7453 | IWineD3DDeviceImpl_Init3D,
|
---|
7454 | IWineD3DDeviceImpl_InitGDI,
|
---|
7455 | IWineD3DDeviceImpl_Uninit3D,
|
---|
7456 | IWineD3DDeviceImpl_UninitGDI,
|
---|
7457 | IWineD3DDeviceImpl_SetMultithreaded,
|
---|
7458 | IWineD3DDeviceImpl_EvictManagedResources,
|
---|
7459 | IWineD3DDeviceImpl_GetAvailableTextureMem,
|
---|
7460 | IWineD3DDeviceImpl_GetBackBuffer,
|
---|
7461 | IWineD3DDeviceImpl_GetCreationParameters,
|
---|
7462 | IWineD3DDeviceImpl_GetDeviceCaps,
|
---|
7463 | IWineD3DDeviceImpl_GetDirect3D,
|
---|
7464 | IWineD3DDeviceImpl_GetDisplayMode,
|
---|
7465 | IWineD3DDeviceImpl_SetDisplayMode,
|
---|
7466 | IWineD3DDeviceImpl_GetNumberOfSwapChains,
|
---|
7467 | IWineD3DDeviceImpl_GetRasterStatus,
|
---|
7468 | IWineD3DDeviceImpl_GetSwapChain,
|
---|
7469 | IWineD3DDeviceImpl_Reset,
|
---|
7470 | IWineD3DDeviceImpl_SetDialogBoxMode,
|
---|
7471 | IWineD3DDeviceImpl_SetCursorProperties,
|
---|
7472 | IWineD3DDeviceImpl_SetCursorPosition,
|
---|
7473 | IWineD3DDeviceImpl_ShowCursor,
|
---|
7474 | IWineD3DDeviceImpl_TestCooperativeLevel,
|
---|
7475 | /*** Getters and setters **/
|
---|
7476 | IWineD3DDeviceImpl_SetClipPlane,
|
---|
7477 | IWineD3DDeviceImpl_GetClipPlane,
|
---|
7478 | IWineD3DDeviceImpl_SetClipStatus,
|
---|
7479 | IWineD3DDeviceImpl_GetClipStatus,
|
---|
7480 | IWineD3DDeviceImpl_SetCurrentTexturePalette,
|
---|
7481 | IWineD3DDeviceImpl_GetCurrentTexturePalette,
|
---|
7482 | IWineD3DDeviceImpl_SetDepthStencilSurface,
|
---|
7483 | IWineD3DDeviceImpl_GetDepthStencilSurface,
|
---|
7484 | IWineD3DDeviceImpl_SetGammaRamp,
|
---|
7485 | IWineD3DDeviceImpl_GetGammaRamp,
|
---|
7486 | IWineD3DDeviceImpl_SetIndices,
|
---|
7487 | IWineD3DDeviceImpl_GetIndices,
|
---|
7488 | IWineD3DDeviceImpl_SetBaseVertexIndex,
|
---|
7489 | IWineD3DDeviceImpl_GetBaseVertexIndex,
|
---|
7490 | IWineD3DDeviceImpl_SetLight,
|
---|
7491 | IWineD3DDeviceImpl_GetLight,
|
---|
7492 | IWineD3DDeviceImpl_SetLightEnable,
|
---|
7493 | IWineD3DDeviceImpl_GetLightEnable,
|
---|
7494 | IWineD3DDeviceImpl_SetMaterial,
|
---|
7495 | IWineD3DDeviceImpl_GetMaterial,
|
---|
7496 | IWineD3DDeviceImpl_SetNPatchMode,
|
---|
7497 | IWineD3DDeviceImpl_GetNPatchMode,
|
---|
7498 | IWineD3DDeviceImpl_SetPaletteEntries,
|
---|
7499 | IWineD3DDeviceImpl_GetPaletteEntries,
|
---|
7500 | IWineD3DDeviceImpl_SetPixelShader,
|
---|
7501 | IWineD3DDeviceImpl_GetPixelShader,
|
---|
7502 | IWineD3DDeviceImpl_SetPixelShaderConstantB,
|
---|
7503 | IWineD3DDeviceImpl_GetPixelShaderConstantB,
|
---|
7504 | IWineD3DDeviceImpl_SetPixelShaderConstantI,
|
---|
7505 | IWineD3DDeviceImpl_GetPixelShaderConstantI,
|
---|
7506 | IWineD3DDeviceImpl_SetPixelShaderConstantF,
|
---|
7507 | IWineD3DDeviceImpl_GetPixelShaderConstantF,
|
---|
7508 | IWineD3DDeviceImpl_SetRenderState,
|
---|
7509 | IWineD3DDeviceImpl_GetRenderState,
|
---|
7510 | IWineD3DDeviceImpl_SetRenderTarget,
|
---|
7511 | IWineD3DDeviceImpl_GetRenderTarget,
|
---|
7512 | IWineD3DDeviceImpl_SetFrontBackBuffers,
|
---|
7513 | IWineD3DDeviceImpl_SetSamplerState,
|
---|
7514 | IWineD3DDeviceImpl_GetSamplerState,
|
---|
7515 | IWineD3DDeviceImpl_SetScissorRect,
|
---|
7516 | IWineD3DDeviceImpl_GetScissorRect,
|
---|
