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 | * Copyright 2009 Henri Verbeet for CodeWeavers
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13 | *
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14 | * This library is free software; you can redistribute it and/or
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15 | * modify it under the terms of the GNU Lesser General Public
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16 | * License as published by the Free Software Foundation; either
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17 | * version 2.1 of the License, or (at your option) any later version.
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18 | *
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19 | * This library is distributed in the hope that it will be useful,
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20 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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21 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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22 | * Lesser General Public License for more details.
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23 | *
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24 | * You should have received a copy of the GNU Lesser General Public
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25 | * License along with this library; if not, write to the Free Software
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26 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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27 | */
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28 |
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29 | /*
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30 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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31 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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32 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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33 | * a choice of LGPL license versions is made available with the language indicating
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34 | * that LGPLv2 or any later version may be used, or where a choice of which version
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35 | * of the LGPL is applied is otherwise unspecified.
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36 | */
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37 |
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38 | #include "config.h"
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39 | #include <stdio.h>
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40 | #ifdef HAVE_FLOAT_H
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41 | # include <float.h>
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42 | #endif
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43 | #include "wined3d_private.h"
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44 |
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45 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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46 | #define GLINFO_LOCATION This->adapter->gl_info
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47 |
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48 | /* Define the default light parameters as specified by MSDN */
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49 | const WINED3DLIGHT WINED3D_default_light = {
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50 |
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51 | WINED3DLIGHT_DIRECTIONAL, /* Type */
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52 | { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
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53 | { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
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54 | { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
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55 | { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
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56 | { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
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57 | 0.0f, /* Range */
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58 | 0.0f, /* Falloff */
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59 | 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
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60 | 0.0f, /* Theta */
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61 | 0.0f /* Phi */
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62 | };
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63 |
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64 | /**********************************************************
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65 | * Global variable / Constants follow
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66 | **********************************************************/
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67 | const float identity[] =
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68 | {
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69 | 1.0f, 0.0f, 0.0f, 0.0f,
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70 | 0.0f, 1.0f, 0.0f, 0.0f,
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71 | 0.0f, 0.0f, 1.0f, 0.0f,
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72 | 0.0f, 0.0f, 0.0f, 1.0f,
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73 | }; /* When needed for comparisons */
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74 |
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75 | /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
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76 | * actually have the same values in GL and D3D. */
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77 | static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
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78 | {
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79 | switch(primitive_type)
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80 | {
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81 | case WINED3DPT_POINTLIST:
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82 | return GL_POINTS;
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83 |
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84 | case WINED3DPT_LINELIST:
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85 | return GL_LINES;
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86 |
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87 | case WINED3DPT_LINESTRIP:
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88 | return GL_LINE_STRIP;
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89 |
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90 | case WINED3DPT_TRIANGLELIST:
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91 | return GL_TRIANGLES;
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92 |
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93 | case WINED3DPT_TRIANGLESTRIP:
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94 | return GL_TRIANGLE_STRIP;
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95 |
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96 | case WINED3DPT_TRIANGLEFAN:
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97 | return GL_TRIANGLE_FAN;
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98 |
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99 | case WINED3DPT_LINELIST_ADJ:
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100 | return GL_LINES_ADJACENCY_ARB;
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101 |
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102 | case WINED3DPT_LINESTRIP_ADJ:
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103 | return GL_LINE_STRIP_ADJACENCY_ARB;
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104 |
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105 | case WINED3DPT_TRIANGLELIST_ADJ:
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106 | return GL_TRIANGLES_ADJACENCY_ARB;
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107 |
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108 | case WINED3DPT_TRIANGLESTRIP_ADJ:
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109 | return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
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110 |
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111 | default:
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112 | FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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113 | return GL_NONE;
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114 | }
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115 | }
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116 |
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117 | static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
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118 | {
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119 | switch(primitive_type)
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120 | {
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121 | case GL_POINTS:
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122 | return WINED3DPT_POINTLIST;
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123 |
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124 | case GL_LINES:
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125 | return WINED3DPT_LINELIST;
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126 |
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127 | case GL_LINE_STRIP:
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128 | return WINED3DPT_LINESTRIP;
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129 |
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130 | case GL_TRIANGLES:
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131 | return WINED3DPT_TRIANGLELIST;
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132 |
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133 | case GL_TRIANGLE_STRIP:
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134 | return WINED3DPT_TRIANGLESTRIP;
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135 |
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136 | case GL_TRIANGLE_FAN:
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137 | return WINED3DPT_TRIANGLEFAN;
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138 |
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139 | case GL_LINES_ADJACENCY_ARB:
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140 | return WINED3DPT_LINELIST_ADJ;
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141 |
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142 | case GL_LINE_STRIP_ADJACENCY_ARB:
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143 | return WINED3DPT_LINESTRIP_ADJ;
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144 |
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145 | case GL_TRIANGLES_ADJACENCY_ARB:
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146 | return WINED3DPT_TRIANGLELIST_ADJ;
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147 |
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148 | case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
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149 | return WINED3DPT_TRIANGLESTRIP_ADJ;
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150 |
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151 | default:
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152 | FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
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153 | return WINED3DPT_UNDEFINED;
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154 | }
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155 | }
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156 |
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157 | static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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158 | {
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159 | if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
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160 | *regnum = WINED3D_FFP_POSITION;
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161 | else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
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162 | *regnum = WINED3D_FFP_BLENDWEIGHT;
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163 | else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
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164 | *regnum = WINED3D_FFP_BLENDINDICES;
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165 | else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
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166 | *regnum = WINED3D_FFP_NORMAL;
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167 | else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
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168 | *regnum = WINED3D_FFP_PSIZE;
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169 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
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170 | *regnum = WINED3D_FFP_DIFFUSE;
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171 | else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
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172 | *regnum = WINED3D_FFP_SPECULAR;
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173 | else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
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174 | *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
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175 | else
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176 | {
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177 | FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
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178 | *regnum = ~0U;
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179 | return FALSE;
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180 | }
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181 |
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182 | return TRUE;
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183 | }
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184 |
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185 | /* Context activation is done by the caller. */
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186 | void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
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187 | BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
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188 | {
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189 | /* We need to deal with frequency data! */
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190 | IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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191 | UINT stream_count = This->stateBlock->streamIsUP ? 0 : declaration->num_streams;
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192 | const DWORD *streams = declaration->streams;
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193 | unsigned int i;
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194 |
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195 | stream_info->use_map = 0;
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196 | stream_info->swizzle_map = 0;
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197 |
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198 | /* Check for transformed vertices, disable vertex shader if present. */
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199 | stream_info->position_transformed = declaration->position_transformed;
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200 | if (declaration->position_transformed) use_vshader = FALSE;
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201 |
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202 | /* Translate the declaration into strided data. */
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203 | for (i = 0; i < declaration->element_count; ++i)
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204 | {
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205 | const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
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206 | GLuint buffer_object = 0;
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207 | const BYTE *data = NULL;
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208 | BOOL stride_used;
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209 | unsigned int idx;
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210 | DWORD stride;
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211 |
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212 | TRACE("%p Element %p (%u of %u)\n", declaration->elements,
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213 | element, i + 1, declaration->element_count);
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214 |
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215 | if (!This->stateBlock->streamSource[element->input_slot]) continue;
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216 |
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217 | stride = This->stateBlock->streamStride[element->input_slot];
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218 | if (This->stateBlock->streamIsUP)
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219 | {
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220 | TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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221 | buffer_object = 0;
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222 | data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
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223 | }
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224 | else
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225 | {
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226 | TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
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227 | data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], 0, &buffer_object);
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228 |
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229 | /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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230 | * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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231 | * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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232 | * around to some big value. Hope that with the indices, the driver wraps it back internally. If
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233 | * not, drawStridedSlow is needed, including a vertex buffer path. */
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234 | if (This->stateBlock->loadBaseVertexIndex < 0)
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235 | {
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236 | WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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237 | buffer_object = 0;
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238 | data = buffer_get_sysmem((struct wined3d_buffer *)This->stateBlock->streamSource[element->input_slot]);
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239 | if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride)
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240 | {
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241 | FIXME("System memory vertex data load offset is negative!\n");
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242 | }
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243 | }
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244 |
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245 | if (fixup)
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246 | {
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247 | if (buffer_object) *fixup = TRUE;
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248 | else if (*fixup && !use_vshader
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249 | && (element->usage == WINED3DDECLUSAGE_COLOR
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250 | || element->usage == WINED3DDECLUSAGE_POSITIONT))
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251 | {
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252 | static BOOL warned = FALSE;
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253 | if (!warned)
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254 | {
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255 | /* This may be bad with the fixed function pipeline. */
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256 | FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
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257 | warned = TRUE;
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258 | }
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259 | }
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260 | }
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261 | }
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262 | data += element->offset;
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263 |
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264 | TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
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265 |
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266 | if (use_vshader)
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267 | {
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268 | if (element->output_slot == ~0U)
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269 | {
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270 | /* TODO: Assuming vertexdeclarations are usually used with the
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271 | * same or a similar shader, it might be worth it to store the
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272 | * last used output slot and try that one first. */
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273 | stride_used = vshader_get_input(This->stateBlock->vertexShader,
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274 | element->usage, element->usage_idx, &idx);
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275 | }
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276 | else
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277 | {
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278 | idx = element->output_slot;
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279 | stride_used = TRUE;
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280 | }
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281 | }
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282 | else
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283 | {
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284 | if (!element->ffp_valid)
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285 | {
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286 | WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
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287 | debug_d3dformat(element->format_desc->format), debug_d3ddeclusage(element->usage));
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288 | stride_used = FALSE;
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289 | }
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290 | else
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291 | {
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292 | stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
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293 | }
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294 | }
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295 |
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296 | if (stride_used)
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297 | {
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298 | TRACE("Load %s array %u [usage %s, usage_idx %u, "
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299 | "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
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300 | use_vshader ? "shader": "fixed function", idx,
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301 | debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
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302 | element->offset, stride, debug_d3dformat(element->format_desc->format), buffer_object);
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303 |
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304 | stream_info->elements[idx].format_desc = element->format_desc;
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305 | stream_info->elements[idx].stride = stride;
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306 | stream_info->elements[idx].data = data;
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307 | stream_info->elements[idx].stream_idx = element->input_slot;
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308 | stream_info->elements[idx].buffer_object = buffer_object;
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309 |
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310 | if (!This->adapter->gl_info.supported[EXT_VERTEX_ARRAY_BGRA]
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311 | && element->format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
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312 | {
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313 | stream_info->swizzle_map |= 1 << idx;
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314 | }
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315 | stream_info->use_map |= 1 << idx;
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316 | }
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317 | }
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318 |
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319 | /* Now call PreLoad on all the vertex buffers. In the very rare case
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320 | * that the buffers stopps converting PreLoad will dirtify the VDECL again.
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321 | * The vertex buffer can now use the strided structure in the device instead of finding its
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322 | * own again.
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323 | *
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324 | * NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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325 | * once in there. */
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326 | for (i = 0; i < stream_count; ++i)
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327 | {
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328 | IWineD3DBuffer *vb = This->stateBlock->streamSource[streams[i]];
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329 | if (vb) IWineD3DBuffer_PreLoad(vb);
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330 | }
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331 | }
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332 |
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333 | static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
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334 | const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
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335 | {
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336 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(strided->format, gl_info);
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337 | e->format_desc = format_desc;
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338 | e->stride = strided->dwStride;
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339 | e->data = strided->lpData;
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340 | e->stream_idx = 0;
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341 | e->buffer_object = 0;
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342 | }
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343 |
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344 | void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
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345 | const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
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346 | {
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347 | unsigned int i;
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348 |
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349 | memset(stream_info, 0, sizeof(*stream_info));
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350 |
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351 | if (strided->position.lpData)
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352 | stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
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353 | if (strided->normal.lpData)
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354 | stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
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355 | if (strided->diffuse.lpData)
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356 | stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
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357 | if (strided->specular.lpData)
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358 | stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
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359 |
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360 | for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
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361 | {
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362 | if (strided->texCoords[i].lpData)
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363 | stream_info_element_from_strided(gl_info, &strided->texCoords[i],
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364 | &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
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365 | }
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366 |
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367 | stream_info->position_transformed = strided->position_transformed;
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368 |
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369 | for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
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370 | {
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371 | if (!stream_info->elements[i].format_desc) continue;
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372 |
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373 | if (!gl_info->supported[EXT_VERTEX_ARRAY_BGRA]
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374 | && stream_info->elements[i].format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
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375 | {
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376 | stream_info->swizzle_map |= 1 << i;
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377 | }
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378 | stream_info->use_map |= 1 << i;
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379 | }
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380 | }
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381 |
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382 | /**********************************************************
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383 | * IUnknown parts follows
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384 | **********************************************************/
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385 |
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386 | static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
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387 | {
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388 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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389 |
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390 | TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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391 | if (IsEqualGUID(riid, &IID_IUnknown)
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392 | || IsEqualGUID(riid, &IID_IWineD3DBase)
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393 | || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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394 | IUnknown_AddRef(iface);
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395 | *ppobj = This;
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396 | return S_OK;
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397 | }
|
---|
398 | *ppobj = NULL;
|
---|
399 | return E_NOINTERFACE;
|
---|
400 | }
|
---|
401 |
|
---|
402 | static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
|
---|
403 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
404 | ULONG refCount = InterlockedIncrement(&This->ref);
|
---|
405 |
|
---|
406 | TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
|
---|
407 | return refCount;
|
---|
408 | }
|
---|
409 |
|
---|
410 | static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
|
---|
411 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
412 | ULONG refCount = InterlockedDecrement(&This->ref);
|
---|
413 |
|
---|
414 | TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
|
---|
415 |
|
---|
416 | if (!refCount) {
|
---|
417 | UINT i;
|
---|
418 |
|
---|
419 | for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
|
---|
420 | HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
|
---|
421 | This->multistate_funcs[i] = NULL;
|
---|
422 | }
|
---|
423 |
|
---|
424 | /* TODO: Clean up all the surfaces and textures! */
|
---|
425 | /* NOTE: You must release the parent if the object was created via a callback
|
---|
426 | ** ***************************/
|
---|
427 |
|
---|
428 | if (!list_empty(&This->resources)) {
|
---|
429 | FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
|
---|
430 | dumpResources(&This->resources);
|
---|
431 | }
|
---|
432 |
|
---|
433 | if(This->contexts) ERR("Context array not freed!\n");
|
---|
434 | if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
|
---|
435 | This->haveHardwareCursor = FALSE;
|
---|
436 |
|
---|
437 | IWineD3D_Release(This->wined3d);
|
---|
438 | This->wined3d = NULL;
|
---|
439 | HeapFree(GetProcessHeap(), 0, This);
|
---|
440 | TRACE("Freed device %p\n", This);
|
---|
441 | This = NULL;
|
---|
442 | }
|
---|
443 | return refCount;
|
---|
444 | }
|
---|
445 |
|
---|
446 | /**********************************************************
|
---|
447 | * IWineD3DDevice implementation follows
|
---|
448 | **********************************************************/
|
---|
449 | static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
|
---|
450 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
451 | *pParent = This->parent;
|
---|
452 | IUnknown_AddRef(This->parent);
|
---|
453 | return WINED3D_OK;
|
---|
454 | }
|
---|
455 |
|
---|
456 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface, struct wined3d_buffer_desc *desc,
|
---|
457 | const void *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops, IWineD3DBuffer **buffer)
|
---|
458 | {
|
---|
459 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
460 | struct wined3d_buffer *object;
|
---|
461 | HRESULT hr;
|
---|
462 |
|
---|
463 | TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
|
---|
464 |
|
---|
465 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
466 | if (!object)
|
---|
467 | {
|
---|
468 | ERR("Failed to allocate memory\n");
|
---|
469 | return E_OUTOFMEMORY;
|
---|
470 | }
|
---|
471 |
|
---|
472 | FIXME("Ignoring access flags (pool)\n");
|
---|
473 |
|
---|
474 | hr = buffer_init(object, This, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
|
---|
475 | WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
|
---|
476 | if (FAILED(hr))
|
---|
477 | {
|
---|
478 | WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
---|
479 | HeapFree(GetProcessHeap(), 0, object);
|
---|
480 | return hr;
|
---|
481 | }
|
---|
482 | object->desc = *desc;
|
---|
483 |
|
---|
484 | TRACE("Created buffer %p.\n", object);
|
---|
485 |
|
---|
486 | *buffer = (IWineD3DBuffer *)object;
|
---|
487 |
|
---|
488 | return WINED3D_OK;
|
---|
489 | }
|
---|
490 |
|
---|
491 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface,
|
---|
492 | UINT Size, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer,
|
---|
493 | IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
494 | {
|
---|
495 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
496 | struct wined3d_buffer *object;
|
---|
497 | HRESULT hr;
|
---|
498 |
|
---|
499 | TRACE("iface %p, size %u, usage %#x, pool %#x, buffer %p, parent %p, parent_ops %p.\n",
|
---|
500 | iface, Size, Usage, Pool, ppVertexBuffer, parent, parent_ops);
|
---|
501 |
|
---|
502 | if (Pool == WINED3DPOOL_SCRATCH)
|
---|
503 | {
|
---|
504 | /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
|
---|
505 | * anyway, SCRATCH vertex buffers aren't usable anywhere
|
---|
506 | */
|
---|
507 | WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
|
---|
508 | *ppVertexBuffer = NULL;
|
---|
509 | return WINED3DERR_INVALIDCALL;
|
---|
510 | }
|
---|
511 |
|
---|
512 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
513 | if (!object)
|
---|
514 | {
|
---|
515 | ERR("Out of memory\n");
|
---|
516 | *ppVertexBuffer = NULL;
|
---|
517 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
518 | }
|
---|
519 |
|
---|
520 | hr = buffer_init(object, This, Size, Usage, WINED3DFMT_VERTEXDATA,
|
---|
521 | Pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
|
---|
522 | if (FAILED(hr))
|
---|
523 | {
|
---|
524 | WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
---|
525 | HeapFree(GetProcessHeap(), 0, object);
|
---|
526 | return hr;
|
---|
527 | }
|
---|
528 |
|
---|
529 | TRACE("Created buffer %p.\n", object);
|
---|
530 | *ppVertexBuffer = (IWineD3DBuffer *)object;
|
---|
531 |
|
---|
532 | return WINED3D_OK;
|
---|
533 | }
|
---|
534 |
|
---|
535 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface,
|
---|
536 | UINT Length, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppIndexBuffer,
|
---|
537 | IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
538 | {
|
---|
539 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
540 | struct wined3d_buffer *object;
|
---|
541 | HRESULT hr;
|
---|
542 |
|
---|
543 | TRACE("(%p) Creating index buffer\n", This);
|
---|
544 |
|
---|
545 | /* Allocate the storage for the device */
|
---|
546 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
547 | if (!object)
|
---|
548 | {
|
---|
549 | ERR("Out of memory\n");
|
---|
550 | *ppIndexBuffer = NULL;
|
---|
551 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
552 | }
|
---|
553 |
|
---|
554 | hr = buffer_init(object, This, Length, Usage | WINED3DUSAGE_STATICDECL,
|
---|
555 | WINED3DFMT_UNKNOWN, Pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
|
---|
556 | parent, parent_ops);
|
---|
557 | if (FAILED(hr))
|
---|
558 | {
|
---|
559 | WARN("Failed to initialize buffer, hr %#x\n", hr);
|
---|
560 | HeapFree(GetProcessHeap(), 0, object);
|
---|
561 | return hr;
|
---|
562 | }
|
---|
563 |
|
---|
564 | TRACE("Created buffer %p.\n", object);
|
---|
565 |
|
---|
566 | *ppIndexBuffer = (IWineD3DBuffer *) object;
|
---|
567 |
|
---|
568 | return WINED3D_OK;
|
---|
569 | }
|
---|
570 |
|
---|
571 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
|
---|
572 | WINED3DSTATEBLOCKTYPE type, IWineD3DStateBlock **stateblock, IUnknown *parent)
|
---|
573 | {
|
---|
574 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
575 | IWineD3DStateBlockImpl *object;
|
---|
576 | HRESULT hr;
|
---|
577 |
|
---|
578 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
579 | if(!object)
|
---|
580 | {
|
---|
581 | ERR("Failed to allocate stateblock memory.\n");
|
---|
582 | return E_OUTOFMEMORY;
|
---|
583 | }
|
---|
584 |
|
---|
585 | hr = stateblock_init(object, This, type);
|
---|
586 | if (FAILED(hr))
|
---|
587 | {
|
---|
588 | WARN("Failed to initialize stateblock, hr %#x.\n", hr);
|
---|
589 | HeapFree(GetProcessHeap(), 0, object);
|
---|
590 | return hr;
|
---|
591 | }
|
---|
592 |
|
---|
593 | TRACE("Created stateblock %p.\n", object);
|
---|
594 | *stateblock = (IWineD3DStateBlock *)object;
|
---|
595 |
|
---|
596 | return WINED3D_OK;
|
---|
597 | }
|
---|
598 |
|
---|
599 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
|
---|
600 | WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,
|
---|
601 | DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
|
---|
602 | WINED3DSURFTYPE Impl, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
603 | {
|
---|
604 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
605 | IWineD3DSurfaceImpl *object;
|
---|
606 | HRESULT hr;
|
---|
607 |
|
---|
608 | TRACE("(%p) Create surface\n",This);
|
---|
609 |
|
---|
610 | if (Impl == SURFACE_OPENGL && !This->adapter)
|
---|
611 | {
|
---|
612 | ERR("OpenGL surfaces are not available without OpenGL.\n");
|
---|
613 | return WINED3DERR_NOTAVAILABLE;
|
---|
614 | }
|
---|
615 |
|
---|
616 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
617 | if (!object)
|
---|
618 | {
|
---|
619 | ERR("Failed to allocate surface memory.\n");
|
---|
620 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
621 | }
|
---|
622 |
|
---|
623 | hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
|
---|
624 | Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent, parent_ops);
|
---|
625 | if (FAILED(hr))
|
---|
626 | {
|
---|
627 | WARN("Failed to initialize surface, returning %#x.\n", hr);
|
---|
628 | HeapFree(GetProcessHeap(), 0, object);
|
---|
629 | return hr;
|
---|
630 | }
|
---|
631 |
|
---|
632 | TRACE("(%p) : Created surface %p\n", This, object);
|
---|
633 |
|
---|
634 | *ppSurface = (IWineD3DSurface *)object;
|
---|
635 |
|
---|
636 | return hr;
|
---|
637 | }
|
---|
638 |
|
---|
639 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
|
---|
640 | IWineD3DResource *resource, IUnknown *parent, IWineD3DRendertargetView **rendertarget_view)
|
---|
641 | {
|
---|
642 | struct wined3d_rendertarget_view *object;
|
---|
643 |
|
---|
644 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
645 | if (!object)
|
---|
646 | {
|
---|
647 | ERR("Failed to allocate memory\n");
|
---|
648 | return E_OUTOFMEMORY;
|
---|
649 | }
|
---|
650 |
|
---|
651 | object->vtbl = &wined3d_rendertarget_view_vtbl;
|
---|
652 | object->refcount = 1;
|
---|
653 | IWineD3DResource_AddRef(resource);
|
---|
654 | object->resource = resource;
|
---|
655 | object->parent = parent;
|
---|
656 |
|
---|
657 | *rendertarget_view = (IWineD3DRendertargetView *)object;
|
---|
658 |
|
---|
659 | return WINED3D_OK;
|
---|
660 | }
|
---|
661 |
|
---|
662 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
|
---|
663 | UINT Width, UINT Height, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
|
---|
664 | IWineD3DTexture **ppTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
665 | {
|
---|
666 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
667 | IWineD3DTextureImpl *object;
|
---|
668 | HRESULT hr;
|
---|
669 |
|
---|
670 | TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
|
---|
671 | TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
|
---|
672 | Format, debug_d3dformat(Format), Pool, ppTexture, parent);
|
---|
673 |
|
---|
674 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
675 | if (!object)
|
---|
676 | {
|
---|
677 | ERR("Out of memory\n");
|
---|
678 | *ppTexture = NULL;
|
---|
679 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
680 | }
|
---|
681 |
|
---|
682 | hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
---|
683 | if (FAILED(hr))
|
---|
684 | {
|
---|
685 | WARN("Failed to initialize texture, returning %#x\n", hr);
|
---|
686 | HeapFree(GetProcessHeap(), 0, object);
|
---|
687 | *ppTexture = NULL;
|
---|
688 | return hr;
|
---|
689 | }
|
---|
690 |
|
---|
691 | *ppTexture = (IWineD3DTexture *)object;
|
---|
692 |
|
---|
693 | TRACE("(%p) : Created texture %p\n", This, object);
|
---|
694 |
|
---|
695 | return WINED3D_OK;
|
---|
696 | }
|
---|
697 |
|
---|
698 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
|
---|
699 | UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
|
---|
700 | IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
701 | {
|
---|
702 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
703 | IWineD3DVolumeTextureImpl *object;
|
---|
704 | HRESULT hr;
|
---|
705 |
|
---|
706 | TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
---|
707 | Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
---|
708 |
|
---|
709 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
710 | if (!object)
|
---|
711 | {
|
---|
712 | ERR("Out of memory\n");
|
---|
713 | *ppVolumeTexture = NULL;
|
---|
714 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
715 | }
|
---|
716 |
|
---|
717 | hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
---|
718 | if (FAILED(hr))
|
---|
719 | {
|
---|
720 | WARN("Failed to initialize volumetexture, returning %#x\n", hr);
|
---|
721 | HeapFree(GetProcessHeap(), 0, object);
|
---|
722 | *ppVolumeTexture = NULL;
|
---|
723 | return hr;
|
---|
724 | }
|
---|
725 |
|
---|
726 | TRACE("(%p) : Created volume texture %p.\n", This, object);
|
---|
727 | *ppVolumeTexture = (IWineD3DVolumeTexture *)object;
|
---|
728 |
|
---|
729 | return WINED3D_OK;
|
---|
730 | }
|
---|
731 |
|
---|
732 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface, UINT Width, UINT Height,
|
---|
733 | UINT Depth, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DVolume **ppVolume,
|
---|
734 | IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
735 | {
|
---|
736 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
737 | IWineD3DVolumeImpl *object;
|
---|
738 | HRESULT hr;
|
---|
739 |
|
---|
740 | TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
---|
741 | Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
---|
742 |
|
---|
743 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
744 | if (!object)
|
---|
745 | {
|
---|
746 | ERR("Out of memory\n");
|
---|
747 | *ppVolume = NULL;
|
---|
748 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
749 | }
|
---|
750 |
|
---|
751 | hr = volume_init(object, This, Width, Height, Depth, Usage, Format, Pool, parent, parent_ops);
|
---|
752 | if (FAILED(hr))
|
---|
753 | {
|
---|
754 | WARN("Failed to initialize volume, returning %#x.\n", hr);
|
---|
755 | HeapFree(GetProcessHeap(), 0, object);
|
---|
756 | return hr;
|
---|
757 | }
|
---|
758 |
|
---|
759 | TRACE("(%p) : Created volume %p.\n", This, object);
|
---|
760 | *ppVolume = (IWineD3DVolume *)object;
|
---|
761 |
|
---|
762 | return WINED3D_OK;
|
---|
763 | }
|
---|
764 |
|
---|
765 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength, UINT Levels,
|
---|
766 | DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture,
|
---|
767 | IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
768 | {
|
---|
769 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
770 | IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
---|
771 | HRESULT hr;
|
---|
772 |
|
---|
773 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
774 | if (!object)
|
---|
775 | {
|
---|
776 | ERR("Out of memory\n");
|
---|
777 | *ppCubeTexture = NULL;
|
---|
778 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
779 | }
|
---|
780 |
|
---|
781 | hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent, parent_ops);
|
---|
782 | if (FAILED(hr))
|
---|
783 | {
|
---|
784 | WARN("Failed to initialize cubetexture, returning %#x\n", hr);
|
---|
785 | HeapFree(GetProcessHeap(), 0, object);
|
---|
786 | *ppCubeTexture = NULL;
|
---|
787 | return hr;
|
---|
788 | }
|
---|
789 |
|
---|
790 | TRACE("(%p) : Created Cube Texture %p\n", This, object);
|
---|
791 | *ppCubeTexture = (IWineD3DCubeTexture *)object;
|
---|
792 |
|
---|
793 | return WINED3D_OK;
|
---|
794 | }
|
---|
795 |
|
---|
796 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
|
---|
797 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
798 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
799 | IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
|
---|
800 | HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
---|
801 | const IWineD3DQueryVtbl *vtable;
|
---|
802 |
|
---|
803 | /* Just a check to see if we support this type of query */
|
---|
804 | switch(Type) {
|
---|
805 | case WINED3DQUERYTYPE_OCCLUSION:
|
---|
806 | TRACE("(%p) occlusion query\n", This);
|
---|
807 | if (gl_info->supported[ARB_OCCLUSION_QUERY])
|
---|
808 | hr = WINED3D_OK;
|
---|
809 | else
|
---|
810 | WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
|
---|
811 |
|
---|
812 | vtable = &IWineD3DOcclusionQuery_Vtbl;
|
---|
813 | break;
|
---|
814 |
|
---|
815 | case WINED3DQUERYTYPE_EVENT:
|
---|
816 | if (!gl_info->supported[NV_FENCE] && !gl_info->supported[APPLE_FENCE])
|
---|
817 | {
|
---|
818 | /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
|
---|
819 | * Pretend to support it, faking this query does not do much harm except potentially lowering performance
|
---|
820 | */
|
---|
821 | FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
|
---|
822 | }
|
---|
823 | vtable = &IWineD3DEventQuery_Vtbl;
|
---|
824 | hr = WINED3D_OK;
|
---|
825 | break;
|
---|
826 |
|
---|
827 | case WINED3DQUERYTYPE_VCACHE:
|
---|
828 | case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
---|
829 | case WINED3DQUERYTYPE_VERTEXSTATS:
|
---|
830 | case WINED3DQUERYTYPE_TIMESTAMP:
|
---|
831 | case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
---|
832 | case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
---|
833 | case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
---|
834 | case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
---|
835 | case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
---|
836 | case WINED3DQUERYTYPE_PIXELTIMINGS:
|
---|
837 | case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
---|
838 | case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
---|
839 | default:
|
---|
840 | /* Use the base Query vtable until we have a special one for each query */
|
---|
841 | vtable = &IWineD3DQuery_Vtbl;
|
---|
842 | FIXME("(%p) Unhandled query type %d\n", This, Type);
|
---|
843 | }
|
---|
844 | if(NULL == ppQuery || hr != WINED3D_OK) {
|
---|
845 | return hr;
|
---|
846 | }
|
---|
847 |
|
---|
848 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
849 | if(!object)
|
---|
850 | {
|
---|
851 | ERR("Out of memory\n");
|
---|
852 | *ppQuery = NULL;
|
---|
853 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
854 | }
|
---|
855 |
|
---|
856 | object->lpVtbl = vtable;
|
---|
857 | object->type = Type;
|
---|
858 | object->state = QUERY_CREATED;
|
---|
859 | object->device = This;
|
---|
860 | object->parent = parent;
|
---|
861 | object->ref = 1;
|
---|
862 |
|
---|
863 | *ppQuery = (IWineD3DQuery *)object;
|
---|
864 |
|
---|
865 | /* allocated the 'extended' data based on the type of query requested */
|
---|
866 | switch(Type){
|
---|
867 | case WINED3DQUERYTYPE_OCCLUSION:
|
---|
868 | object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_occlusion_query));
|
---|
869 | ((struct wined3d_occlusion_query *)object->extendedData)->context = NULL;
|
---|
870 | break;
|
---|
871 |
|
---|
872 | case WINED3DQUERYTYPE_EVENT:
|
---|
873 | object->extendedData = HeapAlloc(GetProcessHeap(), 0, sizeof(struct wined3d_event_query));
|
---|
874 | ((struct wined3d_event_query *)object->extendedData)->context = NULL;
|
---|
875 | break;
|
---|
876 |
|
---|
877 | case WINED3DQUERYTYPE_VCACHE:
|
---|
878 | case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
---|
879 | case WINED3DQUERYTYPE_VERTEXSTATS:
|
---|
880 | case WINED3DQUERYTYPE_TIMESTAMP:
|
---|
881 | case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
---|
882 | case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
---|
883 | case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
---|
884 | case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
---|
885 | case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