7517 | IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
|
---|
7518 | IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
|
---|
7519 | IWineD3DDeviceImpl_SetStreamSource,
|
---|
7520 | IWineD3DDeviceImpl_GetStreamSource,
|
---|
7521 | IWineD3DDeviceImpl_SetStreamSourceFreq,
|
---|
7522 | IWineD3DDeviceImpl_GetStreamSourceFreq,
|
---|
7523 | IWineD3DDeviceImpl_SetTexture,
|
---|
7524 | IWineD3DDeviceImpl_GetTexture,
|
---|
7525 | IWineD3DDeviceImpl_SetTextureStageState,
|
---|
7526 | IWineD3DDeviceImpl_GetTextureStageState,
|
---|
7527 | IWineD3DDeviceImpl_SetTransform,
|
---|
7528 | IWineD3DDeviceImpl_GetTransform,
|
---|
7529 | IWineD3DDeviceImpl_SetVertexDeclaration,
|
---|
7530 | IWineD3DDeviceImpl_GetVertexDeclaration,
|
---|
7531 | IWineD3DDeviceImpl_SetVertexShader,
|
---|
7532 | IWineD3DDeviceImpl_GetVertexShader,
|
---|
7533 | IWineD3DDeviceImpl_SetVertexShaderConstantB,
|
---|
7534 | IWineD3DDeviceImpl_GetVertexShaderConstantB,
|
---|
7535 | IWineD3DDeviceImpl_SetVertexShaderConstantI,
|
---|
7536 | IWineD3DDeviceImpl_GetVertexShaderConstantI,
|
---|
7537 | IWineD3DDeviceImpl_SetVertexShaderConstantF,
|
---|
7538 | IWineD3DDeviceImpl_GetVertexShaderConstantF,
|
---|
7539 | IWineD3DDeviceImpl_SetViewport,
|
---|
7540 | IWineD3DDeviceImpl_GetViewport,
|
---|
7541 | IWineD3DDeviceImpl_MultiplyTransform,
|
---|
7542 | IWineD3DDeviceImpl_ValidateDevice,
|
---|
7543 | IWineD3DDeviceImpl_ProcessVertices,
|
---|
7544 | /*** State block ***/
|
---|
7545 | IWineD3DDeviceImpl_BeginStateBlock,
|
---|
7546 | IWineD3DDeviceImpl_EndStateBlock,
|
---|
7547 | /*** Scene management ***/
|
---|
7548 | IWineD3DDeviceImpl_BeginScene,
|
---|
7549 | IWineD3DDeviceImpl_EndScene,
|
---|
7550 | IWineD3DDeviceImpl_Present,
|
---|
7551 | IWineD3DDeviceImpl_Clear,
|
---|
7552 | IWineD3DDeviceImpl_ClearRendertargetView,
|
---|
7553 | /*** Drawing ***/
|
---|
7554 | IWineD3DDeviceImpl_SetPrimitiveType,
|
---|
7555 | IWineD3DDeviceImpl_GetPrimitiveType,
|
---|
7556 | IWineD3DDeviceImpl_DrawPrimitive,
|
---|
7557 | IWineD3DDeviceImpl_DrawIndexedPrimitive,
|
---|
7558 | IWineD3DDeviceImpl_DrawPrimitiveUP,
|
---|
7559 | IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
|
---|
7560 | IWineD3DDeviceImpl_DrawPrimitiveStrided,
|
---|
7561 | IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
|
---|
7562 | IWineD3DDeviceImpl_DrawRectPatch,
|
---|
7563 | IWineD3DDeviceImpl_DrawTriPatch,
|
---|
7564 | IWineD3DDeviceImpl_DeletePatch,
|
---|
7565 | IWineD3DDeviceImpl_ColorFill,
|
---|
7566 | IWineD3DDeviceImpl_UpdateTexture,
|
---|
7567 | IWineD3DDeviceImpl_UpdateSurface,
|
---|
7568 | IWineD3DDeviceImpl_GetFrontBufferData,
|
---|
7569 | /*** object tracking ***/
|
---|
7570 | IWineD3DDeviceImpl_EnumResources
|
---|
7571 | };
|
---|
7572 |
|
---|
7573 | const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
|
---|
7574 | WINED3DRS_ALPHABLENDENABLE ,
|
---|
7575 | WINED3DRS_ALPHAFUNC ,
|
---|
7576 | WINED3DRS_ALPHAREF ,
|
---|
7577 | WINED3DRS_ALPHATESTENABLE ,
|
---|
7578 | WINED3DRS_BLENDOP ,
|
---|
7579 | WINED3DRS_COLORWRITEENABLE ,
|
---|
7580 | WINED3DRS_DESTBLEND ,
|
---|
7581 | WINED3DRS_DITHERENABLE ,
|
---|
7582 | WINED3DRS_FILLMODE ,
|
---|
7583 | WINED3DRS_FOGDENSITY ,
|
---|
7584 | WINED3DRS_FOGEND ,
|
---|
7585 | WINED3DRS_FOGSTART ,
|
---|
7586 | WINED3DRS_LASTPIXEL ,
|
---|
7587 | WINED3DRS_SHADEMODE ,
|
---|
7588 | WINED3DRS_SRCBLEND ,
|
---|
7589 | WINED3DRS_STENCILENABLE ,
|
---|
7590 | WINED3DRS_STENCILFAIL ,
|
---|
7591 | WINED3DRS_STENCILFUNC ,
|
---|
7592 | WINED3DRS_STENCILMASK ,
|
---|
7593 | WINED3DRS_STENCILPASS ,
|
---|
7594 | WINED3DRS_STENCILREF ,
|
---|
7595 | WINED3DRS_STENCILWRITEMASK ,
|
---|
7596 | WINED3DRS_STENCILZFAIL ,
|
---|
7597 | WINED3DRS_TEXTUREFACTOR ,
|
---|
7598 | WINED3DRS_WRAP0 ,
|
---|
7599 | WINED3DRS_WRAP1 ,
|
---|
7600 | WINED3DRS_WRAP2 ,
|
---|
7601 | WINED3DRS_WRAP3 ,
|
---|
7602 | WINED3DRS_WRAP4 ,
|
---|
7603 | WINED3DRS_WRAP5 ,
|
---|
7604 | WINED3DRS_WRAP6 ,
|
---|
7605 | WINED3DRS_WRAP7 ,
|
---|
7606 | WINED3DRS_ZENABLE ,
|
---|
7607 | WINED3DRS_ZFUNC ,
|
---|
7608 | WINED3DRS_ZWRITEENABLE
|
---|
7609 | };
|
---|
7610 |
|
---|
7611 | const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
|
---|
7612 | WINED3DTSS_ALPHAARG0 ,
|
---|
7613 | WINED3DTSS_ALPHAARG1 ,
|
---|
7614 | WINED3DTSS_ALPHAARG2 ,
|
---|
7615 | WINED3DTSS_ALPHAOP ,
|
---|
7616 | WINED3DTSS_BUMPENVLOFFSET ,
|
---|
7617 | WINED3DTSS_BUMPENVLSCALE ,
|
---|
7618 | WINED3DTSS_BUMPENVMAT00 ,
|
---|
7619 | WINED3DTSS_BUMPENVMAT01 ,
|
---|
7620 | WINED3DTSS_BUMPENVMAT10 ,
|
---|
7621 | WINED3DTSS_BUMPENVMAT11 ,
|
---|
7622 | WINED3DTSS_COLORARG0 ,
|
---|
7623 | WINED3DTSS_COLORARG1 ,
|
---|
7624 | WINED3DTSS_COLORARG2 ,
|
---|
7625 | WINED3DTSS_COLOROP ,
|
---|
7626 | WINED3DTSS_RESULTARG ,
|
---|
7627 | WINED3DTSS_TEXCOORDINDEX ,
|
---|
7628 | WINED3DTSS_TEXTURETRANSFORMFLAGS
|
---|
7629 | };
|
---|
7630 |
|
---|
7631 | const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
|
---|
7632 | WINED3DSAMP_ADDRESSU ,
|
---|
7633 | WINED3DSAMP_ADDRESSV ,
|
---|
7634 | WINED3DSAMP_ADDRESSW ,
|
---|
7635 | WINED3DSAMP_BORDERCOLOR ,
|
---|
7636 | WINED3DSAMP_MAGFILTER ,
|
---|
7637 | WINED3DSAMP_MINFILTER ,
|
---|
7638 | WINED3DSAMP_MIPFILTER ,
|
---|
7639 | WINED3DSAMP_MIPMAPLODBIAS ,
|
---|
7640 | WINED3DSAMP_MAXMIPLEVEL ,
|
---|
7641 | WINED3DSAMP_MAXANISOTROPY ,
|
---|
7642 | WINED3DSAMP_SRGBTEXTURE ,
|
---|
7643 | WINED3DSAMP_ELEMENTINDEX
|
---|
7644 | };
|
---|
7645 |
|
---|
7646 | const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
|
---|
7647 | WINED3DRS_AMBIENT ,
|
---|
7648 | WINED3DRS_AMBIENTMATERIALSOURCE ,
|
---|
7649 | WINED3DRS_CLIPPING ,
|
---|
7650 | WINED3DRS_CLIPPLANEENABLE ,
|
---|
7651 | WINED3DRS_COLORVERTEX ,
|
---|
7652 | WINED3DRS_DIFFUSEMATERIALSOURCE ,
|
---|
7653 | WINED3DRS_EMISSIVEMATERIALSOURCE ,
|
---|
7654 | WINED3DRS_FOGDENSITY ,
|
---|
7655 | WINED3DRS_FOGEND ,
|
---|
7656 | WINED3DRS_FOGSTART ,
|
---|
7657 | WINED3DRS_FOGTABLEMODE ,
|
---|
7658 | WINED3DRS_FOGVERTEXMODE ,
|
---|
7659 | WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
|
---|
7660 | WINED3DRS_LIGHTING ,
|
---|
7661 | WINED3DRS_LOCALVIEWER ,
|
---|
7662 | WINED3DRS_MULTISAMPLEANTIALIAS ,
|
---|
7663 | WINED3DRS_MULTISAMPLEMASK ,
|
---|
7664 | WINED3DRS_NORMALIZENORMALS ,
|
---|
7665 | WINED3DRS_PATCHEDGESTYLE ,
|
---|
7666 | WINED3DRS_POINTSCALE_A ,
|
---|
7667 | WINED3DRS_POINTSCALE_B ,
|
---|
7668 | WINED3DRS_POINTSCALE_C ,
|
---|
7669 | WINED3DRS_POINTSCALEENABLE ,
|