---|
886 | case WINED3DQUERYTYPE_PIXELTIMINGS:
|
---|
887 | case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
---|
888 | case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
---|
889 | default:
|
---|
890 | object->extendedData = 0;
|
---|
891 | FIXME("(%p) Unhandled query type %d\n",This , Type);
|
---|
892 | }
|
---|
893 | TRACE("(%p) : Created Query %p\n", This, object);
|
---|
894 | return WINED3D_OK;
|
---|
895 | }
|
---|
896 |
|
---|
897 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
|
---|
898 | WINED3DPRESENT_PARAMETERS *present_parameters, IWineD3DSwapChain **swapchain,
|
---|
899 | IUnknown *parent, WINED3DSURFTYPE surface_type)
|
---|
900 | {
|
---|
901 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
902 | IWineD3DSwapChainImpl *object;
|
---|
903 | HRESULT hr;
|
---|
904 |
|
---|
905 | TRACE("iface %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
|
---|
906 | iface, present_parameters, swapchain, parent, surface_type);
|
---|
907 |
|
---|
908 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
909 | if (!object)
|
---|
910 | {
|
---|
911 | ERR("Failed to allocate swapchain memory.\n");
|
---|
912 | return E_OUTOFMEMORY;
|
---|
913 | }
|
---|
914 |
|
---|
915 | hr = swapchain_init(object, surface_type, This, present_parameters, parent);
|
---|
916 | if (FAILED(hr))
|
---|
917 | {
|
---|
918 | WARN("Failed to initialize swapchain, hr %#x.\n", hr);
|
---|
919 | HeapFree(GetProcessHeap(), 0, object);
|
---|
920 | return hr;
|
---|
921 | }
|
---|
922 |
|
---|
923 | TRACE("Created swapchain %p.\n", object);
|
---|
924 | *swapchain = (IWineD3DSwapChain *)object;
|
---|
925 |
|
---|
926 | return WINED3D_OK;
|
---|
927 | }
|
---|
928 |
|
---|
929 | /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
|
---|
930 | static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
|
---|
931 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
932 | TRACE("(%p)\n", This);
|
---|
933 |
|
---|
934 | return This->NumberOfSwapChains;
|
---|
935 | }
|
---|
936 |
|
---|
937 | static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
|
---|
938 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
939 | TRACE("(%p) : swapchain %d\n", This, iSwapChain);
|
---|
940 |
|
---|
941 | if(iSwapChain < This->NumberOfSwapChains) {
|
---|
942 | *pSwapChain = This->swapchains[iSwapChain];
|
---|
943 | IWineD3DSwapChain_AddRef(*pSwapChain);
|
---|
944 | TRACE("(%p) returning %p\n", This, *pSwapChain);
|
---|
945 | return WINED3D_OK;
|
---|
946 | } else {
|
---|
947 | TRACE("Swapchain out of range\n");
|
---|
948 | *pSwapChain = NULL;
|
---|
949 | return WINED3DERR_INVALIDCALL;
|
---|
950 | }
|
---|
951 | }
|
---|
952 |
|
---|
953 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
|
---|
954 | IWineD3DVertexDeclaration **declaration, IUnknown *parent, const struct wined3d_parent_ops *parent_ops,
|
---|
955 | const WINED3DVERTEXELEMENT *elements, UINT element_count)
|
---|
956 | {
|
---|
957 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
958 | IWineD3DVertexDeclarationImpl *object = NULL;
|
---|
959 | HRESULT hr;
|
---|
960 |
|
---|
961 | TRACE("iface %p, declaration %p, parent %p, elements %p, element_count %u.\n",
|
---|
962 | iface, declaration, parent, elements, element_count);
|
---|
963 |
|
---|
964 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
965 | if(!object)
|
---|
966 | {
|
---|
967 | ERR("Failed to allocate vertex declaration memory.\n");
|
---|
968 | return E_OUTOFMEMORY;
|
---|
969 | }
|
---|
970 |
|
---|
971 | hr = vertexdeclaration_init(object, This, elements, element_count, parent, parent_ops);
|
---|
972 | if (FAILED(hr))
|
---|
973 | {
|
---|
974 | WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
|
---|
975 | HeapFree(GetProcessHeap(), 0, object);
|
---|
976 | return hr;
|
---|
977 | }
|
---|
978 |
|
---|
979 | TRACE("Created vertex declaration %p.\n", object);
|
---|
980 | *declaration = (IWineD3DVertexDeclaration *)object;
|
---|
981 |
|
---|
982 | return WINED3D_OK;
|
---|
983 | }
|
---|
984 |
|
---|
985 | static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
|
---|
986 | DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
|
---|
987 |
|
---|
988 | unsigned int idx, idx2;
|
---|
989 | unsigned int offset;
|
---|
990 | BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
|
---|
991 | BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
|
---|
992 | BOOL has_blend_idx = has_blend &&
|
---|
993 | (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
|
---|
994 | (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
|
---|
995 | (fvf & WINED3DFVF_LASTBETA_UBYTE4));
|
---|
996 | BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
|
---|
997 | BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
|
---|
998 | BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
|
---|
999 | BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
|
---|
1000 |
|
---|
1001 | DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
---|
1002 | DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
|
---|
1003 | WINED3DVERTEXELEMENT *elements = NULL;
|
---|
1004 |
|
---|
1005 | unsigned int size;
|
---|
1006 | DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
|
---|
1007 | if (has_blend_idx) num_blends--;
|
---|
1008 |
|
---|
1009 | /* Compute declaration size */
|
---|
1010 | size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
|
---|
1011 | has_psize + has_diffuse + has_specular + num_textures;
|
---|
1012 |
|
---|
1013 | /* convert the declaration */
|
---|
1014 | elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
|
---|
1015 | if (!elements) return ~0U;
|
---|
1016 |
|
---|
1017 | idx = 0;
|
---|
1018 | if (has_pos) {
|
---|
1019 | if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
|
---|
1020 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1021 | elements[idx].usage = WINED3DDECLUSAGE_POSITIONT;
|
---|
1022 | }
|
---|
1023 | else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW) {
|
---|
1024 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1025 | elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
---|
1026 | }
|
---|
1027 | else {
|
---|
1028 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1029 | elements[idx].usage = WINED3DDECLUSAGE_POSITION;
|
---|
1030 | }
|
---|
1031 | elements[idx].usage_idx = 0;
|
---|
1032 | idx++;
|
---|
1033 | }
|
---|
1034 | if (has_blend && (num_blends > 0)) {
|
---|
1035 | if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
|
---|
1036 | elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
|
---|
1037 | else {
|
---|
1038 | switch(num_blends) {
|
---|
1039 | case 1: elements[idx].format = WINED3DFMT_R32_FLOAT; break;
|
---|
1040 | case 2: elements[idx].format = WINED3DFMT_R32G32_FLOAT; break;
|
---|
1041 | case 3: elements[idx].format = WINED3DFMT_R32G32B32_FLOAT; break;
|
---|
1042 | case 4: elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
|
---|
1043 | default:
|
---|
1044 | ERR("Unexpected amount of blend values: %u\n", num_blends);
|
---|
1045 | }
|
---|
1046 | }
|
---|
1047 | elements[idx].usage = WINED3DDECLUSAGE_BLENDWEIGHT;
|
---|
1048 | elements[idx].usage_idx = 0;
|
---|
1049 | idx++;
|
---|
1050 | }
|
---|
1051 | if (has_blend_idx) {
|
---|
1052 | if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
|
---|
1053 | (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
|
---|
1054 | elements[idx].format = WINED3DFMT_R8G8B8A8_UINT;
|
---|
1055 | else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
|
---|
1056 | elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
|
---|
1057 | else
|
---|
1058 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1059 | elements[idx].usage = WINED3DDECLUSAGE_BLENDINDICES;
|
---|
1060 | elements[idx].usage_idx = 0;
|
---|
1061 | idx++;
|
---|
1062 | }
|
---|
1063 | if (has_normal) {
|
---|
1064 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1065 | elements[idx].usage = WINED3DDECLUSAGE_NORMAL;
|
---|
1066 | elements[idx].usage_idx = 0;
|
---|
1067 | idx++;
|
---|
1068 | }
|
---|
1069 | if (has_psize) {
|
---|
1070 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1071 | elements[idx].usage = WINED3DDECLUSAGE_PSIZE;
|
---|
1072 | elements[idx].usage_idx = 0;
|
---|
1073 | idx++;
|
---|
1074 | }
|
---|
1075 | if (has_diffuse) {
|
---|
1076 | elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
|
---|
1077 | elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
---|
1078 | elements[idx].usage_idx = 0;
|
---|
1079 | idx++;
|
---|
1080 | }
|
---|
1081 | if (has_specular) {
|
---|
1082 | elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
|
---|
1083 | elements[idx].usage = WINED3DDECLUSAGE_COLOR;
|
---|
1084 | elements[idx].usage_idx = 1;
|
---|
1085 | idx++;
|
---|
1086 | }
|
---|
1087 | for (idx2 = 0; idx2 < num_textures; idx2++) {
|
---|
1088 | unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
|
---|
1089 | switch (numcoords) {
|
---|
1090 | case WINED3DFVF_TEXTUREFORMAT1:
|
---|
1091 | elements[idx].format = WINED3DFMT_R32_FLOAT;
|
---|
1092 | break;
|
---|
1093 | case WINED3DFVF_TEXTUREFORMAT2:
|
---|
1094 | elements[idx].format = WINED3DFMT_R32G32_FLOAT;
|
---|
1095 | break;
|
---|
1096 | case WINED3DFVF_TEXTUREFORMAT3:
|
---|
1097 | elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
|
---|
1098 | break;
|
---|
1099 | case WINED3DFVF_TEXTUREFORMAT4:
|
---|
1100 | elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
|
---|
1101 | break;
|
---|
1102 | }
|
---|
1103 | elements[idx].usage = WINED3DDECLUSAGE_TEXCOORD;
|
---|
1104 | elements[idx].usage_idx = idx2;
|
---|
1105 | idx++;
|
---|
1106 | }
|
---|
1107 |
|
---|
1108 | /* Now compute offsets, and initialize the rest of the fields */
|
---|
1109 | for (idx = 0, offset = 0; idx < size; ++idx)
|
---|
1110 | {
|
---|
1111 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(elements[idx].format, &This->adapter->gl_info);
|
---|
1112 | elements[idx].input_slot = 0;
|
---|
1113 | elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
|
---|
1114 | elements[idx].offset = offset;
|
---|
1115 | offset += format_desc->component_count * format_desc->component_size;
|
---|
1116 | }
|
---|
1117 |
|
---|
1118 | *ppVertexElements = elements;
|
---|
1119 | return size;
|
---|
1120 | }
|
---|
1121 |
|
---|
1122 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
|
---|
1123 | IWineD3DVertexDeclaration **declaration, IUnknown *parent,
|
---|
1124 | const struct wined3d_parent_ops *parent_ops, DWORD fvf)
|
---|
1125 | {
|
---|
1126 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1127 | WINED3DVERTEXELEMENT *elements;
|
---|
1128 | unsigned int size;
|
---|
1129 | DWORD hr;
|
---|
1130 |
|
---|
1131 | TRACE("iface %p, declaration %p, parent %p, fvf %#x.\n", iface, declaration, parent, fvf);
|
---|
1132 |
|
---|
1133 | size = ConvertFvfToDeclaration(This, fvf, &elements);
|
---|
1134 | if (size == ~0U) return E_OUTOFMEMORY;
|
---|
1135 |
|
---|
1136 | hr = IWineD3DDevice_CreateVertexDeclaration(iface, declaration, parent, parent_ops, elements, size);
|
---|
1137 | HeapFree(GetProcessHeap(), 0, elements);
|
---|
1138 | return hr;
|
---|
1139 | }
|
---|
1140 |
|
---|
1141 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
|
---|
1142 | const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
---|
1143 | IWineD3DVertexShader **ppVertexShader, IUnknown *parent,
|
---|
1144 | const struct wined3d_parent_ops *parent_ops)
|
---|
1145 | {
|
---|
1146 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1147 | IWineD3DVertexShaderImpl *object;
|
---|
1148 | HRESULT hr;
|
---|
1149 |
|
---|
1150 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1151 | if (!object)
|
---|
1152 | {
|
---|
1153 | ERR("Failed to allocate shader memory.\n");
|
---|
1154 | return E_OUTOFMEMORY;
|
---|
1155 | }
|
---|
1156 |
|
---|
1157 | hr = vertexshader_init(object, This, pFunction, output_signature, parent, parent_ops);
|
---|
1158 | if (FAILED(hr))
|
---|
1159 | {
|
---|
1160 | WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
|
---|
1161 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1162 | return hr;
|
---|
1163 | }
|
---|
1164 |
|
---|
1165 | TRACE("Created vertex shader %p.\n", object);
|
---|
1166 | *ppVertexShader = (IWineD3DVertexShader *)object;
|
---|
1167 |
|
---|
1168 | return WINED3D_OK;
|
---|
1169 | }
|
---|
1170 |
|
---|
1171 | static HRESULT WINAPI IWineD3DDeviceImpl_CreateGeometryShader(IWineD3DDevice *iface,
|
---|
1172 | const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
---|
1173 | IWineD3DGeometryShader **shader, IUnknown *parent,
|
---|
1174 | const struct wined3d_parent_ops *parent_ops)
|
---|
1175 | {
|
---|
1176 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1177 | struct wined3d_geometryshader *object;
|
---|
1178 | HRESULT hr;
|
---|
1179 |
|
---|
1180 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1181 | if (!object)
|
---|
1182 | {
|
---|
1183 | ERR("Failed to allocate shader memory.\n");
|
---|
1184 | return E_OUTOFMEMORY;
|
---|
1185 | }
|
---|
1186 |
|
---|
1187 | hr = geometryshader_init(object, This, byte_code, output_signature, parent, parent_ops);
|
---|
1188 | if (FAILED(hr))
|
---|
1189 | {
|
---|
1190 | WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
|
---|
1191 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1192 | return hr;
|
---|
1193 | }
|
---|
1194 |
|
---|
1195 | TRACE("Created geometry shader %p.\n", object);
|
---|
1196 | *shader = (IWineD3DGeometryShader *)object;
|
---|
1197 |
|
---|
1198 | return WINED3D_OK;
|
---|
1199 | }
|
---|
1200 |
|
---|
1201 | static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
|
---|
1202 | const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
|
---|
1203 | IWineD3DPixelShader **ppPixelShader, IUnknown *parent,
|
---|
1204 | const struct wined3d_parent_ops *parent_ops)
|
---|
1205 | {
|
---|
1206 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1207 | IWineD3DPixelShaderImpl *object;
|
---|
1208 | HRESULT hr;
|
---|
1209 |
|
---|
1210 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1211 | if (!object)
|
---|
1212 | {
|
---|
1213 | ERR("Failed to allocate shader memory.\n");
|
---|
1214 | return E_OUTOFMEMORY;
|
---|
1215 | }
|
---|
1216 |
|
---|
1217 | hr = pixelshader_init(object, This, pFunction, output_signature, parent, parent_ops);
|
---|
1218 | if (FAILED(hr))
|
---|
1219 | {
|
---|
1220 | WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
|
---|
1221 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1222 | return hr;
|
---|
1223 | }
|
---|
1224 |
|
---|
1225 | TRACE("Created pixel shader %p.\n", object);
|
---|
1226 | *ppPixelShader = (IWineD3DPixelShader *)object;
|
---|
1227 |
|
---|
1228 | return WINED3D_OK;
|
---|
1229 | }
|
---|
1230 |
|
---|
1231 | static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
|
---|
1232 | const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
|
---|
1233 | {
|
---|
1234 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1235 | IWineD3DPaletteImpl *object;
|
---|
1236 | HRESULT hr;
|
---|
1237 | TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
|
---|
1238 |
|
---|
1239 | /* Create the new object */
|
---|
1240 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
|
---|
1241 | if(!object) {
|
---|
1242 | ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
|
---|
1243 | return E_OUTOFMEMORY;
|
---|
1244 | }
|
---|
1245 |
|
---|
1246 | object->lpVtbl = &IWineD3DPalette_Vtbl;
|
---|
1247 | object->ref = 1;
|
---|
1248 | object->Flags = Flags;
|
---|
1249 | object->parent = Parent;
|
---|
1250 | object->device = This;
|
---|
1251 | object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
|
---|
1252 | object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
|
---|
1253 |
|
---|
1254 | if(!object->hpal) {
|
---|
1255 | HeapFree( GetProcessHeap(), 0, object);
|
---|
1256 | return E_OUTOFMEMORY;
|
---|
1257 | }
|
---|
1258 |
|
---|
1259 | hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
|
---|
1260 | if(FAILED(hr)) {
|
---|
1261 | IWineD3DPalette_Release((IWineD3DPalette *) object);
|
---|
1262 | return hr;
|
---|
1263 | }
|
---|
1264 |
|
---|
1265 | *Palette = (IWineD3DPalette *) object;
|
---|
1266 |
|
---|
1267 | return WINED3D_OK;
|
---|
1268 | }
|
---|
1269 |
|
---|
1270 | static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
|
---|
1271 | HBITMAP hbm;
|
---|
1272 | BITMAP bm;
|
---|
1273 | HRESULT hr;
|
---|
1274 | HDC dcb = NULL, dcs = NULL;
|
---|
1275 | WINEDDCOLORKEY colorkey;
|
---|
1276 |
|
---|
1277 | hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
|
---|
1278 | if(hbm)
|
---|
1279 | {
|
---|
1280 | GetObjectA(hbm, sizeof(BITMAP), &bm);
|
---|
1281 | dcb = CreateCompatibleDC(NULL);
|
---|
1282 | if(!dcb) goto out;
|
---|
1283 | SelectObject(dcb, hbm);
|
---|
1284 | }
|
---|
1285 | else
|
---|
1286 | {
|
---|
1287 | /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
|
---|
1288 | * couldn't be loaded
|
---|
1289 | */
|
---|
1290 | memset(&bm, 0, sizeof(bm));
|
---|
1291 | bm.bmWidth = 32;
|
---|
1292 | bm.bmHeight = 32;
|
---|
1293 | }
|
---|
1294 |
|
---|
1295 | hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *)This, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
|
---|
1296 | FALSE, 0, &This->logo_surface, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL,
|
---|
1297 | NULL, &wined3d_null_parent_ops);
|
---|
1298 | if(FAILED(hr)) {
|
---|
1299 | ERR("Wine logo requested, but failed to create surface\n");
|
---|
1300 | goto out;
|
---|
1301 | }
|
---|
1302 |
|
---|
1303 | if(dcb) {
|
---|
1304 | hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
|
---|
1305 | if(FAILED(hr)) goto out;
|
---|
1306 | BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
|
---|
1307 | IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
|
---|
1308 |
|
---|
1309 | colorkey.dwColorSpaceLowValue = 0;
|
---|
1310 | colorkey.dwColorSpaceHighValue = 0;
|
---|
1311 | IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
|
---|
1312 | } else {
|
---|
1313 | /* Fill the surface with a white color to show that wined3d is there */
|
---|
1314 | IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
|
---|
1315 | }
|
---|
1316 |
|
---|
1317 | out:
|
---|
1318 | if (dcb) DeleteDC(dcb);
|
---|
1319 | if (hbm) DeleteObject(hbm);
|
---|
1320 | }
|
---|
1321 |
|
---|
1322 | /* Context activation is done by the caller. */
|
---|
1323 | static void create_dummy_textures(IWineD3DDeviceImpl *This)
|
---|
1324 | {
|
---|
1325 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
1326 | unsigned int i;
|
---|
1327 | /* Under DirectX you can have texture stage operations even if no texture is
|
---|
1328 | bound, whereas opengl will only do texture operations when a valid texture is
|
---|
1329 | bound. We emulate this by creating dummy textures and binding them to each
|
---|
1330 | texture stage, but disable all stages by default. Hence if a stage is enabled
|
---|
1331 | then the default texture will kick in until replaced by a SetTexture call */
|
---|
1332 | ENTER_GL();
|
---|
1333 |
|
---|
1334 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
1335 | {
|
---|
1336 | /* The dummy texture does not have client storage backing */
|
---|
1337 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
1338 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
1339 | }
|
---|
1340 |
|
---|
1341 | for (i = 0; i < gl_info->limits.textures; ++i)
|
---|
1342 | {
|
---|
1343 | GLubyte white = 255;
|
---|
1344 |
|
---|
1345 | /* Make appropriate texture active */
|
---|
1346 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
1347 | checkGLcall("glActiveTextureARB");
|
---|
1348 |
|
---|
1349 | /* Generate an opengl texture name */
|
---|
1350 | glGenTextures(1, &This->dummyTextureName[i]);
|
---|
1351 | checkGLcall("glGenTextures");
|
---|
1352 | TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
|
---|
1353 |
|
---|
1354 | /* Generate a dummy 2d texture (not using 1d because they cause many
|
---|
1355 | * DRI drivers fall back to sw) */
|
---|
1356 | glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
|
---|
1357 | checkGLcall("glBindTexture");
|
---|
1358 |
|
---|
1359 | glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
|
---|
1360 | checkGLcall("glTexImage2D");
|
---|
1361 | }
|
---|
1362 |
|
---|
1363 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
1364 | {
|
---|
1365 | /* Reenable because if supported it is enabled by default */
|
---|
1366 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
1367 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
1368 | }
|
---|
1369 |
|
---|
1370 | LEAVE_GL();
|
---|
1371 | }
|
---|
1372 |
|
---|
1373 | /* Context activation is done by the caller. */
|
---|
1374 | static void destroy_dummy_textures(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
|
---|
1375 | {
|
---|
1376 | ENTER_GL();
|
---|
1377 | glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
|
---|
1378 | checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
|
---|
1379 | LEAVE_GL();
|
---|
1380 |
|
---|
1381 | memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
|
---|
1382 | }
|
---|
1383 |
|
---|
1384 | static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
|
---|
1385 | WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
---|
1386 | {
|
---|
1387 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1388 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
1389 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
1390 | struct wined3d_context *context;
|
---|
1391 | HRESULT hr;
|
---|
1392 | DWORD state;
|
---|
1393 | unsigned int i;
|
---|
1394 |
|
---|
1395 | TRACE("(%p)->(%p)\n", This, pPresentationParameters);
|
---|
1396 |
|
---|
1397 | if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
---|
1398 | if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
|
---|
1399 |
|
---|
1400 | if (!pPresentationParameters->Windowed)
|
---|
1401 | {
|
---|
1402 | This->focus_window = This->createParms.hFocusWindow;
|
---|
1403 | if (!This->focus_window) This->focus_window = pPresentationParameters->hDeviceWindow;
|
---|
1404 | if (!wined3d_register_window(This->focus_window, This))
|
---|
1405 | {
|
---|
1406 | ERR("Failed to register window %p.\n", This->focus_window);
|
---|
1407 | return E_FAIL;
|
---|
1408 | }
|
---|
1409 | }
|
---|
1410 |
|
---|
1411 | TRACE("(%p) : Creating stateblock\n", This);
|
---|
1412 | /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
|
---|
1413 | hr = IWineD3DDevice_CreateStateBlock(iface,
|
---|
1414 | WINED3DSBT_INIT,
|
---|
1415 | (IWineD3DStateBlock **)&This->stateBlock,
|
---|
1416 | NULL);
|
---|
1417 | if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
|
---|
1418 | WARN("Failed to create stateblock\n");
|
---|
1419 | goto err_out;
|
---|
1420 | }
|
---|
1421 | TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
|
---|
1422 | This->updateStateBlock = This->stateBlock;
|
---|
1423 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
1424 |
|
---|
1425 | This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
---|
1426 | sizeof(IWineD3DSurface *) * gl_info->limits.buffers);
|
---|
1427 | This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
---|
1428 | sizeof(GLenum) * gl_info->limits.buffers);
|
---|
1429 |
|
---|
1430 | This->NumberOfPalettes = 1;
|
---|
1431 | This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
|
---|
1432 | if(!This->palettes || !This->render_targets || !This->draw_buffers) {
|
---|
1433 | ERR("Out of memory!\n");
|
---|
1434 | hr = E_OUTOFMEMORY;
|
---|
1435 | goto err_out;
|
---|
1436 | }
|
---|
1437 | This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
1438 | if(!This->palettes[0]) {
|
---|
1439 | ERR("Out of memory!\n");
|
---|
1440 | hr = E_OUTOFMEMORY;
|
---|
1441 | goto err_out;
|
---|
1442 | }
|
---|
1443 | for (i = 0; i < 256; ++i) {
|
---|
1444 | This->palettes[0][i].peRed = 0xFF;
|
---|
1445 | This->palettes[0][i].peGreen = 0xFF;
|
---|
1446 | This->palettes[0][i].peBlue = 0xFF;
|
---|
1447 | This->palettes[0][i].peFlags = 0xFF;
|
---|
1448 | }
|
---|
1449 | This->currentPalette = 0;
|
---|
1450 |
|
---|
1451 | /* Initialize the texture unit mapping to a 1:1 mapping */
|
---|
1452 | for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
|
---|
1453 | {
|
---|
1454 | if (state < gl_info->limits.fragment_samplers)
|
---|
1455 | {
|
---|
1456 | This->texUnitMap[state] = state;
|
---|
1457 | This->rev_tex_unit_map[state] = state;
|
---|
1458 | } else {
|
---|
1459 | This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
|
---|
1460 | This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
|
---|
1461 | }
|
---|
1462 | }
|
---|
1463 |
|
---|
1464 | if (This->focus_window) SetFocus(This->focus_window);
|
---|
1465 |
|
---|
1466 | /* Setup the implicit swapchain. This also initializes a context. */
|
---|
1467 | TRACE("Creating implicit swapchain\n");
|
---|
1468 | hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
---|
1469 | pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
---|
1470 | if (FAILED(hr))
|
---|
1471 | {
|
---|
1472 | WARN("Failed to create implicit swapchain\n");
|
---|
1473 | goto err_out;
|
---|
1474 | }
|
---|
1475 |
|
---|
1476 | This->NumberOfSwapChains = 1;
|
---|
1477 | This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
---|
1478 | if(!This->swapchains) {
|
---|
1479 | ERR("Out of memory!\n");
|
---|
1480 | goto err_out;
|
---|
1481 | }
|
---|
1482 | This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
---|
1483 |
|
---|
1484 | if(swapchain->backBuffer && swapchain->backBuffer[0]) {
|
---|
1485 | TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
|
---|
1486 | This->render_targets[0] = swapchain->backBuffer[0];
|
---|
1487 | }
|
---|
1488 | else {
|
---|
1489 | TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
|
---|
1490 | This->render_targets[0] = swapchain->frontBuffer;
|
---|
1491 | }
|
---|
1492 | IWineD3DSurface_AddRef(This->render_targets[0]);
|
---|
1493 |
|
---|
1494 | /* Depth Stencil support */
|
---|
1495 | This->stencilBufferTarget = This->auto_depth_stencil_buffer;
|
---|
1496 | if (NULL != This->stencilBufferTarget) {
|
---|
1497 | IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
---|
1498 | }
|
---|
1499 |
|
---|
1500 | hr = This->shader_backend->shader_alloc_private(iface);
|
---|
1501 | if(FAILED(hr)) {
|
---|
1502 | TRACE("Shader private data couldn't be allocated\n");
|
---|
1503 | goto err_out;
|
---|
1504 | }
|
---|
1505 | hr = This->frag_pipe->alloc_private(iface);
|
---|
1506 | if(FAILED(hr)) {
|
---|
1507 | TRACE("Fragment pipeline private data couldn't be allocated\n");
|
---|
1508 | goto err_out;
|
---|
1509 | }
|
---|
1510 | hr = This->blitter->alloc_private(iface);
|
---|
1511 | if(FAILED(hr)) {
|
---|
1512 | TRACE("Blitter private data couldn't be allocated\n");
|
---|
1513 | goto err_out;
|
---|
1514 | }
|
---|
1515 |
|
---|
1516 | /* Set up some starting GL setup */
|
---|
1517 |
|
---|
1518 | /* Setup all the devices defaults */
|
---|
1519 | IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
|
---|
1520 |
|
---|
1521 | context = context_acquire(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
|
---|
1522 |
|
---|
1523 | create_dummy_textures(This);
|
---|
1524 |
|
---|
1525 | ENTER_GL();
|
---|
1526 |
|
---|
1527 | /* Initialize the current view state */
|
---|
1528 | This->view_ident = 1;
|
---|
1529 | This->contexts[0]->last_was_rhw = 0;
|
---|
1530 | glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
|
---|
1531 | checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
|
---|
1532 |
|
---|
1533 | switch(wined3d_settings.offscreen_rendering_mode) {
|
---|
1534 | case ORM_FBO:
|
---|
1535 | This->offscreenBuffer = GL_COLOR_ATTACHMENT0;
|
---|
1536 | break;
|
---|
1537 |
|
---|
1538 | case ORM_PBUFFER:
|
---|
1539 | This->offscreenBuffer = GL_BACK;
|
---|
1540 | break;
|
---|
1541 |
|
---|
1542 | case ORM_BACKBUFFER:
|
---|
1543 | {
|
---|
1544 | if (context_get_current()->aux_buffers > 0)
|
---|
1545 | {
|
---|
1546 | TRACE("Using auxilliary buffer for offscreen rendering\n");
|
---|
1547 | This->offscreenBuffer = GL_AUX0;
|
---|
1548 | } else {
|
---|
1549 | TRACE("Using back buffer for offscreen rendering\n");
|
---|
1550 | This->offscreenBuffer = GL_BACK;
|
---|
1551 | }
|
---|
1552 | }
|
---|
1553 | }
|
---|
1554 |
|
---|
1555 | TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
|
---|
1556 | LEAVE_GL();
|
---|
1557 |
|
---|
1558 | context_release(context);
|
---|
1559 |
|
---|
1560 | /* Clear the screen */
|
---|
1561 | IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
|
---|
1562 | WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
|
---|
1563 | 0x00, 1.0f, 0);
|
---|
1564 |
|
---|
1565 | This->d3d_initialized = TRUE;
|
---|
1566 |
|
---|
1567 | if(wined3d_settings.logo) {
|
---|
1568 | IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
|
---|
1569 | }
|
---|
1570 | This->highest_dirty_ps_const = 0;
|
---|
1571 | This->highest_dirty_vs_const = 0;
|
---|
1572 | return WINED3D_OK;
|
---|
1573 |
|
---|
1574 | err_out:
|
---|
1575 | HeapFree(GetProcessHeap(), 0, This->render_targets);
|
---|
1576 | HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
---|
1577 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
1578 | This->NumberOfSwapChains = 0;
|
---|
1579 | if(This->palettes) {
|
---|
1580 | HeapFree(GetProcessHeap(), 0, This->palettes[0]);
|
---|
1581 | HeapFree(GetProcessHeap(), 0, This->palettes);
|
---|
1582 | }
|
---|
1583 | This->NumberOfPalettes = 0;
|
---|
1584 | if(swapchain) {
|
---|
1585 | IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
|
---|
1586 | }
|
---|
1587 | if(This->stateBlock) {
|
---|
1588 | IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
|
---|
1589 | This->stateBlock = NULL;
|
---|
1590 | }
|
---|
1591 | if (This->blit_priv) {
|
---|
1592 | This->blitter->free_private(iface);
|
---|
1593 | }
|
---|
1594 | if (This->fragment_priv) {
|
---|
1595 | This->frag_pipe->free_private(iface);
|
---|
1596 | }
|
---|
1597 | if (This->shader_priv) {
|
---|
1598 | This->shader_backend->shader_free_private(iface);
|
---|
1599 | }
|
---|
1600 | if (This->focus_window) wined3d_unregister_window(This->focus_window);
|
---|
1601 | return hr;
|
---|
1602 | }
|
---|
1603 |
|
---|
1604 | static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
|
---|
1605 | WINED3DPRESENT_PARAMETERS *pPresentationParameters)
|
---|
1606 | {
|
---|
1607 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1608 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
1609 | HRESULT hr;
|
---|
1610 |
|
---|
1611 | /* Setup the implicit swapchain */
|
---|
1612 | TRACE("Creating implicit swapchain\n");
|
---|
1613 | hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
|
---|
1614 | pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
|
---|
1615 | if (FAILED(hr))
|
---|
1616 | {
|
---|
1617 | WARN("Failed to create implicit swapchain\n");
|
---|
1618 | goto err_out;
|
---|
1619 | }
|
---|
1620 |
|
---|
1621 | This->NumberOfSwapChains = 1;
|
---|
1622 | This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
---|
1623 | if(!This->swapchains) {
|
---|
1624 | ERR("Out of memory!\n");
|
---|
1625 | goto err_out;
|
---|
1626 | }
|
---|
1627 | This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
---|
1628 | return WINED3D_OK;
|
---|
1629 |
|
---|
1630 | err_out:
|
---|
1631 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
1632 | return hr;
|
---|
1633 | }
|
---|
1634 |
|
---|
1635 | static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx)
|
---|
1636 | {
|
---|
1637 | IWineD3DResource_UnLoad(resource);
|
---|
1638 | IWineD3DResource_Release(resource);
|
---|
1639 | return WINED3D_OK;
|
---|
1640 | }
|
---|
1641 |
|
---|
1642 | static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
|
---|
1643 | D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain)
|
---|
1644 | {
|
---|
1645 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1646 | const struct wined3d_gl_info *gl_info;
|
---|
1647 | struct wined3d_context *context;
|
---|
1648 | int sampler;
|
---|
1649 | UINT i;
|
---|
1650 | TRACE("(%p)\n", This);
|
---|
1651 |
|
---|
1652 | if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
---|
1653 |
|
---|
1654 | /* I don't think that the interface guarantees that the device is destroyed from the same thread
|
---|
1655 | * it was created. Thus make sure a context is active for the glDelete* calls
|
---|
1656 | */
|
---|
1657 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1658 | gl_info = context->gl_info;
|
---|
1659 |
|
---|
1660 | if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
|
---|
1661 |
|
---|
1662 | /* Unload resources */
|
---|
1663 | IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
|
---|
1664 |
|
---|
1665 | TRACE("Deleting high order patches\n");
|
---|
1666 | for(i = 0; i < PATCHMAP_SIZE; i++) {
|
---|
1667 | struct list *e1, *e2;
|
---|
1668 | struct WineD3DRectPatch *patch;
|
---|
1669 | LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
|
---|
1670 | patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
|
---|
1671 | IWineD3DDevice_DeletePatch(iface, patch->Handle);
|
---|
1672 | }
|
---|
1673 | }
|
---|
1674 |
|
---|
1675 | /* Delete the palette conversion shader if it is around */
|
---|
1676 | if(This->paletteConversionShader) {
|
---|
1677 | ENTER_GL();
|
---|
1678 | GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
|
---|
1679 | LEAVE_GL();
|
---|
1680 | This->paletteConversionShader = 0;
|
---|
1681 | }
|
---|
1682 |
|
---|
1683 | /* Delete the pbuffer context if there is any */
|
---|
1684 | if(This->pbufferContext) context_destroy(This, This->pbufferContext);
|
---|
1685 |
|
---|
1686 | /* Delete the mouse cursor texture */
|
---|
1687 | if(This->cursorTexture) {
|
---|
1688 | ENTER_GL();
|
---|
1689 | glDeleteTextures(1, &This->cursorTexture);
|
---|
1690 | LEAVE_GL();
|
---|
1691 | This->cursorTexture = 0;
|
---|
1692 | }
|
---|
1693 |
|
---|
1694 | for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
|
---|
1695 | IWineD3DDevice_SetTexture(iface, sampler, NULL);
|
---|
1696 | }
|
---|
1697 | for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
|
---|
1698 | IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
|
---|
1699 | }
|
---|
1700 |
|
---|
1701 | /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
|
---|
1702 | * private data, it might contain opengl pointers
|
---|
1703 | */
|
---|
1704 | if(This->depth_blt_texture) {
|
---|
1705 | ENTER_GL();
|
---|
1706 | glDeleteTextures(1, &This->depth_blt_texture);
|
---|
1707 | LEAVE_GL();
|
---|
1708 | This->depth_blt_texture = 0;
|
---|
1709 | }
|
---|
1710 | if (This->depth_blt_rb) {
|
---|
1711 | ENTER_GL();
|
---|
1712 | gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
|
---|
1713 | LEAVE_GL();
|
---|
1714 | This->depth_blt_rb = 0;
|
---|
1715 | This->depth_blt_rb_w = 0;
|
---|
1716 | This->depth_blt_rb_h = 0;
|
---|
1717 | }
|
---|
1718 |
|
---|
1719 | /* Release the update stateblock */
|
---|
1720 | if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
|
---|
1721 | if(This->updateStateBlock != This->stateBlock)
|
---|
1722 | FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
---|
1723 | }
|
---|
1724 | This->updateStateBlock = NULL;
|
---|
1725 |
|
---|
1726 | { /* because were not doing proper internal refcounts releasing the primary state block
|
---|
1727 | causes recursion with the extra checks in ResourceReleased, to avoid this we have
|
---|
1728 | to set this->stateBlock = NULL; first */
|
---|
1729 | IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
|
---|
1730 | This->stateBlock = NULL;
|
---|
1731 |
|
---|
1732 | /* Release the stateblock */
|
---|
1733 | if(IWineD3DStateBlock_Release(stateBlock) > 0){
|
---|
1734 | FIXME("(%p) Something's still holding the Update stateblock\n",This);
|
---|
1735 | }
|
---|
1736 | }
|
---|
1737 |
|
---|
1738 | /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
|
---|
1739 | This->blitter->free_private(iface);
|
---|
1740 | This->frag_pipe->free_private(iface);
|
---|
1741 | This->shader_backend->shader_free_private(iface);
|
---|
1742 |
|
---|
1743 | /* Release the buffers (with sanity checks)*/
|
---|
1744 | TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
|
---|
1745 | if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
|
---|
1746 | if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
|
---|
1747 | FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
|
---|
1748 | }
|
---|
1749 | This->stencilBufferTarget = NULL;
|
---|
1750 |
|
---|
1751 | TRACE("Releasing the render target at %p\n", This->render_targets[0]);
|
---|
1752 | if(IWineD3DSurface_Release(This->render_targets[0]) >0){
|
---|
1753 | /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
|
---|
1754 | }
|
---|
1755 | TRACE("Setting rendertarget to NULL\n");
|
---|
1756 | This->render_targets[0] = NULL;
|
---|
1757 |
|
---|
1758 | if (This->auto_depth_stencil_buffer) {
|
---|
1759 | if (IWineD3DSurface_Release(This->auto_depth_stencil_buffer) > 0)
|
---|
1760 | {
|
---|
1761 | FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
|
---|
1762 | }
|
---|
1763 | This->auto_depth_stencil_buffer = NULL;
|
---|
1764 | }
|
---|
1765 |
|
---|
1766 | context_release(context);
|
---|
1767 |
|
---|
1768 | for(i=0; i < This->NumberOfSwapChains; i++) {
|
---|
1769 | TRACE("Releasing the implicit swapchain %d\n", i);
|
---|
1770 | if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
---|
1771 | FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
---|
1772 | }
|
---|
1773 | }
|
---|
1774 |
|
---|
1775 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
1776 | This->swapchains = NULL;
|
---|
1777 | This->NumberOfSwapChains = 0;
|
---|
1778 |
|
---|
1779 | for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
|
---|
1780 | HeapFree(GetProcessHeap(), 0, This->palettes);
|
---|
1781 | This->palettes = NULL;
|
---|
1782 | This->NumberOfPalettes = 0;
|
---|
1783 |
|
---|
1784 | HeapFree(GetProcessHeap(), 0, This->render_targets);
|
---|
1785 | HeapFree(GetProcessHeap(), 0, This->draw_buffers);
|
---|
1786 | This->render_targets = NULL;
|
---|
1787 | This->draw_buffers = NULL;
|
---|
1788 |
|
---|
1789 | This->d3d_initialized = FALSE;
|
---|
1790 |
|
---|
1791 | if (This->focus_window) wined3d_unregister_window(This->focus_window);
|
---|
1792 |
|
---|
1793 | return WINED3D_OK;
|
---|
1794 | }
|
---|
1795 |
|
---|
1796 | static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
|
---|
1797 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1798 | unsigned int i;
|
---|
1799 |
|
---|
1800 | for(i=0; i < This->NumberOfSwapChains; i++) {
|
---|
1801 | TRACE("Releasing the implicit swapchain %d\n", i);
|
---|
1802 | if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
---|
1803 | FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
---|
1804 | }
|
---|
1805 | }
|
---|
1806 |
|
---|
1807 | HeapFree(GetProcessHeap(), 0, This->swapchains);
|
---|
1808 | This->swapchains = NULL;
|
---|
1809 | This->NumberOfSwapChains = 0;
|
---|
1810 | return WINED3D_OK;
|
---|
1811 | }
|
---|
1812 |
|
---|
1813 | /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
|
---|
1814 | * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
|
---|
1815 | * CreateDevice if D3DCREATE_MULTITHREADED is passed.
|
---|
1816 | *
|
---|
1817 | * There is no way to deactivate thread safety once it is enabled.
|
---|
1818 | */
|
---|
1819 | static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
|
---|
1820 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
1821 |
|
---|
1822 | /*For now just store the flag(needed in case of ddraw) */
|
---|
1823 | This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
|
---|
1824 | }
|
---|
1825 |
|
---|
1826 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
|
---|
1827 | const WINED3DDISPLAYMODE* pMode) {
|
---|
1828 | DEVMODEW devmode;
|
---|
1829 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1830 | LONG ret;
|
---|
1831 | const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(pMode->Format, &This->adapter->gl_info);
|
---|
1832 | RECT clip_rc;
|
---|
1833 |
|
---|
1834 | TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
---|
1835 |
|
---|
1836 | /* Resize the screen even without a window:
|
---|
1837 | * The app could have unset it with SetCooperativeLevel, but not called
|
---|
1838 | * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
|
---|
1839 | * but we don't have any hwnd
|
---|
1840 | */
|
---|
1841 |
|
---|
1842 | memset(&devmode, 0, sizeof(devmode));
|
---|
1843 | devmode.dmSize = sizeof(devmode);
|
---|
1844 | devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
---|
1845 | devmode.dmBitsPerPel = format_desc->byte_count * 8;
|
---|
1846 | devmode.dmPelsWidth = pMode->Width;
|
---|
1847 | devmode.dmPelsHeight = pMode->Height;
|
---|
1848 |
|
---|
1849 | devmode.dmDisplayFrequency = pMode->RefreshRate;
|
---|
1850 | if (pMode->RefreshRate != 0) {
|
---|
1851 | devmode.dmFields |= DM_DISPLAYFREQUENCY;
|
---|
1852 | }
|
---|
1853 |
|
---|
1854 | /* Only change the mode if necessary */
|
---|
1855 | if( (This->ddraw_width == pMode->Width) &&
|
---|
1856 | (This->ddraw_height == pMode->Height) &&
|
---|
1857 | (This->ddraw_format == pMode->Format) &&
|
---|
1858 | (pMode->RefreshRate == 0) ) {
|
---|
1859 | return WINED3D_OK;
|
---|
1860 | }
|
---|
1861 |
|
---|
1862 | ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
---|
1863 | if (ret != DISP_CHANGE_SUCCESSFUL) {
|
---|
1864 | if(devmode.dmDisplayFrequency != 0) {
|
---|
1865 | WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
|
---|
1866 | devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
|
---|
1867 | devmode.dmDisplayFrequency = 0;
|
---|
1868 | ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
|
---|
1869 | }
|
---|
1870 | if(ret != DISP_CHANGE_SUCCESSFUL) {
|
---|
1871 | return WINED3DERR_NOTAVAILABLE;
|
---|
1872 | }
|
---|
1873 | }
|
---|
1874 |
|
---|
1875 | /* Store the new values */
|
---|
1876 | This->ddraw_width = pMode->Width;
|
---|
1877 | This->ddraw_height = pMode->Height;
|
---|
1878 | This->ddraw_format = pMode->Format;
|
---|
1879 |
|
---|
1880 | /* And finally clip mouse to our screen */
|
---|
1881 | SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
|
---|
1882 | ClipCursor(&clip_rc);
|
---|
1883 |
|
---|
1884 | return WINED3D_OK;
|
---|
1885 | }
|
---|
1886 |
|
---|
1887 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
|
---|
1888 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1889 | *ppD3D = This->wined3d;
|
---|
1890 | TRACE("Returning %p.\n", *ppD3D);
|
---|
1891 | IWineD3D_AddRef(*ppD3D);
|
---|
1892 | return WINED3D_OK;
|
---|
1893 | }
|
---|
1894 |
|
---|
1895 | static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
|
---|
1896 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1897 |
|
---|
1898 | TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
|
---|
1899 | (This->adapter->TextureRam/(1024*1024)),
|
---|
1900 | ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
|
---|
1901 | /* return simulated texture memory left */
|
---|
1902 | return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
|
---|
1903 | }
|
---|
1904 |
|
---|
1905 | /*****
|
---|
1906 | * Get / Set Stream Source
|
---|
1907 | *****/
|
---|
1908 | static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
|
---|
1909 | IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
|
---|
1910 | {
|
---|
1911 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1912 | IWineD3DBuffer *oldSrc;
|
---|
1913 |
|
---|
1914 | if (StreamNumber >= MAX_STREAMS) {
|
---|
1915 | WARN("Stream out of range %d\n", StreamNumber);
|
---|
1916 | return WINED3DERR_INVALIDCALL;
|
---|
1917 | } else if(OffsetInBytes & 0x3) {
|
---|
1918 | WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
|
---|
1919 | return WINED3DERR_INVALIDCALL;
|
---|
1920 | }
|
---|
1921 |
|
---|
1922 | oldSrc = This->updateStateBlock->streamSource[StreamNumber];
|
---|
1923 | TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
|
---|
1924 |
|
---|
1925 | This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
|
---|
1926 |
|
---|
1927 | if(oldSrc == pStreamData &&
|
---|
1928 | This->updateStateBlock->streamStride[StreamNumber] == Stride &&
|
---|
1929 | This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
|
---|
1930 | TRACE("Application is setting the old values over, nothing to do\n");
|
---|
1931 | return WINED3D_OK;
|
---|
1932 | }
|
---|
1933 |
|
---|
1934 | This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
|
---|
1935 | if (pStreamData) {
|
---|
1936 | This->updateStateBlock->streamStride[StreamNumber] = Stride;
|
---|
1937 | This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
|
---|
1938 | }
|
---|
1939 |
|
---|
1940 | /* Handle recording of state blocks */
|
---|
1941 | if (This->isRecordingState) {
|
---|
1942 | TRACE("Recording... not performing anything\n");
|
---|
1943 | if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
|
---|
1944 | if (oldSrc) IWineD3DBuffer_Release(oldSrc);
|
---|
1945 | return WINED3D_OK;
|
---|
1946 | }
|
---|
1947 |
|
---|
1948 | if (pStreamData != NULL) {
|
---|
1949 | InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
|
---|
1950 | IWineD3DBuffer_AddRef(pStreamData);
|
---|
1951 | }
|
---|
1952 | if (oldSrc != NULL) {
|
---|
1953 | InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
|
---|
1954 | IWineD3DBuffer_Release(oldSrc);
|
---|
1955 | }
|
---|
1956 |
|
---|
1957 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
1958 |
|
---|
1959 | return WINED3D_OK;
|
---|
1960 | }
|
---|
1961 |
|
---|
1962 | static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
|
---|
1963 | UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
|
---|
1964 | {
|
---|
1965 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1966 |
|
---|
1967 | TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
|
---|
1968 | This->stateBlock->streamSource[StreamNumber],
|
---|
1969 | This->stateBlock->streamOffset[StreamNumber],
|
---|
1970 | This->stateBlock->streamStride[StreamNumber]);
|
---|
1971 |
|
---|
1972 | if (StreamNumber >= MAX_STREAMS) {
|
---|
1973 | WARN("Stream out of range %d\n", StreamNumber);
|
---|
1974 | return WINED3DERR_INVALIDCALL;
|
---|
1975 | }
|
---|
1976 | *pStream = This->stateBlock->streamSource[StreamNumber];
|
---|
1977 | *pStride = This->stateBlock->streamStride[StreamNumber];
|
---|
1978 | if (pOffset) {
|
---|
1979 | *pOffset = This->stateBlock->streamOffset[StreamNumber];
|
---|
1980 | }
|
---|
1981 |
|
---|
1982 | if (*pStream != NULL) {
|
---|
1983 | IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
|
---|
1984 | }
|
---|
1985 | return WINED3D_OK;
|
---|
1986 | }
|
---|
1987 |
|
---|
1988 | static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
|
---|
1989 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1990 | UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
|
---|
1991 | UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
|
---|
1992 |
|
---|
1993 | /* Verify input at least in d3d9 this is invalid*/
|
---|
1994 | if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
|
---|
1995 | WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
|
---|
1996 | return WINED3DERR_INVALIDCALL;
|
---|
1997 | }
|
---|
1998 | if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
|
---|
1999 | WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
|
---|
2000 | return WINED3DERR_INVALIDCALL;
|
---|
2001 | }
|
---|
2002 | if( Divider == 0 ){
|
---|
2003 | WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
|
---|
2004 | return WINED3DERR_INVALIDCALL;
|
---|
2005 | }
|
---|
2006 |
|
---|
2007 | TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
|
---|
2008 | This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
|
---|
2009 |
|
---|
2010 | This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
|
---|
2011 | This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
|
---|
2012 |
|
---|
2013 | if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
|
---|
2014 | This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
|
---|
2015 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
2016 | }
|
---|
2017 |
|
---|
2018 | return WINED3D_OK;
|
---|
2019 | }
|
---|
2020 |
|
---|
2021 | static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
|
---|
2022 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2023 |
|
---|
2024 | TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
|
---|
2025 | *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
|
---|
2026 |
|
---|
2027 | TRACE("(%p) : returning %d\n", This, *Divider);
|
---|
2028 |
|
---|
2029 | return WINED3D_OK;
|
---|
2030 | }
|
---|
2031 |
|
---|
2032 | /*****
|
---|
2033 | * Get / Set & Multiply Transform
|
---|
2034 | *****/
|
---|
2035 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
|
---|
2036 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2037 |
|
---|
2038 | /* Most of this routine, comments included copied from ddraw tree initially: */
|
---|
2039 | TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
|
---|
2040 |
|
---|
2041 | /* Handle recording of state blocks */
|
---|
2042 | if (This->isRecordingState) {
|
---|
2043 | TRACE("Recording... not performing anything\n");
|
---|
2044 | This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
|
---|
2045 | This->updateStateBlock->transforms[d3dts] = *lpmatrix;
|
---|
2046 | return WINED3D_OK;
|
---|
2047 | }
|
---|
2048 |
|
---|
2049 | /*
|
---|
2050 | * If the new matrix is the same as the current one,
|
---|
2051 | * we cut off any further processing. this seems to be a reasonable
|
---|
2052 | * optimization because as was noticed, some apps (warcraft3 for example)
|
---|
2053 | * tend towards setting the same matrix repeatedly for some reason.
|
---|
2054 | *
|
---|
2055 | * From here on we assume that the new matrix is different, wherever it matters.
|
---|
2056 | */
|
---|
2057 | if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
|
---|
2058 | TRACE("The app is setting the same matrix over again\n");
|
---|
2059 | return WINED3D_OK;
|
---|
2060 | } else {
|
---|
2061 | conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
|
---|
2062 | }
|
---|
2063 |
|
---|
2064 | /*
|
---|
2065 | ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
---|
2066 | where ViewMat = Camera space, WorldMat = world space.
|
---|
2067 |
|
---|
2068 | In OpenGL, camera and world space is combined into GL_MODELVIEW
|
---|
2069 | matrix. The Projection matrix stay projection matrix.
|
---|
2070 | */
|
---|
2071 |
|
---|
2072 | /* Capture the times we can just ignore the change for now */
|
---|
2073 | if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
|
---|
2074 | This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
|
---|
2075 | /* Handled by the state manager */
|
---|
2076 | }
|
---|
2077 |
|
---|
2078 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
|
---|
2079 | return WINED3D_OK;
|
---|
2080 |
|
---|
2081 | }
|
---|
2082 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
|
---|
2083 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2084 | TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
|
---|
2085 | *pMatrix = This->stateBlock->transforms[State];
|
---|
2086 | return WINED3D_OK;
|
---|
2087 | }
|
---|
2088 |
|
---|
2089 | static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
|
---|
2090 | const WINED3DMATRIX *mat = NULL;
|
---|
2091 | WINED3DMATRIX temp;
|
---|
2092 |
|
---|
2093 | /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
|
---|
2094 | * below means it will be recorded in a state block change, but it
|
---|
2095 | * works regardless where it is recorded.
|
---|
2096 | * If this is found to be wrong, change to StateBlock.
|
---|
2097 | */
|
---|
2098 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2099 | TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
|
---|
2100 |
|
---|
2101 | if (State <= HIGHEST_TRANSFORMSTATE)
|
---|
2102 | {
|
---|
2103 | mat = &This->updateStateBlock->transforms[State];
|
---|
2104 | } else {
|
---|
2105 | FIXME("Unhandled transform state!!\n");
|
---|
2106 | }
|
---|
2107 |
|
---|
2108 | multiply_matrix(&temp, mat, pMatrix);
|
---|
2109 |
|
---|
2110 | /* Apply change via set transform - will reapply to eg. lights this way */
|
---|
2111 | return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
|
---|
2112 | }
|
---|
2113 |
|
---|
2114 | /*****
|
---|
2115 | * Get / Set Light
|
---|
2116 | *****/
|
---|
2117 | /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
---|
2118 | you can reference any indexes you want as long as that number max are enabled at any
|
---|
2119 | one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
|
---|
2120 | However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
|
---|
2121 | but when recording, just build a chain pretty much of commands to be replayed. */
|
---|
2122 |
|
---|
2123 | static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
|
---|
2124 | float rho;
|
---|
2125 | struct wined3d_light_info *object = NULL;
|
---|
2126 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2127 | struct list *e;
|
---|
2128 |
|
---|
2129 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2130 | TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
|
---|
2131 |
|
---|
2132 | /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
|
---|
2133 | * the gl driver.