---|
7670 | WINED3DRS_POINTSIZE ,
|
---|
7671 | WINED3DRS_POINTSIZE_MAX ,
|
---|
7672 | WINED3DRS_POINTSIZE_MIN ,
|
---|
7673 | WINED3DRS_POINTSPRITEENABLE ,
|
---|
7674 | WINED3DRS_RANGEFOGENABLE ,
|
---|
7675 | WINED3DRS_SPECULARMATERIALSOURCE ,
|
---|
7676 | WINED3DRS_TWEENFACTOR ,
|
---|
7677 | WINED3DRS_VERTEXBLEND ,
|
---|
7678 | WINED3DRS_CULLMODE ,
|
---|
7679 | WINED3DRS_FOGCOLOR
|
---|
7680 | };
|
---|
7681 |
|
---|
7682 | const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
|
---|
7683 | WINED3DTSS_TEXCOORDINDEX ,
|
---|
7684 | WINED3DTSS_TEXTURETRANSFORMFLAGS
|
---|
7685 | };
|
---|
7686 |
|
---|
7687 | const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
|
---|
7688 | WINED3DSAMP_DMAPOFFSET
|
---|
7689 | };
|
---|
7690 |
|
---|
7691 | void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
|
---|
7692 | DWORD rep = This->StateTable[state].representative;
|
---|
7693 | struct wined3d_context *context;
|
---|
7694 | DWORD idx;
|
---|
7695 | BYTE shift;
|
---|
7696 | UINT i;
|
---|
7697 |
|
---|
7698 | if(!rep) return;
|
---|
7699 | for(i = 0; i < This->numContexts; i++) {
|
---|
7700 | context = This->contexts[i];
|
---|
7701 | if(isStateDirty(context, rep)) continue;
|
---|
7702 |
|
---|
7703 | context->dirtyArray[context->numDirtyEntries++] = rep;
|
---|
7704 | idx = rep >> 5;
|
---|
7705 | shift = rep & 0x1f;
|
---|
7706 | context->isStateDirty[idx] |= (1 << shift);
|
---|
7707 | }
|
---|
7708 | }
|
---|
7709 |
|
---|
7710 | void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
7711 | {
|
---|
7712 | IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.wineD3DDevice;
|
---|
7713 | /* The drawable size of a pbuffer render target is the current pbuffer size. */
|
---|
7714 | *width = device->pbufferWidth;
|
---|
7715 | *height = device->pbufferHeight;
|
---|
7716 | }
|
---|
7717 |
|
---|
7718 | void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
7719 | {
|
---|
7720 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
|
---|
7721 | /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
|
---|
7722 | *width = surface->pow2Width;
|
---|
7723 | *height = surface->pow2Height;
|
---|
7724 | }
|
---|
7725 |
|
---|
7726 | void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
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7727 | {
|
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7728 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
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7729 | /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
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7730 | * current context's drawable, which is the size of the back buffer of the swapchain
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7731 | * the active context belongs to. The back buffer of the swapchain is stored as the
|
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7732 | * surface the context belongs to. */
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7733 | *width = surface->currentDesc.Width;
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7734 | *height = surface->currentDesc.Height;
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7735 | }
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