|
---|
2134 | */
|
---|
2135 | if(!pLight) {
|
---|
2136 | WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
|
---|
2137 | return WINED3DERR_INVALIDCALL;
|
---|
2138 | }
|
---|
2139 |
|
---|
2140 | switch(pLight->Type) {
|
---|
2141 | case WINED3DLIGHT_POINT:
|
---|
2142 | case WINED3DLIGHT_SPOT:
|
---|
2143 | case WINED3DLIGHT_PARALLELPOINT:
|
---|
2144 | case WINED3DLIGHT_GLSPOT:
|
---|
2145 | /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
|
---|
2146 | * most wanted
|
---|
2147 | */
|
---|
2148 | if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
|
---|
2149 | {
|
---|
2150 | WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
|
---|
2151 | return WINED3DERR_INVALIDCALL;
|
---|
2152 | }
|
---|
2153 | break;
|
---|
2154 |
|
---|
2155 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
2156 | /* Ignores attenuation */
|
---|
2157 | break;
|
---|
2158 |
|
---|
2159 | default:
|
---|
2160 | WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
|
---|
2161 | return WINED3DERR_INVALIDCALL;
|
---|
2162 | }
|
---|
2163 |
|
---|
2164 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
|
---|
2165 | {
|
---|
2166 | object = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
2167 | if(object->OriginalIndex == Index) break;
|
---|
2168 | object = NULL;
|
---|
2169 | }
|
---|
2170 |
|
---|
2171 | if(!object) {
|
---|
2172 | TRACE("Adding new light\n");
|
---|
2173 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
2174 | if(!object) {
|
---|
2175 | ERR("Out of memory error when allocating a light\n");
|
---|
2176 | return E_OUTOFMEMORY;
|
---|
2177 | }
|
---|
2178 | list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
|
---|
2179 | object->glIndex = -1;
|
---|
2180 | object->OriginalIndex = Index;
|
---|
2181 | }
|
---|
2182 |
|
---|
2183 | /* Initialize the object */
|
---|
2184 | 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,
|
---|
2185 | pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
---|
2186 | pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
---|
2187 | pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
---|
2188 | TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
---|
2189 | pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
---|
2190 | TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
---|
2191 |
|
---|
2192 | /* Save away the information */
|
---|
2193 | object->OriginalParms = *pLight;
|
---|
2194 |
|
---|
2195 | switch (pLight->Type) {
|
---|
2196 | case WINED3DLIGHT_POINT:
|
---|
2197 | /* Position */
|
---|
2198 | object->lightPosn[0] = pLight->Position.x;
|
---|
2199 | object->lightPosn[1] = pLight->Position.y;
|
---|
2200 | object->lightPosn[2] = pLight->Position.z;
|
---|
2201 | object->lightPosn[3] = 1.0f;
|
---|
2202 | object->cutoff = 180.0f;
|
---|
2203 | /* FIXME: Range */
|
---|
2204 | break;
|
---|
2205 |
|
---|
2206 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
2207 | /* Direction */
|
---|
2208 | object->lightPosn[0] = -pLight->Direction.x;
|
---|
2209 | object->lightPosn[1] = -pLight->Direction.y;
|
---|
2210 | object->lightPosn[2] = -pLight->Direction.z;
|
---|
2211 | object->lightPosn[3] = 0.0f;
|
---|
2212 | object->exponent = 0.0f;
|
---|
2213 | object->cutoff = 180.0f;
|
---|
2214 | break;
|
---|
2215 |
|
---|
2216 | case WINED3DLIGHT_SPOT:
|
---|
2217 | /* Position */
|
---|
2218 | object->lightPosn[0] = pLight->Position.x;
|
---|
2219 | object->lightPosn[1] = pLight->Position.y;
|
---|
2220 | object->lightPosn[2] = pLight->Position.z;
|
---|
2221 | object->lightPosn[3] = 1.0f;
|
---|
2222 |
|
---|
2223 | /* Direction */
|
---|
2224 | object->lightDirn[0] = pLight->Direction.x;
|
---|
2225 | object->lightDirn[1] = pLight->Direction.y;
|
---|
2226 | object->lightDirn[2] = pLight->Direction.z;
|
---|
2227 | object->lightDirn[3] = 1.0f;
|
---|
2228 |
|
---|
2229 | /*
|
---|
2230 | * opengl-ish and d3d-ish spot lights use too different models for the
|
---|
2231 | * light "intensity" as a function of the angle towards the main light direction,
|
---|
2232 | * so we only can approximate very roughly.
|
---|
2233 | * however spot lights are rather rarely used in games (if ever used at all).
|
---|
2234 | * furthermore if still used, probably nobody pays attention to such details.
|
---|
2235 | */
|
---|
2236 | if (pLight->Falloff == 0) {
|
---|
2237 | /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
|
---|
2238 | * falloff resp. exponent parameter as an exponent, so the spot light lighting
|
---|
2239 | * will always be 1.0 for both of them, and we don't have to care for the
|
---|
2240 | * rest of the rather complex calculation
|
---|
2241 | */
|
---|
2242 | object->exponent = 0.0f;
|
---|
2243 | } else {
|
---|
2244 | rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
---|
2245 | if (rho < 0.0001f) rho = 0.0001f;
|
---|
2246 | object->exponent = -0.3f/log(cos(rho/2));
|
---|
2247 | }
|
---|
2248 | if (object->exponent > 128.0f)
|
---|
2249 | {
|
---|
2250 | object->exponent = 128.0f;
|
---|
2251 | }
|
---|
2252 | object->cutoff = pLight->Phi*90/M_PI;
|
---|
2253 |
|
---|
2254 | /* FIXME: Range */
|
---|
2255 | break;
|
---|
2256 |
|
---|
2257 | default:
|
---|
2258 | FIXME("Unrecognized light type %d\n", pLight->Type);
|
---|
2259 | }
|
---|
2260 |
|
---|
2261 | /* Update the live definitions if the light is currently assigned a glIndex */
|
---|
2262 | if (object->glIndex != -1 && !This->isRecordingState) {
|
---|
2263 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
|
---|
2264 | }
|
---|
2265 | return WINED3D_OK;
|
---|
2266 | }
|
---|
2267 |
|
---|
2268 | static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT *pLight)
|
---|
2269 | {
|
---|
2270 | struct wined3d_light_info *lightInfo = NULL;
|
---|
2271 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2272 | DWORD Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2273 | struct list *e;
|
---|
2274 | TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
|
---|
2275 |
|
---|
2276 | LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
|
---|
2277 | {
|
---|
2278 | lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
2279 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2280 | lightInfo = NULL;
|
---|
2281 | }
|
---|
2282 |
|
---|
2283 | if (lightInfo == NULL) {
|
---|
2284 | TRACE("Light information requested but light not defined\n");
|
---|
2285 | return WINED3DERR_INVALIDCALL;
|
---|
2286 | }
|
---|
2287 |
|
---|
2288 | *pLight = lightInfo->OriginalParms;
|
---|
2289 | return WINED3D_OK;
|
---|
2290 | }
|
---|
2291 |
|
---|
2292 | /*****
|
---|
2293 | * Get / Set Light Enable
|
---|
2294 | * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
|
---|
2295 | *****/
|
---|
2296 | static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable)
|
---|
2297 | {
|
---|
2298 | struct wined3d_light_info *lightInfo = NULL;
|
---|
2299 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2300 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2301 | struct list *e;
|
---|
2302 | TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
|
---|
2303 |
|
---|
2304 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
|
---|
2305 | {
|
---|
2306 | lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
2307 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2308 | lightInfo = NULL;
|
---|
2309 | }
|
---|
2310 | TRACE("Found light: %p\n", lightInfo);
|
---|
2311 |
|
---|
2312 | /* Special case - enabling an undefined light creates one with a strict set of parms! */
|
---|
2313 | if (lightInfo == NULL) {
|
---|
2314 |
|
---|
2315 | TRACE("Light enabled requested but light not defined, so defining one!\n");
|
---|
2316 | IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
|
---|
2317 |
|
---|
2318 | /* Search for it again! Should be fairly quick as near head of list */
|
---|
2319 | LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
|
---|
2320 | {
|
---|
2321 | lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
2322 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2323 | lightInfo = NULL;
|
---|
2324 | }
|
---|
2325 | if (lightInfo == NULL) {
|
---|
2326 | FIXME("Adding default lights has failed dismally\n");
|
---|
2327 | return WINED3DERR_INVALIDCALL;
|
---|
2328 | }
|
---|
2329 | }
|
---|
2330 |
|
---|
2331 | if(!Enable) {
|
---|
2332 | if(lightInfo->glIndex != -1) {
|
---|
2333 | if(!This->isRecordingState) {
|
---|
2334 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
|
---|
2335 | }
|
---|
2336 |
|
---|
2337 | This->updateStateBlock->activeLights[lightInfo->glIndex] = NULL;
|
---|
2338 | lightInfo->glIndex = -1;
|
---|
2339 | } else {
|
---|
2340 | TRACE("Light already disabled, nothing to do\n");
|
---|
2341 | }
|
---|
2342 | lightInfo->enabled = FALSE;
|
---|
2343 | } else {
|
---|
2344 | lightInfo->enabled = TRUE;
|
---|
2345 | if (lightInfo->glIndex != -1) {
|
---|
2346 | /* nop */
|
---|
2347 | TRACE("Nothing to do as light was enabled\n");
|
---|
2348 | } else {
|
---|
2349 | int i;
|
---|
2350 | /* Find a free gl light */
|
---|
2351 | for(i = 0; i < This->maxConcurrentLights; i++) {
|
---|
2352 | if(This->updateStateBlock->activeLights[i] == NULL) {
|
---|
2353 | This->updateStateBlock->activeLights[i] = lightInfo;
|
---|
2354 | lightInfo->glIndex = i;
|
---|
2355 | break;
|
---|
2356 | }
|
---|
2357 | }
|
---|
2358 | if(lightInfo->glIndex == -1) {
|
---|
2359 | /* Our tests show that Windows returns D3D_OK in this situation, even with
|
---|
2360 | * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
|
---|
2361 | * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
|
---|
2362 | * as well for those lights.
|
---|
2363 | *
|
---|
2364 | * TODO: Test how this affects rendering
|
---|
2365 | */
|
---|
2366 | WARN("Too many concurrently active lights\n");
|
---|
2367 | return WINED3D_OK;
|
---|
2368 | }
|
---|
2369 |
|
---|
2370 | /* i == lightInfo->glIndex */
|
---|
2371 | if(!This->isRecordingState) {
|
---|
2372 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
|
---|
2373 | }
|
---|
2374 | }
|
---|
2375 | }
|
---|
2376 |
|
---|
2377 | return WINED3D_OK;
|
---|
2378 | }
|
---|
2379 |
|
---|
2380 | static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable)
|
---|
2381 | {
|
---|
2382 | struct wined3d_light_info *lightInfo = NULL;
|
---|
2383 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2384 | struct list *e;
|
---|
2385 | UINT Hi = LIGHTMAP_HASHFUNC(Index);
|
---|
2386 | TRACE("(%p) : for idx(%d)\n", This, Index);
|
---|
2387 |
|
---|
2388 | LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
|
---|
2389 | {
|
---|
2390 | lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
|
---|
2391 | if(lightInfo->OriginalIndex == Index) break;
|
---|
2392 | lightInfo = NULL;
|
---|
2393 | }
|
---|
2394 |
|
---|
2395 | if (lightInfo == NULL) {
|
---|
2396 | TRACE("Light enabled state requested but light not defined\n");
|
---|
2397 | return WINED3DERR_INVALIDCALL;
|
---|
2398 | }
|
---|
2399 | /* true is 128 according to SetLightEnable */
|
---|
2400 | *pEnable = lightInfo->enabled ? 128 : 0;
|
---|
2401 | return WINED3D_OK;
|
---|
2402 | }
|
---|
2403 |
|
---|
2404 | /*****
|
---|
2405 | * Get / Set Clip Planes
|
---|
2406 | *****/
|
---|
2407 | static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
|
---|
2408 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2409 | TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
|
---|
2410 |
|
---|
2411 | /* Validate Index */
|
---|
2412 | if (Index >= This->adapter->gl_info.limits.clipplanes)
|
---|
2413 | {
|
---|
2414 | TRACE("Application has requested clipplane this device doesn't support\n");
|
---|
2415 | return WINED3DERR_INVALIDCALL;
|
---|
2416 | }
|
---|
2417 |
|
---|
2418 | This->updateStateBlock->changed.clipplane |= 1 << Index;
|
---|
2419 |
|
---|
2420 | if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
|
---|
2421 | This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
|
---|
2422 | This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
|
---|
2423 | This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
|
---|
2424 | TRACE("Application is setting old values over, nothing to do\n");
|
---|
2425 | return WINED3D_OK;
|
---|
2426 | }
|
---|
2427 |
|
---|
2428 | This->updateStateBlock->clipplane[Index][0] = pPlane[0];
|
---|
2429 | This->updateStateBlock->clipplane[Index][1] = pPlane[1];
|
---|
2430 | This->updateStateBlock->clipplane[Index][2] = pPlane[2];
|
---|
2431 | This->updateStateBlock->clipplane[Index][3] = pPlane[3];
|
---|
2432 |
|
---|
2433 | /* Handle recording of state blocks */
|
---|
2434 | if (This->isRecordingState) {
|
---|
2435 | TRACE("Recording... not performing anything\n");
|
---|
2436 | return WINED3D_OK;
|
---|
2437 | }
|
---|
2438 |
|
---|
2439 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
|
---|
2440 |
|
---|
2441 | return WINED3D_OK;
|
---|
2442 | }
|
---|
2443 |
|
---|
2444 | static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
|
---|
2445 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2446 | TRACE("(%p) : for idx %d\n", This, Index);
|
---|
2447 |
|
---|
2448 | /* Validate Index */
|
---|
2449 | if (Index >= This->adapter->gl_info.limits.clipplanes)
|
---|
2450 | {
|
---|
2451 | TRACE("Application has requested clipplane this device doesn't support\n");
|
---|
2452 | return WINED3DERR_INVALIDCALL;
|
---|
2453 | }
|
---|
2454 |
|
---|
2455 | pPlane[0] = This->stateBlock->clipplane[Index][0];
|
---|
2456 | pPlane[1] = This->stateBlock->clipplane[Index][1];
|
---|
2457 | pPlane[2] = This->stateBlock->clipplane[Index][2];
|
---|
2458 | pPlane[3] = This->stateBlock->clipplane[Index][3];
|
---|
2459 | return WINED3D_OK;
|
---|
2460 | }
|
---|
2461 |
|
---|
2462 | /*****
|
---|
2463 | * Get / Set Clip Plane Status
|
---|
2464 | * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
|
---|
2465 | *****/
|
---|
2466 | static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
|
---|
2467 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2468 | FIXME("(%p) : stub\n", This);
|
---|
2469 | if (NULL == pClipStatus) {
|
---|
2470 | return WINED3DERR_INVALIDCALL;
|
---|
2471 | }
|
---|
2472 | This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
---|
2473 | This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
---|
2474 | return WINED3D_OK;
|
---|
2475 | }
|
---|
2476 |
|
---|
2477 | static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
|
---|
2478 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2479 | FIXME("(%p) : stub\n", This);
|
---|
2480 | if (NULL == pClipStatus) {
|
---|
2481 | return WINED3DERR_INVALIDCALL;
|
---|
2482 | }
|
---|
2483 | pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
|
---|
2484 | pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
|
---|
2485 | return WINED3D_OK;
|
---|
2486 | }
|
---|
2487 |
|
---|
2488 | /*****
|
---|
2489 | * Get / Set Material
|
---|
2490 | *****/
|
---|
2491 | static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
|
---|
2492 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2493 |
|
---|
2494 | This->updateStateBlock->changed.material = TRUE;
|
---|
2495 | This->updateStateBlock->material = *pMaterial;
|
---|
2496 |
|
---|
2497 | /* Handle recording of state blocks */
|
---|
2498 | if (This->isRecordingState) {
|
---|
2499 | TRACE("Recording... not performing anything\n");
|
---|
2500 | return WINED3D_OK;
|
---|
2501 | }
|
---|
2502 |
|
---|
2503 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
---|
2504 | return WINED3D_OK;
|
---|
2505 | }
|
---|
2506 |
|
---|
2507 | static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
|
---|
2508 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2509 | *pMaterial = This->updateStateBlock->material;
|
---|
2510 | TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
|
---|
2511 | pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
---|
2512 | TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
|
---|
2513 | pMaterial->Ambient.b, pMaterial->Ambient.a);
|
---|
2514 | TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
|
---|
2515 | pMaterial->Specular.b, pMaterial->Specular.a);
|
---|
2516 | TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
|
---|
2517 | pMaterial->Emissive.b, pMaterial->Emissive.a);
|
---|
2518 | TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
---|
2519 |
|
---|
2520 | return WINED3D_OK;
|
---|
2521 | }
|
---|
2522 |
|
---|
2523 | /*****
|
---|
2524 | * Get / Set Indices
|
---|
2525 | *****/
|
---|
2526 | static HRESULT WINAPI IWineD3DDeviceImpl_SetIndexBuffer(IWineD3DDevice *iface,
|
---|
2527 | IWineD3DBuffer *pIndexData, WINED3DFORMAT fmt)
|
---|
2528 | {
|
---|
2529 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2530 | IWineD3DBuffer *oldIdxs;
|
---|
2531 |
|
---|
2532 | TRACE("(%p) : Setting to %p\n", This, pIndexData);
|
---|
2533 | oldIdxs = This->updateStateBlock->pIndexData;
|
---|
2534 |
|
---|
2535 | This->updateStateBlock->changed.indices = TRUE;
|
---|
2536 | This->updateStateBlock->pIndexData = pIndexData;
|
---|
2537 | This->updateStateBlock->IndexFmt = fmt;
|
---|
2538 |
|
---|
2539 | /* Handle recording of state blocks */
|
---|
2540 | if (This->isRecordingState) {
|
---|
2541 | TRACE("Recording... not performing anything\n");
|
---|
2542 | if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
|
---|
2543 | if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
|
---|
2544 | return WINED3D_OK;
|
---|
2545 | }
|
---|
2546 |
|
---|
2547 | if(oldIdxs != pIndexData) {
|
---|
2548 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
2549 | if(pIndexData) {
|
---|
2550 | InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
|
---|
2551 | IWineD3DBuffer_AddRef(pIndexData);
|
---|
2552 | }
|
---|
2553 | if(oldIdxs) {
|
---|
2554 | InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
|
---|
2555 | IWineD3DBuffer_Release(oldIdxs);
|
---|
2556 | }
|
---|
2557 | }
|
---|
2558 |
|
---|
2559 | return WINED3D_OK;
|
---|
2560 | }
|
---|
2561 |
|
---|
2562 | static HRESULT WINAPI IWineD3DDeviceImpl_GetIndexBuffer(IWineD3DDevice *iface, IWineD3DBuffer **ppIndexData)
|
---|
2563 | {
|
---|
2564 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2565 |
|
---|
2566 | *ppIndexData = This->stateBlock->pIndexData;
|
---|
2567 |
|
---|
2568 | /* up ref count on ppindexdata */
|
---|
2569 | if (*ppIndexData) {
|
---|
2570 | IWineD3DBuffer_AddRef(*ppIndexData);
|
---|
2571 | TRACE("(%p) index data set to %p\n", This, ppIndexData);
|
---|
2572 | }else{
|
---|
2573 | TRACE("(%p) No index data set\n", This);
|
---|
2574 | }
|
---|
2575 | TRACE("Returning %p\n", *ppIndexData);
|
---|
2576 |
|
---|
2577 | return WINED3D_OK;
|
---|
2578 | }
|
---|
2579 |
|
---|
2580 | /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
|
---|
2581 | static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
|
---|
2582 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2583 | TRACE("(%p)->(%d)\n", This, BaseIndex);
|
---|
2584 |
|
---|
2585 | if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
|
---|
2586 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
2587 | return WINED3D_OK;
|
---|
2588 | }
|
---|
2589 |
|
---|
2590 | This->updateStateBlock->baseVertexIndex = BaseIndex;
|
---|
2591 |
|
---|
2592 | if (This->isRecordingState) {
|
---|
2593 | TRACE("Recording... not performing anything\n");
|
---|
2594 | return WINED3D_OK;
|
---|
2595 | }
|
---|
2596 | /* The base vertex index affects the stream sources */
|
---|
2597 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
2598 | return WINED3D_OK;
|
---|
2599 | }
|
---|
2600 |
|
---|
2601 | static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
|
---|
2602 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2603 | TRACE("(%p) : base_index %p\n", This, base_index);
|
---|
2604 |
|
---|
2605 | *base_index = This->stateBlock->baseVertexIndex;
|
---|
2606 |
|
---|
2607 | TRACE("Returning %u\n", *base_index);
|
---|
2608 |
|
---|
2609 | return WINED3D_OK;
|
---|
2610 | }
|
---|
2611 |
|
---|
2612 | /*****
|
---|
2613 | * Get / Set Viewports
|
---|
2614 | *****/
|
---|
2615 | static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
|
---|
2616 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2617 |
|
---|
2618 | TRACE("(%p)\n", This);
|
---|
2619 | This->updateStateBlock->changed.viewport = TRUE;
|
---|
2620 | This->updateStateBlock->viewport = *pViewport;
|
---|
2621 |
|
---|
2622 | /* Handle recording of state blocks */
|
---|
2623 | if (This->isRecordingState) {
|
---|
2624 | TRACE("Recording... not performing anything\n");
|
---|
2625 | return WINED3D_OK;
|
---|
2626 | }
|
---|
2627 |
|
---|
2628 | TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
|
---|
2629 | pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
---|
2630 |
|
---|
2631 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
---|
2632 | return WINED3D_OK;
|
---|
2633 |
|
---|
2634 | }
|
---|
2635 |
|
---|
2636 | static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
|
---|
2637 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2638 | TRACE("(%p)\n", This);
|
---|
2639 | *pViewport = This->stateBlock->viewport;
|
---|
2640 | return WINED3D_OK;
|
---|
2641 | }
|
---|
2642 |
|
---|
2643 | /*****
|
---|
2644 | * Get / Set Render States
|
---|
2645 | * TODO: Verify against dx9 definitions
|
---|
2646 | *****/
|
---|
2647 | static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
|
---|
2648 |
|
---|
2649 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2650 | DWORD oldValue = This->stateBlock->renderState[State];
|
---|
2651 |
|
---|
2652 | TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
|
---|
2653 |
|
---|
2654 | This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
|
---|
2655 | This->updateStateBlock->renderState[State] = Value;
|
---|
2656 |
|
---|
2657 | /* Handle recording of state blocks */
|
---|
2658 | if (This->isRecordingState) {
|
---|
2659 | TRACE("Recording... not performing anything\n");
|
---|
2660 | return WINED3D_OK;
|
---|
2661 | }
|
---|
2662 |
|
---|
2663 | /* Compared here and not before the assignment to allow proper stateblock recording */
|
---|
2664 | if(Value == oldValue) {
|
---|
2665 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
2666 | } else {
|
---|
2667 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
|
---|
2668 | }
|
---|
2669 |
|
---|
2670 | return WINED3D_OK;
|
---|
2671 | }
|
---|
2672 |
|
---|
2673 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
|
---|
2674 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2675 | TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
|
---|
2676 | *pValue = This->stateBlock->renderState[State];
|
---|
2677 | return WINED3D_OK;
|
---|
2678 | }
|
---|
2679 |
|
---|
2680 | /*****
|
---|
2681 | * Get / Set Sampler States
|
---|
2682 | * TODO: Verify against dx9 definitions
|
---|
2683 | *****/
|
---|
2684 |
|
---|
2685 | static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
|
---|
2686 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2687 | DWORD oldValue;
|
---|
2688 |
|
---|
2689 | TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
|
---|
2690 | This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
|
---|
2691 |
|
---|
2692 | if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
2693 | Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
2694 | }
|
---|
2695 |
|
---|
2696 | if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
---|
2697 | ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
---|
2698 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
2699 | }
|
---|
2700 | /**
|
---|
2701 | * SetSampler is designed to allow for more than the standard up to 8 textures
|
---|
2702 | * and Geforce has stopped supporting more than 6 standard textures in openGL.
|
---|
2703 | * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
|
---|
2704 | *
|
---|
2705 | * http://developer.nvidia.com/object/General_FAQ.html#t6
|
---|
2706 | *
|
---|
2707 | * There are two new settings for GForce
|
---|
2708 | * the sampler one:
|
---|
2709 | * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
|
---|
2710 | * and the texture one:
|
---|
2711 | * GL_MAX_TEXTURE_COORDS_ARB.
|
---|
2712 | * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
|
---|
2713 | ******************/
|
---|
2714 |
|
---|
2715 | oldValue = This->stateBlock->samplerState[Sampler][Type];
|
---|
2716 | This->updateStateBlock->samplerState[Sampler][Type] = Value;
|
---|
2717 | This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
|
---|
2718 |
|
---|
2719 | /* Handle recording of state blocks */
|
---|
2720 | if (This->isRecordingState) {
|
---|
2721 | TRACE("Recording... not performing anything\n");
|
---|
2722 | return WINED3D_OK;
|
---|
2723 | }
|
---|
2724 |
|
---|
2725 | if(oldValue == Value) {
|
---|
2726 | TRACE("Application is setting the old value over, nothing to do\n");
|
---|
2727 | return WINED3D_OK;
|
---|
2728 | }
|
---|
2729 |
|
---|
2730 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
|
---|
2731 |
|
---|
2732 | return WINED3D_OK;
|
---|
2733 | }
|
---|
2734 |
|
---|
2735 | static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
|
---|
2736 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2737 |
|
---|
2738 | TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
|
---|
2739 | This, Sampler, debug_d3dsamplerstate(Type), Type);
|
---|
2740 |
|
---|
2741 | if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
2742 | Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
2743 | }
|
---|
2744 |
|
---|
2745 | if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
|
---|
2746 | ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
|
---|
2747 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
2748 | }
|
---|
2749 | *Value = This->stateBlock->samplerState[Sampler][Type];
|
---|
2750 | TRACE("(%p) : Returning %#x\n", This, *Value);
|
---|
2751 |
|
---|
2752 | return WINED3D_OK;
|
---|
2753 | }
|
---|
2754 |
|
---|
2755 | static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
|
---|
2756 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2757 |
|
---|
2758 | This->updateStateBlock->changed.scissorRect = TRUE;
|
---|
2759 | if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
|
---|
2760 | TRACE("App is setting the old scissor rectangle over, nothing to do\n");
|
---|
2761 | return WINED3D_OK;
|
---|
2762 | }
|
---|
2763 | CopyRect(&This->updateStateBlock->scissorRect, pRect);
|
---|
2764 |
|
---|
2765 | if(This->isRecordingState) {
|
---|
2766 | TRACE("Recording... not performing anything\n");
|
---|
2767 | return WINED3D_OK;
|
---|
2768 | }
|
---|
2769 |
|
---|
2770 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
---|
2771 |
|
---|
2772 | return WINED3D_OK;
|
---|
2773 | }
|
---|
2774 |
|
---|
2775 | static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
|
---|
2776 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2777 |
|
---|
2778 | *pRect = This->updateStateBlock->scissorRect;
|
---|
2779 | TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
---|
2780 | return WINED3D_OK;
|
---|
2781 | }
|
---|
2782 |
|
---|
2783 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
|
---|
2784 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
2785 | IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
|
---|
2786 |
|
---|
2787 | TRACE("(%p) : pDecl=%p\n", This, pDecl);
|
---|
2788 |
|
---|
2789 | if (pDecl) IWineD3DVertexDeclaration_AddRef(pDecl);
|
---|
2790 | if (oldDecl) IWineD3DVertexDeclaration_Release(oldDecl);
|
---|
2791 |
|
---|
2792 | This->updateStateBlock->vertexDecl = pDecl;
|
---|
2793 | This->updateStateBlock->changed.vertexDecl = TRUE;
|
---|
2794 |
|
---|
2795 | if (This->isRecordingState) {
|
---|
2796 | TRACE("Recording... not performing anything\n");
|
---|
2797 | return WINED3D_OK;
|
---|
2798 | } else if(pDecl == oldDecl) {
|
---|
2799 | /* Checked after the assignment to allow proper stateblock recording */
|
---|
2800 | TRACE("Application is setting the old declaration over, nothing to do\n");
|
---|
2801 | return WINED3D_OK;
|
---|
2802 | }
|
---|
2803 |
|
---|
2804 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
2805 | return WINED3D_OK;
|
---|
2806 | }
|
---|
2807 |
|
---|
2808 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
|
---|
2809 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2810 |
|
---|
2811 | TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
|
---|
2812 |
|
---|
2813 | *ppDecl = This->stateBlock->vertexDecl;
|
---|
2814 | if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
|
---|
2815 | return WINED3D_OK;
|
---|
2816 | }
|
---|
2817 |
|
---|
2818 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
|
---|
2819 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2820 | IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
|
---|
2821 |
|
---|
2822 | This->updateStateBlock->vertexShader = pShader;
|
---|
2823 | This->updateStateBlock->changed.vertexShader = TRUE;
|
---|
2824 |
|
---|
2825 | if (This->isRecordingState) {
|
---|
2826 | if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
---|
2827 | if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
---|
2828 | TRACE("Recording... not performing anything\n");
|
---|
2829 | return WINED3D_OK;
|
---|
2830 | } else if(oldShader == pShader) {
|
---|
2831 | /* Checked here to allow proper stateblock recording */
|
---|
2832 | TRACE("App is setting the old shader over, nothing to do\n");
|
---|
2833 | return WINED3D_OK;
|
---|
2834 | }
|
---|
2835 |
|
---|
2836 | TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
---|
2837 | if(pShader) IWineD3DVertexShader_AddRef(pShader);
|
---|
2838 | if(oldShader) IWineD3DVertexShader_Release(oldShader);
|
---|
2839 |
|
---|
2840 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
|
---|
2841 |
|
---|
2842 | return WINED3D_OK;
|
---|
2843 | }
|
---|
2844 |
|
---|
2845 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
|
---|
2846 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2847 |
|
---|
2848 | if (NULL == ppShader) {
|
---|
2849 | return WINED3DERR_INVALIDCALL;
|
---|
2850 | }
|
---|
2851 | *ppShader = This->stateBlock->vertexShader;
|
---|
2852 | if( NULL != *ppShader)
|
---|
2853 | IWineD3DVertexShader_AddRef(*ppShader);
|
---|
2854 |
|
---|
2855 | TRACE("(%p) : returning %p\n", This, *ppShader);
|
---|
2856 | return WINED3D_OK;
|
---|
2857 | }
|
---|
2858 |
|
---|
2859 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
|
---|
2860 | IWineD3DDevice *iface,
|
---|
2861 | UINT start,
|
---|
2862 | CONST BOOL *srcData,
|
---|
2863 | UINT count) {
|
---|
2864 |
|
---|
2865 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2866 | unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
---|
2867 |
|
---|
2868 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
2869 | iface, srcData, start, count);
|
---|
2870 |
|
---|
2871 | if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
---|
2872 |
|
---|
2873 | memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
---|
2874 | for (i = 0; i < cnt; i++)
|
---|
2875 | TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
---|
2876 |
|
---|
2877 | for (i = start; i < cnt + start; ++i) {
|
---|
2878 | This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
|
---|
2879 | }
|
---|
2880 |
|
---|
2881 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
2882 |
|
---|
2883 | return WINED3D_OK;
|
---|
2884 | }
|
---|
2885 |
|
---|
2886 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
|
---|
2887 | IWineD3DDevice *iface,
|
---|
2888 | UINT start,
|
---|
2889 | BOOL *dstData,
|
---|
2890 | UINT count) {
|
---|
2891 |
|
---|
2892 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2893 | int cnt = min(count, MAX_CONST_B - start);
|
---|
2894 |
|
---|
2895 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
2896 | iface, dstData, start, count);
|
---|
2897 |
|
---|
2898 | if (dstData == NULL || cnt < 0)
|
---|
2899 | return WINED3DERR_INVALIDCALL;
|
---|
2900 |
|
---|
2901 | memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
|
---|
2902 | return WINED3D_OK;
|
---|
2903 | }
|
---|
2904 |
|
---|
2905 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
|
---|
2906 | IWineD3DDevice *iface,
|
---|
2907 | UINT start,
|
---|
2908 | CONST int *srcData,
|
---|
2909 | UINT count) {
|
---|
2910 |
|
---|
2911 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2912 | unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
---|
2913 |
|
---|
2914 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
2915 | iface, srcData, start, count);
|
---|
2916 |
|
---|
2917 | if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
---|
2918 |
|
---|
2919 | memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
---|
2920 | for (i = 0; i < cnt; i++)
|
---|
2921 | TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
---|
2922 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
2923 |
|
---|
2924 | for (i = start; i < cnt + start; ++i) {
|
---|
2925 | This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
|
---|
2926 | }
|
---|
2927 |
|
---|
2928 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
2929 |
|
---|
2930 | return WINED3D_OK;
|
---|
2931 | }
|
---|
2932 |
|
---|
2933 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
|
---|
2934 | IWineD3DDevice *iface,
|
---|
2935 | UINT start,
|
---|
2936 | int *dstData,
|
---|
2937 | UINT count) {
|
---|
2938 |
|
---|
2939 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2940 | int cnt = min(count, MAX_CONST_I - start);
|
---|
2941 |
|
---|
2942 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
2943 | iface, dstData, start, count);
|
---|
2944 |
|
---|
2945 | if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
|
---|
2946 | return WINED3DERR_INVALIDCALL;
|
---|
2947 |
|
---|
2948 | memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
---|
2949 | return WINED3D_OK;
|
---|
2950 | }
|
---|
2951 |
|
---|
2952 | static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
|
---|
2953 | IWineD3DDevice *iface,
|
---|
2954 | UINT start,
|
---|
2955 | CONST float *srcData,
|
---|
2956 | UINT count) {
|
---|
2957 |
|
---|
2958 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2959 | UINT i;
|
---|
2960 |
|
---|
2961 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
2962 | iface, srcData, start, count);
|
---|
2963 |
|
---|
2964 | /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
---|
2965 | if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
|
---|
2966 | return WINED3DERR_INVALIDCALL;
|
---|
2967 |
|
---|
2968 | memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
---|
2969 | if(TRACE_ON(d3d)) {
|
---|
2970 | for (i = 0; i < count; i++)
|
---|
2971 | TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
---|
2972 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
2973 | }
|
---|
2974 |
|
---|
2975 | if (!This->isRecordingState)
|
---|
2976 | {
|
---|
2977 | This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
|
---|
2978 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
---|
2979 | }
|
---|
2980 |
|
---|
2981 | memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
|
---|
2982 | sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
|
---|
2983 |
|
---|
2984 | return WINED3D_OK;
|
---|
2985 | }
|
---|
2986 |
|
---|
2987 | static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
|
---|
2988 | IWineD3DDevice *iface,
|
---|
2989 | UINT start,
|
---|
2990 | float *dstData,
|
---|
2991 | UINT count) {
|
---|
2992 |
|
---|
2993 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
2994 | int cnt = min(count, This->d3d_vshader_constantF - start);
|
---|
2995 |
|
---|
2996 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
2997 | iface, dstData, start, count);
|
---|
2998 |
|
---|
2999 | if (dstData == NULL || cnt < 0)
|
---|
3000 | return WINED3DERR_INVALIDCALL;
|
---|
3001 |
|
---|
3002 | memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
---|
3003 | return WINED3D_OK;
|
---|
3004 | }
|
---|
3005 |
|
---|
3006 | static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
|
---|
3007 | DWORD i;
|
---|
3008 | for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
|
---|
3009 | {
|
---|
3010 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
|
---|
3011 | }
|
---|
3012 | }
|
---|
3013 |
|
---|
3014 | static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
|
---|
3015 | {
|
---|
3016 | DWORD i = This->rev_tex_unit_map[unit];
|
---|
3017 | DWORD j = This->texUnitMap[stage];
|
---|
3018 |
|
---|
3019 | This->texUnitMap[stage] = unit;
|
---|
3020 | if (i != WINED3D_UNMAPPED_STAGE && i != stage)
|
---|
3021 | {
|
---|
3022 | This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
|
---|
3023 | }
|
---|
3024 |
|
---|
3025 | This->rev_tex_unit_map[unit] = stage;
|
---|
3026 | if (j != WINED3D_UNMAPPED_STAGE && j != unit)
|
---|
3027 | {
|
---|
3028 | This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
|
---|
3029 | }
|
---|
3030 | }
|
---|
3031 |
|
---|
3032 | static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
|
---|
3033 | int i;
|
---|
3034 |
|
---|
3035 | This->fixed_function_usage_map = 0;
|
---|
3036 | for (i = 0; i < MAX_TEXTURES; ++i) {
|
---|
3037 | WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
|
---|
3038 | WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
|
---|
3039 | DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
|
---|
3040 | DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
|
---|
3041 | DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
|
---|
3042 | DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
|
---|
3043 | DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
|
---|
3044 | DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
|
---|
3045 |
|
---|
3046 | if (color_op == WINED3DTOP_DISABLE) {
|
---|
3047 | /* Not used, and disable higher stages */
|
---|
3048 | break;
|
---|
3049 | }
|
---|
3050 |
|
---|
3051 | if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
|
---|
3052 | || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
|
---|
3053 | || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
|
---|
3054 | || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
|
---|
3055 | || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
|
---|
3056 | || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
|
---|
3057 | This->fixed_function_usage_map |= (1 << i);
|
---|
3058 | }
|
---|
3059 |
|
---|
3060 | if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
|
---|
3061 | This->fixed_function_usage_map |= (1 << (i + 1));
|
---|
3062 | }
|
---|
3063 | }
|
---|
3064 | }
|
---|
3065 |
|
---|
3066 | static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
|
---|
3067 | unsigned int i, tex;
|
---|
3068 | WORD ffu_map;
|
---|
3069 |
|
---|
3070 | device_update_fixed_function_usage_map(This);
|
---|
3071 | ffu_map = This->fixed_function_usage_map;
|
---|
3072 |
|
---|
3073 | if (This->max_ffp_textures == This->max_ffp_texture_stages ||
|
---|
3074 | This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures) {
|
---|
3075 | for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
---|
3076 | {
|
---|
3077 | if (!(ffu_map & 1)) continue;
|
---|
3078 |
|
---|
3079 | if (This->texUnitMap[i] != i) {
|
---|
3080 | device_map_stage(This, i, i);
|
---|
3081 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3082 | markTextureStagesDirty(This, i);
|
---|
3083 | }
|
---|
3084 | }
|
---|
3085 | return;
|
---|
3086 | }
|
---|
3087 |
|
---|
3088 | /* Now work out the mapping */
|
---|
3089 | tex = 0;
|
---|
3090 | for (i = 0; ffu_map; ffu_map >>= 1, ++i)
|
---|
3091 | {
|
---|
3092 | if (!(ffu_map & 1)) continue;
|
---|
3093 |
|
---|
3094 | if (This->texUnitMap[i] != tex) {
|
---|
3095 | device_map_stage(This, i, tex);
|
---|
3096 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3097 | markTextureStagesDirty(This, i);
|
---|
3098 | }
|
---|
3099 |
|
---|
3100 | ++tex;
|
---|
3101 | }
|
---|
3102 | }
|
---|
3103 |
|
---|
3104 | static void device_map_psamplers(IWineD3DDeviceImpl *This) {
|
---|
3105 | const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
|
---|
3106 | ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
|
---|
3107 | unsigned int i;
|
---|
3108 |
|
---|
3109 | for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
|
---|
3110 | if (sampler_type[i] && This->texUnitMap[i] != i)
|
---|
3111 | {
|
---|
3112 | device_map_stage(This, i, i);
|
---|
3113 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
---|
3114 | if (i < MAX_TEXTURES) {
|
---|
3115 | markTextureStagesDirty(This, i);
|
---|
3116 | }
|
---|
3117 | }
|
---|
3118 | }
|
---|
3119 | }
|
---|
3120 |
|
---|
3121 | static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
|
---|
3122 | const DWORD *vshader_sampler_tokens, DWORD unit)
|
---|
3123 | {
|
---|
3124 | DWORD current_mapping = This->rev_tex_unit_map[unit];
|
---|
3125 |
|
---|
3126 | /* Not currently used */
|
---|
3127 | if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
|
---|
3128 |
|
---|
3129 | if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
|
---|
3130 | /* Used by a fragment sampler */
|
---|
3131 |
|
---|
3132 | if (!pshader_sampler_tokens) {
|
---|
3133 | /* No pixel shader, check fixed function */
|
---|
3134 | return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
|
---|
3135 | }
|
---|
3136 |
|
---|
3137 | /* Pixel shader, check the shader's sampler map */
|
---|
3138 | return !pshader_sampler_tokens[current_mapping];
|
---|
3139 | }
|
---|
3140 |
|
---|
3141 | /* Used by a vertex sampler */
|
---|
3142 | return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
|
---|
3143 | }
|
---|
3144 |
|
---|
3145 | static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
|
---|
3146 | const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
|
---|
3147 | ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
|
---|
3148 | const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
|
---|
3149 | int start = min(MAX_COMBINED_SAMPLERS, This->adapter->gl_info.limits.combined_samplers) - 1;
|
---|
3150 | int i;
|
---|
3151 |
|
---|
3152 | if (ps) {
|
---|
3153 | IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
|
---|
3154 |
|
---|
3155 | /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
|
---|
3156 | * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
|
---|
3157 | pshader_sampler_type = pshader->baseShader.reg_maps.sampler_type;
|
---|
3158 | }
|
---|
3159 |
|
---|
3160 | for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
|
---|
3161 | DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
|
---|
3162 | if (vshader_sampler_type[i])
|
---|
3163 | {
|
---|
3164 | if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
|
---|
3165 | {
|
---|
3166 | /* Already mapped somewhere */
|
---|
3167 | continue;
|
---|
3168 | }
|
---|
3169 |
|
---|
3170 | while (start >= 0) {
|
---|
3171 | if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
|
---|
3172 | {
|
---|
3173 | device_map_stage(This, vsampler_idx, start);
|
---|
3174 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
|
---|
3175 |
|
---|
3176 | --start;
|
---|
3177 | break;
|
---|
3178 | }
|
---|
3179 |
|
---|
3180 | --start;
|
---|
3181 | }
|
---|
3182 | }
|
---|
3183 | }
|
---|
3184 | }
|
---|
3185 |
|
---|
3186 | void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
|
---|
3187 | BOOL vs = use_vs(This->stateBlock);
|
---|
3188 | BOOL ps = use_ps(This->stateBlock);
|
---|
3189 | /*
|
---|
3190 | * Rules are:
|
---|
3191 | * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
|
---|
3192 | * that would be really messy and require shader recompilation
|
---|
3193 | * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
|
---|
3194 | * to be reset. Because of that try to work with a 1:1 mapping as much as possible
|
---|
3195 | */
|
---|
3196 | if (ps) {
|
---|
3197 | device_map_psamplers(This);
|
---|
3198 | } else {
|
---|
3199 | device_map_fixed_function_samplers(This);
|
---|
3200 | }
|
---|
3201 |
|
---|
3202 | if (vs) {
|
---|
3203 | device_map_vsamplers(This, ps);
|
---|
3204 | }
|
---|
3205 | }
|
---|
3206 |
|
---|
3207 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
|
---|
3208 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3209 | IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
|
---|
3210 | This->updateStateBlock->pixelShader = pShader;
|
---|
3211 | This->updateStateBlock->changed.pixelShader = TRUE;
|
---|
3212 |
|
---|
3213 | /* Handle recording of state blocks */
|
---|
3214 | if (This->isRecordingState) {
|
---|
3215 | TRACE("Recording... not performing anything\n");
|
---|
3216 | }
|
---|
3217 |
|
---|
3218 | if (This->isRecordingState) {
|
---|
3219 | TRACE("Recording... not performing anything\n");
|
---|
3220 | if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
---|
3221 | if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
---|
3222 | return WINED3D_OK;
|
---|
3223 | }
|
---|
3224 |
|
---|
3225 | if(pShader == oldShader) {
|
---|
3226 | TRACE("App is setting the old pixel shader over, nothing to do\n");
|
---|
3227 | return WINED3D_OK;
|
---|
3228 | }
|
---|
3229 |
|
---|
3230 | if(pShader) IWineD3DPixelShader_AddRef(pShader);
|
---|
3231 | if(oldShader) IWineD3DPixelShader_Release(oldShader);
|
---|
3232 |
|
---|
3233 | TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
---|
3234 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
---|
3235 |
|
---|
3236 | return WINED3D_OK;
|
---|
3237 | }
|
---|
3238 |
|
---|
3239 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
|
---|
3240 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3241 |
|
---|
3242 | if (NULL == ppShader) {
|
---|
3243 | WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
|
---|
3244 | return WINED3DERR_INVALIDCALL;
|
---|
3245 | }
|
---|
3246 |
|
---|
3247 | *ppShader = This->stateBlock->pixelShader;
|
---|
3248 | if (NULL != *ppShader) {
|
---|
3249 | IWineD3DPixelShader_AddRef(*ppShader);
|
---|
3250 | }
|
---|
3251 | TRACE("(%p) : returning %p\n", This, *ppShader);
|
---|
3252 | return WINED3D_OK;
|
---|
3253 | }
|
---|
3254 |
|
---|
3255 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
|
---|
3256 | IWineD3DDevice *iface,
|
---|
3257 | UINT start,
|
---|
3258 | CONST BOOL *srcData,
|
---|
3259 | UINT count) {
|
---|
3260 |
|
---|
3261 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3262 | unsigned int i, cnt = min(count, MAX_CONST_B - start);
|
---|
3263 |
|
---|
3264 | TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
---|
3265 | iface, srcData, start, count);
|
---|
3266 |
|
---|
3267 | if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
|
---|
3268 |
|
---|
3269 | memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
---|
3270 | for (i = 0; i < cnt; i++)
|
---|
3271 | TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
---|
3272 |
|
---|
3273 | for (i = start; i < cnt + start; ++i) {
|
---|
3274 | This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
|
---|
3275 | }
|
---|
3276 |
|
---|
3277 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
3278 |
|
---|
3279 | return WINED3D_OK;
|
---|
3280 | }
|
---|
3281 |
|
---|
3282 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
|
---|
3283 | IWineD3DDevice *iface,
|
---|
3284 | UINT start,
|
---|
3285 | BOOL *dstData,
|
---|
3286 | UINT count) {
|
---|
3287 |
|
---|
3288 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3289 | int cnt = min(count, MAX_CONST_B - start);
|
---|
3290 |
|
---|
3291 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3292 | iface, dstData, start, count);
|
---|
3293 |
|
---|
3294 | if (dstData == NULL || cnt < 0)
|
---|
3295 | return WINED3DERR_INVALIDCALL;
|
---|
3296 |
|
---|
3297 | memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
|
---|
3298 | return WINED3D_OK;
|
---|
3299 | }
|
---|
3300 |
|
---|
3301 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
|
---|
3302 | IWineD3DDevice *iface,
|
---|
3303 | UINT start,
|
---|
3304 | CONST int *srcData,
|
---|
3305 | UINT count) {
|
---|
3306 |
|
---|
3307 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3308 | unsigned int i, cnt = min(count, MAX_CONST_I - start);
|
---|
3309 |
|
---|
3310 | TRACE("(iface %p, srcData %p, start %u, count %u)\n",
|
---|
3311 | iface, srcData, start, count);
|
---|
3312 |
|
---|
3313 | if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
|
---|
3314 |
|
---|
3315 | memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
---|
3316 | for (i = 0; i < cnt; i++)
|
---|
3317 | TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
---|
3318 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
3319 |
|
---|
3320 | for (i = start; i < cnt + start; ++i) {
|
---|
3321 | This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
|
---|
3322 | }
|
---|
3323 |
|
---|
3324 | if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
3325 |
|
---|
3326 | return WINED3D_OK;
|
---|
3327 | }
|
---|
3328 |
|
---|
3329 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
|
---|
3330 | IWineD3DDevice *iface,
|
---|
3331 | UINT start,
|
---|
3332 | int *dstData,
|
---|
3333 | UINT count) {
|
---|
3334 |
|
---|
3335 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3336 | int cnt = min(count, MAX_CONST_I - start);
|
---|
3337 |
|
---|
3338 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3339 | iface, dstData, start, count);
|
---|
3340 |
|
---|
3341 | if (dstData == NULL || cnt < 0)
|
---|
3342 | return WINED3DERR_INVALIDCALL;
|
---|
3343 |
|
---|
3344 | memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
---|
3345 | return WINED3D_OK;
|
---|
3346 | }
|
---|
3347 |
|
---|
3348 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
|
---|
3349 | IWineD3DDevice *iface,
|
---|
3350 | UINT start,
|
---|
3351 | CONST float *srcData,
|
---|
3352 | UINT count) {
|
---|
3353 |
|
---|
3354 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3355 | UINT i;
|
---|
3356 |
|
---|
3357 | TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
---|
3358 | iface, srcData, start, count);
|
---|
3359 |
|
---|
3360 | /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
|
---|
3361 | if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
|
---|
3362 | return WINED3DERR_INVALIDCALL;
|
---|
3363 |
|
---|
3364 | memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
|
---|
3365 | if(TRACE_ON(d3d)) {
|
---|
3366 | for (i = 0; i < count; i++)
|
---|
3367 | TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
---|
3368 | srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
---|
3369 | }
|
---|
3370 |
|
---|
3371 | if (!This->isRecordingState)
|
---|
3372 | {
|
---|
3373 | This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
|
---|
3374 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
---|
3375 | }
|
---|
3376 |
|
---|
3377 | memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
|
---|
3378 | sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
|
---|
3379 |
|
---|
3380 | return WINED3D_OK;
|
---|
3381 | }
|
---|
3382 |
|
---|
3383 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
|
---|
3384 | IWineD3DDevice *iface,
|
---|
3385 | UINT start,
|
---|
3386 | float *dstData,
|
---|
3387 | UINT count) {
|
---|
3388 |
|
---|
3389 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3390 | int cnt = min(count, This->d3d_pshader_constantF - start);
|
---|
3391 |
|
---|
3392 | TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
---|
3393 | iface, dstData, start, count);
|
---|
3394 |
|
---|
3395 | if (dstData == NULL || cnt < 0)
|
---|
3396 | return WINED3DERR_INVALIDCALL;
|
---|
3397 |
|
---|
3398 | memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
---|
3399 | return WINED3D_OK;
|
---|
3400 | }
|
---|
3401 |
|
---|
3402 | /* Context activation is done by the caller. */
|
---|
3403 | #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
|
---|
3404 | static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
|
---|
3405 | const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
|
---|
3406 | DWORD DestFVF)
|
---|
3407 | {
|
---|
3408 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
3409 | char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
|
---|
3410 | unsigned int i;
|
---|
3411 | WINED3DVIEWPORT vp;
|
---|
3412 | WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
|
---|
3413 | BOOL doClip;
|
---|
3414 | DWORD numTextures;
|
---|
3415 |
|
---|
3416 | if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
|
---|
3417 | {
|
---|
3418 | WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
|
---|
3419 | }
|
---|
3420 |
|
---|
3421 | if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
|
---|
3422 | {
|
---|
3423 | ERR("Source has no position mask\n");
|
---|
3424 | return WINED3DERR_INVALIDCALL;
|
---|
3425 | }
|
---|
3426 |
|
---|
3427 | /* We might access VBOs from this code, so hold the lock */
|
---|
3428 | ENTER_GL();
|
---|
3429 |
|
---|
3430 | if (dest->resource.allocatedMemory == NULL) {
|
---|
3431 | buffer_get_sysmem(dest);
|
---|
3432 | }
|
---|
3433 |
|
---|
3434 | /* Get a pointer into the destination vbo(create one if none exists) and
|
---|
3435 | * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
|
---|
3436 | */
|
---|
3437 | if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
|
---|
3438 | {
|
---|
3439 | dest->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
3440 | IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
|
---|
3441 | }
|
---|
3442 |
|
---|
3443 | if (dest->buffer_object)
|
---|
3444 | {
|
---|
3445 | unsigned char extrabytes = 0;
|
---|
3446 | /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
|
---|
3447 | * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
|
---|
3448 | * this may write 4 extra bytes beyond the area that should be written
|
---|
3449 | */
|
---|
3450 | if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
|
---|
3451 | dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
|
---|
3452 | if(!dest_conv_addr) {
|
---|
3453 | ERR("Out of memory\n");
|
---|
3454 | /* Continue without storing converted vertices */
|
---|
3455 | }
|
---|
3456 | dest_conv = dest_conv_addr;
|
---|
3457 | }
|
---|
3458 |
|
---|
3459 | /* Should I clip?
|
---|
3460 | * a) WINED3DRS_CLIPPING is enabled
|
---|
3461 | * b) WINED3DVOP_CLIP is passed
|
---|
3462 | */
|
---|
3463 | if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
|
---|
3464 | static BOOL warned = FALSE;
|
---|
3465 | /*
|
---|
3466 | * The clipping code is not quite correct. Some things need
|
---|
3467 | * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
|
---|
3468 | * so disable clipping for now.
|
---|
3469 | * (The graphics in Half-Life are broken, and my processvertices
|
---|
3470 | * test crashes with IDirect3DDevice3)
|
---|
3471 | doClip = TRUE;
|
---|
3472 | */
|
---|
3473 | doClip = FALSE;
|
---|
3474 | if(!warned) {
|
---|
3475 | warned = TRUE;
|
---|
3476 | FIXME("Clipping is broken and disabled for now\n");
|
---|
3477 | }
|
---|
3478 | } else doClip = FALSE;
|
---|
3479 | dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
|
---|
3480 |
|
---|
3481 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
3482 | WINED3DTS_VIEW,
|
---|
3483 | &view_mat);
|
---|
3484 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
3485 | WINED3DTS_PROJECTION,
|
---|
3486 | &proj_mat);
|
---|
3487 | IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
---|
3488 | WINED3DTS_WORLDMATRIX(0),
|
---|
3489 | &world_mat);
|
---|
3490 |
|
---|
3491 | TRACE("View mat:\n");
|
---|
3492 | 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);
|
---|
3493 | 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);
|
---|
3494 | 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);
|
---|
3495 | 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);
|
---|
3496 |
|
---|
3497 | TRACE("Proj mat:\n");
|
---|
3498 | 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);
|
---|
3499 | 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);
|
---|
3500 | 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);
|
---|
3501 | 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);
|
---|
3502 |
|
---|
3503 | TRACE("World mat:\n");
|
---|
3504 | 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);
|
---|
3505 | 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);
|
---|
3506 | 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);
|
---|
3507 | 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);
|
---|
3508 |
|
---|
3509 | /* Get the viewport */
|
---|
3510 | IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
|
---|
3511 | TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
|
---|
3512 | vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
|
---|
3513 |
|
---|
3514 | multiply_matrix(&mat,&view_mat,&world_mat);
|
---|
3515 | multiply_matrix(&mat,&proj_mat,&mat);
|
---|
3516 |
|
---|
3517 | numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
---|
3518 |
|
---|
3519 | for (i = 0; i < dwCount; i+= 1) {
|
---|
3520 | unsigned int tex_index;
|
---|
3521 |
|
---|
3522 | if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
|
---|
3523 | ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
|
---|
3524 | /* The position first */
|
---|
3525 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
|
---|
3526 | const float *p = (const float *)(element->data + i * element->stride);
|
---|
3527 | float x, y, z, rhw;
|
---|
3528 | TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
|
---|
3529 |
|
---|
3530 | /* Multiplication with world, view and projection matrix */
|
---|
3531 | 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);
|
---|
3532 | 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);
|
---|
3533 | 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);
|
---|
3534 | 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);
|
---|
3535 |
|
---|
3536 | TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
|
---|
3537 |
|
---|
3538 | /* WARNING: The following things are taken from d3d7 and were not yet checked
|
---|
3539 | * against d3d8 or d3d9!
|
---|
3540 | */
|
---|
3541 |
|
---|
3542 | /* Clipping conditions: From msdn
|
---|
3543 | *
|
---|
3544 | * A vertex is clipped if it does not match the following requirements
|
---|
3545 | * -rhw < x <= rhw
|
---|
3546 | * -rhw < y <= rhw
|
---|
3547 | * 0 < z <= rhw
|
---|
3548 | * 0 < rhw ( Not in d3d7, but tested in d3d7)
|
---|
3549 | *
|
---|
3550 | * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
|
---|
3551 | * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
|
---|
3552 | *
|
---|
3553 | */
|
---|
3554 |
|
---|
3555 | if( !doClip ||
|
---|
3556 | ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
|
---|
3557 | (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
|
---|
3558 | ( rhw > eps ) ) ) {
|
---|
3559 |
|
---|
3560 | /* "Normal" viewport transformation (not clipped)
|
---|
3561 | * 1) The values are divided by rhw
|
---|
3562 | * 2) The y axis is negative, so multiply it with -1
|
---|
3563 | * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
|
---|
3564 | * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
|
---|
3565 | * 4) Multiply x with Width/2 and add Width/2
|
---|
3566 | * 5) The same for the height
|
---|
3567 | * 6) Add the viewpoint X and Y to the 2D coordinates and
|
---|
3568 | * The minimum Z value to z
|
---|
3569 | * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
|
---|
3570 | *
|
---|
3571 | * Well, basically it's simply a linear transformation into viewport
|
---|
3572 | * coordinates
|
---|
3573 | */
|
---|
3574 |
|
---|
3575 | x /= rhw;
|
---|
3576 | y /= rhw;
|
---|
3577 | z /= rhw;
|
---|
3578 |
|
---|
3579 | y *= -1;
|
---|
3580 |
|
---|
3581 | x *= vp.Width / 2;
|
---|
3582 | y *= vp.Height / 2;
|
---|
3583 | z *= vp.MaxZ - vp.MinZ;
|
---|
3584 |
|
---|
3585 | x += vp.Width / 2 + vp.X;
|
---|
3586 | y += vp.Height / 2 + vp.Y;
|
---|
3587 | z += vp.MinZ;
|
---|
3588 |
|
---|
3589 | rhw = 1 / rhw;
|
---|
3590 | } else {
|
---|
3591 | /* That vertex got clipped
|
---|
3592 | * Contrary to OpenGL it is not dropped completely, it just
|
---|
3593 | * undergoes a different calculation.
|
---|
3594 | */
|
---|
3595 | TRACE("Vertex got clipped\n");
|
---|
3596 | x += rhw;
|
---|
3597 | y += rhw;
|
---|
3598 |
|
---|
3599 | x /= 2;
|
---|
3600 | y /= 2;
|
---|
3601 |
|
---|
3602 | /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
|
---|
3603 | * outside of the main vertex buffer memory. That needs some more
|
---|
3604 | * investigation...
|
---|
3605 | */
|
---|
3606 | }
|
---|
3607 |
|
---|
3608 | TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
|
---|
3609 |
|
---|
3610 |
|
---|
3611 | ( (float *) dest_ptr)[0] = x;
|
---|
3612 | ( (float *) dest_ptr)[1] = y;
|
---|
3613 | ( (float *) dest_ptr)[2] = z;
|
---|
3614 | ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
|
---|
3615 |
|
---|
3616 | dest_ptr += 3 * sizeof(float);
|
---|
3617 |
|
---|
3618 | if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
---|
3619 | dest_ptr += sizeof(float);
|
---|
3620 | }
|
---|
3621 |
|
---|
3622 | if(dest_conv) {
|
---|
3623 | float w = 1 / rhw;
|
---|
3624 | ( (float *) dest_conv)[0] = x * w;
|
---|
3625 | ( (float *) dest_conv)[1] = y * w;
|
---|
3626 | ( (float *) dest_conv)[2] = z * w;
|
---|
3627 | ( (float *) dest_conv)[3] = w;
|
---|
3628 |
|
---|
3629 | dest_conv += 3 * sizeof(float);
|
---|
3630 |
|
---|
3631 | if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
---|
3632 | dest_conv += sizeof(float);
|
---|
3633 | }
|
---|
3634 | }
|
---|
3635 | }
|
---|
3636 | if (DestFVF & WINED3DFVF_PSIZE) {
|
---|
3637 | dest_ptr += sizeof(DWORD);
|
---|
3638 | if(dest_conv) dest_conv += sizeof(DWORD);
|
---|
3639 | }
|
---|
3640 | if (DestFVF & WINED3DFVF_NORMAL) {
|
---|
3641 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
|
---|
3642 | const float *normal = (const float *)(element->data + i * element->stride);
|
---|
3643 | /* AFAIK this should go into the lighting information */
|
---|
3644 | FIXME("Didn't expect the destination to have a normal\n");
|
---|
3645 | copy_and_next(dest_ptr, normal, 3 * sizeof(float));
|
---|
3646 | if(dest_conv) {
|
---|
3647 | copy_and_next(dest_conv, normal, 3 * sizeof(float));
|
---|
3648 | }
|
---|
3649 | }
|
---|
3650 |
|
---|
3651 | if (DestFVF & WINED3DFVF_DIFFUSE) {
|
---|
3652 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
|
---|
3653 | const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
|
---|
3654 | if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
|
---|
3655 | {
|
---|
3656 | static BOOL warned = FALSE;
|
---|
3657 |
|
---|
3658 | if(!warned) {
|
---|
3659 | ERR("No diffuse color in source, but destination has one\n");
|
---|
3660 | warned = TRUE;
|
---|
3661 | }
|
---|
3662 |
|
---|
3663 | *( (DWORD *) dest_ptr) = 0xffffffff;
|
---|
3664 | dest_ptr += sizeof(DWORD);
|
---|
3665 |
|
---|
3666 | if(dest_conv) {
|
---|
3667 | *( (DWORD *) dest_conv) = 0xffffffff;
|
---|
3668 | dest_conv += sizeof(DWORD);
|
---|
3669 | }
|
---|
3670 | }
|
---|
3671 | else {
|
---|
3672 | copy_and_next(dest_ptr, color_d, sizeof(DWORD));
|
---|
3673 | if(dest_conv) {
|
---|
3674 | *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
|
---|
3675 | *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
|
---|
3676 | *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
|
---|
3677 | dest_conv += sizeof(DWORD);
|
---|
3678 | }
|
---|
3679 | }
|
---|
3680 | }
|
---|
3681 |
|
---|
3682 | if (DestFVF & WINED3DFVF_SPECULAR)
|
---|
3683 | {
|
---|
3684 | /* What's the color value in the feedback buffer? */
|
---|
3685 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
|
---|
3686 | const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
|
---|
3687 | if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
|
---|
3688 | {
|
---|
3689 | static BOOL warned = FALSE;
|
---|
3690 |
|
---|
3691 | if(!warned) {
|
---|
3692 | ERR("No specular color in source, but destination has one\n");
|
---|
3693 | warned = TRUE;
|
---|
3694 | }
|
---|
3695 |
|
---|
3696 | *( (DWORD *) dest_ptr) = 0xFF000000;
|
---|
3697 | dest_ptr += sizeof(DWORD);
|
---|
3698 |
|
---|
3699 | if(dest_conv) {
|
---|
3700 | *( (DWORD *) dest_conv) = 0xFF000000;
|
---|
3701 | dest_conv += sizeof(DWORD);
|
---|
3702 | }
|
---|
3703 | }
|
---|
3704 | else {
|
---|
3705 | copy_and_next(dest_ptr, color_s, sizeof(DWORD));
|
---|
3706 | if(dest_conv) {
|
---|
3707 | *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
|
---|
3708 | *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
|
---|
3709 | *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
|
---|
3710 | dest_conv += sizeof(DWORD);
|
---|
3711 | }
|
---|
3712 | }
|
---|
3713 | }
|
---|
3714 |
|
---|
3715 | for (tex_index = 0; tex_index < numTextures; tex_index++) {
|
---|
3716 | const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
|
---|
3717 | const float *tex_coord = (const float *)(element->data + i * element->stride);
|
---|
3718 | if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
|
---|
3719 | {
|
---|
3720 | ERR("No source texture, but destination requests one\n");
|
---|
3721 | dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
---|
3722 | if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
---|
3723 | }
|
---|
3724 | else {
|
---|
3725 | copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
---|
3726 | if(dest_conv) {
|
---|
3727 | copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
---|
3728 | }
|
---|
3729 | }
|
---|
3730 | }
|
---|
3731 | }
|
---|
3732 |
|
---|
3733 | if(dest_conv) {
|
---|
3734 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
|
---|
3735 | checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
|
---|
3736 | GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
|
---|
3737 | dwCount * get_flexible_vertex_size(DestFVF),
|
---|
3738 | dest_conv_addr));
|
---|
3739 | checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
|
---|
3740 | HeapFree(GetProcessHeap(), 0, dest_conv_addr);
|
---|
3741 | }
|
---|
3742 |
|
---|
3743 | LEAVE_GL();
|
---|
3744 |
|
---|
3745 | return WINED3D_OK;
|
---|
3746 | }
|
---|
3747 | #undef copy_and_next
|
---|
3748 |
|
---|
3749 | static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
|
---|
3750 | UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
|
---|
3751 | DWORD DestFVF)
|
---|
3752 | {
|
---|
3753 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3754 | struct wined3d_stream_info stream_info;
|
---|
3755 | struct wined3d_context *context;
|
---|
3756 | BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
|
---|
3757 | HRESULT hr;
|
---|
3758 |
|
---|
3759 | TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
|
---|
3760 |
|
---|
3761 | if(pVertexDecl) {
|
---|
3762 | ERR("Output vertex declaration not implemented yet\n");
|
---|
3763 | }
|
---|
3764 |
|
---|
3765 | /* Need any context to write to the vbo. */
|
---|
3766 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
3767 |
|
---|
3768 | /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
|
---|
3769 | * control the streamIsUP flag, thus restore it afterwards.
|
---|
3770 | */
|
---|
3771 | This->stateBlock->streamIsUP = FALSE;
|
---|
3772 | device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
|
---|
3773 | This->stateBlock->streamIsUP = streamWasUP;
|
---|
3774 |
|
---|
3775 | if(vbo || SrcStartIndex) {
|
---|
3776 | unsigned int i;
|
---|
3777 | /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
|
---|
3778 | * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
|
---|
3779 | *
|
---|
3780 | * Also get the start index in, but only loop over all elements if there's something to add at all.
|
---|
3781 | */
|
---|
3782 | for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
|
---|
3783 | {
|
---|
3784 | struct wined3d_stream_info_element *e;
|
---|
3785 |
|
---|
3786 | if (!(stream_info.use_map & (1 << i))) continue;
|
---|
3787 |
|
---|
3788 | e = &stream_info.elements[i];
|
---|
3789 | if (e->buffer_object)
|
---|
3790 | {
|
---|
3791 | struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
|
---|
3792 | e->buffer_object = 0;
|
---|
3793 | e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
|
---|
3794 | ENTER_GL();
|
---|
3795 | GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
|
---|
3796 | vb->buffer_object = 0;
|
---|
3797 | LEAVE_GL();
|
---|
3798 | }
|
---|
3799 | if (e->data) e->data += e->stride * SrcStartIndex;
|
---|
3800 | }
|
---|
3801 | }
|
---|
3802 |
|
---|
3803 | hr = process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
|
---|
3804 | (struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
|
---|
3805 |
|
---|
3806 | context_release(context);
|
---|
3807 |
|
---|
3808 | return hr;
|
---|
3809 | }
|
---|
3810 |
|
---|
3811 | /*****
|
---|
3812 | * Get / Set Texture Stage States
|
---|
3813 | * TODO: Verify against dx9 definitions
|
---|
3814 | *****/
|
---|
3815 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
---|
3816 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3817 | DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
|
---|
3818 |
|
---|
3819 | TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
---|
3820 |
|
---|
3821 | if (Stage >= MAX_TEXTURES) {
|
---|
3822 | WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
|
---|
3823 | return WINED3D_OK;
|
---|
3824 | }
|
---|
3825 |
|
---|
3826 | This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
|
---|
3827 | This->updateStateBlock->textureState[Stage][Type] = Value;
|
---|
3828 |
|
---|
3829 | if (This->isRecordingState) {
|
---|
3830 | TRACE("Recording... not performing anything\n");
|
---|
3831 | return WINED3D_OK;
|
---|
3832 | }
|
---|
3833 |
|
---|
3834 | /* Checked after the assignments to allow proper stateblock recording */
|
---|
3835 | if(oldValue == Value) {
|
---|
3836 | TRACE("App is setting the old value over, nothing to do\n");
|
---|
3837 | return WINED3D_OK;
|
---|
3838 | }
|
---|
3839 |
|
---|
3840 | if(Stage > This->stateBlock->lowest_disabled_stage &&
|
---|
3841 | This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
|
---|
3842 | /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
|
---|
3843 | * Changes in other states are important on disabled stages too
|
---|
3844 | */
|
---|
3845 | return WINED3D_OK;
|
---|
3846 | }
|
---|
3847 |
|
---|
3848 | if(Type == WINED3DTSS_COLOROP) {
|
---|
3849 | unsigned int i;
|
---|
3850 |
|
---|
3851 | if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
|
---|
3852 | /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
|
---|
3853 | * they have to be disabled
|
---|
3854 | *
|
---|
3855 | * The current stage is dirtified below.
|
---|
3856 | */
|
---|
3857 | for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
|
---|
3858 | TRACE("Additionally dirtifying stage %u\n", i);
|
---|
3859 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
---|
3860 | }
|
---|
3861 | This->stateBlock->lowest_disabled_stage = Stage;
|
---|
3862 | TRACE("New lowest disabled: %u\n", Stage);
|
---|
3863 | } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
|
---|
3864 | /* Previously disabled stage enabled. Stages above it may need enabling
|
---|
3865 | * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
|
---|
3866 | * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
|
---|
3867 | *
|
---|
3868 | * Again stage Stage doesn't need to be dirtified here, it is handled below.
|
---|
3869 | */
|
---|
3870 |
|
---|
3871 | for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
|
---|
3872 | {
|
---|
3873 | if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
---|
3874 | break;
|
---|
3875 | }
|
---|
3876 | TRACE("Additionally dirtifying stage %u due to enable\n", i);
|
---|
3877 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
---|
3878 | }
|
---|
3879 | This->stateBlock->lowest_disabled_stage = i;
|
---|
3880 | TRACE("New lowest disabled: %u\n", i);
|
---|
3881 | }
|
---|
3882 | }
|
---|
3883 |
|
---|
3884 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
|
---|
3885 |
|
---|
3886 | return WINED3D_OK;
|
---|
3887 | }
|
---|
3888 |
|
---|
3889 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
|
---|
3890 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3891 | TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
|
---|
3892 | *pValue = This->updateStateBlock->textureState[Stage][Type];
|
---|
3893 | return WINED3D_OK;
|
---|
3894 | }
|
---|
3895 |
|
---|
3896 | /*****
|
---|
3897 | * Get / Set Texture
|
---|
3898 | *****/
|
---|
3899 | static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
|
---|
3900 | DWORD stage, IWineD3DBaseTexture *texture)
|
---|
3901 | {
|
---|
3902 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
3903 | IWineD3DBaseTexture *prev;
|
---|
3904 |
|
---|
3905 | TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
|
---|
3906 |
|
---|
3907 | if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
|
---|
3908 | stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
3909 |
|
---|
3910 | /* Windows accepts overflowing this array... we do not. */
|
---|
3911 | if (stage >= sizeof(This->stateBlock->textures) / sizeof(*This->stateBlock->textures))
|
---|
3912 | {
|
---|
3913 | WARN("Ignoring invalid stage %u.\n", stage);
|
---|
3914 | return WINED3D_OK;
|
---|
3915 | }
|
---|
3916 |
|
---|
3917 | /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
|
---|
3918 | if (texture && ((IWineD3DTextureImpl *)texture)->resource.pool == WINED3DPOOL_SCRATCH)
|
---|
3919 | {
|
---|
3920 | WARN("Rejecting attempt to set scratch texture.\n");
|
---|
3921 | return WINED3DERR_INVALIDCALL;
|
---|
3922 | }
|
---|
3923 |
|
---|
3924 | This->updateStateBlock->changed.textures |= 1 << stage;
|
---|
3925 |
|
---|
3926 | prev = This->updateStateBlock->textures[stage];
|
---|
3927 | TRACE("Previous texture %p.\n", prev);
|
---|
3928 |
|
---|
3929 | if (texture == prev)
|
---|
3930 | {
|
---|
3931 | TRACE("App is setting the same texture again, nothing to do.\n");
|
---|
3932 | return WINED3D_OK;
|
---|
3933 | }
|
---|
3934 |
|
---|
3935 | TRACE("Setting new texture to %p.\n", texture);
|
---|
3936 | This->updateStateBlock->textures[stage] = texture;
|
---|
3937 |
|
---|
3938 | if (This->isRecordingState)
|
---|
3939 | {
|
---|
3940 | TRACE("Recording... not performing anything\n");
|
---|
3941 |
|
---|
3942 | if (texture) IWineD3DBaseTexture_AddRef(texture);
|
---|
3943 | if (prev) IWineD3DBaseTexture_Release(prev);
|
---|
3944 |
|
---|
3945 | return WINED3D_OK;
|
---|
3946 | }
|
---|
3947 |
|
---|
3948 | if (texture)
|
---|
3949 | {
|
---|
3950 | IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)texture;
|
---|
3951 | LONG bind_count = InterlockedIncrement(&t->baseTexture.bindCount);
|
---|
3952 | UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
|
---|
3953 |
|
---|
3954 | IWineD3DBaseTexture_AddRef(texture);
|
---|
3955 |
|
---|
3956 | if (!prev || dimensions != IWineD3DBaseTexture_GetTextureDimensions(prev))
|
---|
3957 | {
|
---|
3958 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
---|
3959 | }
|
---|
3960 |
|
---|
3961 | if (!prev && stage < MAX_TEXTURES)
|
---|
3962 | {
|
---|
3963 | /* The source arguments for color and alpha ops have different
|
---|
3964 | * meanings when a NULL texture is bound, so the COLOROP and
|
---|
3965 | * ALPHAOP have to be dirtified. */
|
---|
3966 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
|
---|
3967 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
|
---|
3968 | }
|
---|
3969 |
|
---|
3970 | if (bind_count == 1) t->baseTexture.sampler = stage;
|
---|
3971 | }
|
---|
3972 |
|
---|
3973 | if (prev)
|
---|
3974 | {
|
---|
3975 | IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)prev;
|
---|
3976 | LONG bind_count = InterlockedDecrement(&t->baseTexture.bindCount);
|
---|
3977 |
|
---|
3978 | IWineD3DBaseTexture_Release(prev);
|
---|
3979 |
|
---|
3980 | if (!texture && stage < MAX_TEXTURES)
|
---|
3981 | {
|
---|
3982 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
|
---|
3983 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
|
---|
3984 | }
|
---|
3985 |
|
---|
3986 | if (bind_count && t->baseTexture.sampler == stage)
|
---|
3987 | {
|
---|
3988 | unsigned int i;
|
---|
3989 |
|
---|
3990 | /* Search for other stages the texture is bound to. Shouldn't
|
---|
3991 | * happen if applications bind textures to a single stage only. */
|
---|
3992 | TRACE("Searching for other stages the texture is bound to.\n");
|
---|
3993 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
3994 | {
|
---|
3995 | if (This->updateStateBlock->textures[i] == prev)
|
---|
3996 | {
|
---|
3997 | TRACE("Texture is also bound to stage %u.\n", i);
|
---|
3998 | t->baseTexture.sampler = i;
|
---|
3999 | break;
|
---|
4000 | }
|
---|
4001 | }
|
---|
4002 | }
|
---|
4003 | }
|
---|
4004 |
|
---|
4005 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(stage));
|
---|
4006 |
|
---|
4007 | return WINED3D_OK;
|
---|
4008 | }
|
---|
4009 |
|
---|
4010 | static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
|
---|
4011 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4012 |
|
---|
4013 | TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
|
---|
4014 |
|
---|
4015 | if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
|
---|
4016 | Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
|
---|
4017 | }
|
---|
4018 |
|
---|
4019 | if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
|
---|
4020 | ERR("Current stage overflows textures array (stage %d)\n", Stage);
|
---|
4021 | return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
|
---|
4022 | }
|
---|
4023 |
|
---|
4024 | *ppTexture=This->stateBlock->textures[Stage];
|
---|
4025 | if (*ppTexture)
|
---|
4026 | IWineD3DBaseTexture_AddRef(*ppTexture);
|
---|
4027 |
|
---|
4028 | TRACE("(%p) : Returning %p\n", This, *ppTexture);
|
---|
4029 |
|
---|
4030 | return WINED3D_OK;
|
---|
4031 | }
|
---|
4032 |
|
---|
4033 | /*****
|
---|
4034 | * Get Back Buffer
|
---|
4035 | *****/
|
---|
4036 | static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT swapchain_idx,
|
---|
4037 | UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, IWineD3DSurface **backbuffer)
|
---|
4038 | {
|
---|
4039 | IWineD3DSwapChain *swapchain;
|
---|
4040 | HRESULT hr;
|
---|
4041 |
|
---|
4042 | TRACE("iface %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
|
---|
4043 | iface, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
|
---|
4044 |
|
---|
4045 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
|
---|
4046 | if (FAILED(hr))
|
---|
4047 | {
|
---|
4048 | WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
|
---|
4049 | return hr;
|
---|
4050 | }
|
---|
4051 |
|
---|
4052 | hr = IWineD3DSwapChain_GetBackBuffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
|
---|
4053 | IWineD3DSwapChain_Release(swapchain);
|
---|
4054 | if (FAILED(hr))
|
---|
4055 | {
|
---|
4056 | WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
|
---|
4057 | return hr;
|
---|
4058 | }
|
---|
4059 |
|
---|
4060 | return WINED3D_OK;
|
---|
4061 | }
|
---|
4062 |
|
---|
4063 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
|
---|
4064 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4065 | WARN("(%p) : stub, calling idirect3d for now\n", This);
|
---|
4066 | return IWineD3D_GetDeviceCaps(This->wined3d, This->adapter->ordinal, This->devType, pCaps);
|
---|
4067 | }
|
---|
4068 |
|
---|
4069 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
|
---|
4070 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4071 | IWineD3DSwapChain *swapChain;
|
---|
4072 | HRESULT hr;
|
---|
4073 |
|
---|
4074 | if(iSwapChain > 0) {
|
---|
4075 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
4076 | if (hr == WINED3D_OK) {
|
---|
4077 | hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
|
---|
4078 | IWineD3DSwapChain_Release(swapChain);
|
---|
4079 | } else {
|
---|
4080 | FIXME("(%p) Error getting display mode\n", This);
|
---|
4081 | }
|
---|
4082 | } else {
|
---|
4083 | /* Don't read the real display mode,
|
---|
4084 | but return the stored mode instead. X11 can't change the color
|
---|
4085 | depth, and some apps are pretty angry if they SetDisplayMode from
|
---|
4086 | 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
|
---|
4087 |
|
---|
4088 | Also don't relay to the swapchain because with ddraw it's possible
|
---|
4089 | that there isn't a swapchain at all */
|
---|
4090 | pMode->Width = This->ddraw_width;
|
---|
4091 | pMode->Height = This->ddraw_height;
|
---|
4092 | pMode->Format = This->ddraw_format;
|
---|
4093 | pMode->RefreshRate = 0;
|
---|
4094 | hr = WINED3D_OK;
|
---|
4095 | }
|
---|
4096 |
|
---|
4097 | return hr;
|
---|
4098 | }
|
---|
4099 |
|
---|
4100 | /*****
|
---|
4101 | * Stateblock related functions
|
---|
4102 | *****/
|
---|
4103 |
|
---|
4104 | static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
---|
4105 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4106 | IWineD3DStateBlock *stateblock;
|
---|
4107 | HRESULT hr;
|
---|
4108 |
|
---|
4109 | TRACE("(%p)\n", This);
|
---|
4110 |
|
---|
4111 | if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
|
---|
4112 |
|
---|
4113 | hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock, NULL);
|
---|
4114 | if (FAILED(hr)) return hr;
|
---|
4115 |
|
---|
4116 | IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
4117 | This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
|
---|
4118 | This->isRecordingState = TRUE;
|
---|
4119 |
|
---|
4120 | TRACE("(%p) recording stateblock %p\n", This, stateblock);
|
---|
4121 |
|
---|
4122 | return WINED3D_OK;
|
---|
4123 | }
|
---|
4124 |
|
---|
4125 | static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
|
---|
4126 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4127 | IWineD3DStateBlockImpl *object = This->updateStateBlock;
|
---|
4128 |
|
---|
4129 | if (!This->isRecordingState) {
|
---|
4130 | WARN("(%p) not recording! returning error\n", This);
|
---|
4131 | *ppStateBlock = NULL;
|
---|
4132 | return WINED3DERR_INVALIDCALL;
|
---|
4133 | }
|
---|
4134 |
|
---|
4135 | stateblock_init_contained_states(object);
|
---|
4136 |
|
---|
4137 | *ppStateBlock = (IWineD3DStateBlock*) object;
|
---|
4138 | This->isRecordingState = FALSE;
|
---|
4139 | This->updateStateBlock = This->stateBlock;
|
---|
4140 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
---|
4141 | /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
|
---|
4142 | TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
|
---|
4143 | return WINED3D_OK;
|
---|
4144 | }
|
---|
4145 |
|
---|
4146 | /*****
|
---|
4147 | * Scene related functions
|
---|
4148 | *****/
|
---|
4149 | static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
---|
4150 | /* At the moment we have no need for any functionality at the beginning
|
---|
4151 | of a scene */
|
---|
4152 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4153 | TRACE("(%p)\n", This);
|
---|
4154 |
|
---|
4155 | if(This->inScene) {
|
---|
4156 | TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
|
---|
4157 | return WINED3DERR_INVALIDCALL;
|
---|
4158 | }
|
---|
4159 | This->inScene = TRUE;
|
---|
4160 | return WINED3D_OK;
|
---|
4161 | }
|
---|
4162 |
|
---|
4163 | static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
|
---|
4164 | {
|
---|
4165 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4166 | struct wined3d_context *context;
|
---|
4167 |
|
---|
4168 | TRACE("(%p)\n", This);
|
---|
4169 |
|
---|
4170 | if(!This->inScene) {
|
---|
4171 | TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
|
---|
4172 | return WINED3DERR_INVALIDCALL;
|
---|
4173 | }
|
---|
4174 |
|
---|
4175 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
4176 | /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
|
---|
4177 | wglFlush();
|
---|
4178 | /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
|
---|
4179 | * fails. */
|
---|
4180 | context_release(context);
|
---|
4181 |
|
---|
4182 | This->inScene = FALSE;
|
---|
4183 | return WINED3D_OK;
|
---|
4184 | }
|
---|
4185 |
|
---|
4186 | static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
---|
4187 | const RECT *pSourceRect, const RECT *pDestRect,
|
---|
4188 | HWND hDestWindowOverride, const RGNDATA *pDirtyRegion)
|
---|
4189 | {
|
---|
4190 | IWineD3DSwapChain *swapChain = NULL;
|
---|
4191 | int i;
|
---|
4192 | int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
|
---|
4193 |
|
---|
4194 | TRACE("iface %p.\n", iface);
|
---|
4195 |
|
---|
4196 | for(i = 0 ; i < swapchains ; i ++) {
|
---|
4197 |
|
---|
4198 | IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
|
---|
4199 | TRACE("presentinng chain %d, %p\n", i, swapChain);
|
---|
4200 | IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
|
---|
4201 | IWineD3DSwapChain_Release(swapChain);
|
---|
4202 | }
|
---|
4203 |
|
---|
4204 | return WINED3D_OK;
|
---|
4205 | }
|
---|
4206 |
|
---|
4207 | /* Not called from the VTable (internal subroutine) */
|
---|
4208 | HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
|
---|
4209 | CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
|
---|
4210 | float Z, DWORD Stencil) {
|
---|
4211 | GLbitfield glMask = 0;
|
---|
4212 | unsigned int i;
|
---|
4213 | WINED3DRECT curRect;
|
---|
4214 | RECT vp_rect;
|
---|
4215 | const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
|
---|
4216 | UINT drawable_width, drawable_height;
|
---|
4217 | IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
|
---|
4218 | IWineD3DSwapChainImpl *swapchain = NULL;
|
---|
4219 | struct wined3d_context *context;
|
---|
4220 |
|
---|
4221 | /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
|
---|
4222 | * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
|
---|
4223 | * for the cleared parts, and the untouched parts.
|
---|
4224 | *
|
---|
4225 | * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
|
---|
4226 | * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
|
---|
4227 | * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
|
---|
4228 | * checking all this if the dest surface is in the drawable anyway.
|
---|
4229 | */
|
---|
4230 | if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
|
---|
4231 | while(1) {
|
---|
4232 | if(vp->X != 0 || vp->Y != 0 ||
|
---|
4233 | vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
|
---|
4234 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4235 | break;
|
---|
4236 | }
|
---|
4237 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
---|
4238 | This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
---|
4239 | This->stateBlock->scissorRect.right < target->currentDesc.Width ||
|
---|
4240 | This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
|
---|
4241 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4242 | break;
|
---|
4243 | }
|
---|
4244 | if(Count > 0 && pRects && (
|
---|
4245 | pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
---|
4246 | pRects[0].x2 < target->currentDesc.Width ||
|
---|
4247 | pRects[0].y2 < target->currentDesc.Height)) {
|
---|
4248 | IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
|
---|
4249 | break;
|
---|
4250 | }
|
---|
4251 | break;
|
---|
4252 | }
|
---|
4253 | }
|
---|
4254 |
|
---|
4255 | context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
|
---|
4256 |
|
---|
4257 | target->get_drawable_size(context, &drawable_width, &drawable_height);
|
---|
4258 |
|
---|
4259 | ENTER_GL();
|
---|
4260 |
|
---|
4261 | /* Only set the values up once, as they are not changing */
|
---|
4262 | if (Flags & WINED3DCLEAR_STENCIL) {
|
---|
4263 | glClearStencil(Stencil);
|
---|
4264 | checkGLcall("glClearStencil");
|
---|
4265 | glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
---|
4266 | glStencilMask(0xFFFFFFFF);
|
---|
4267 | }
|
---|
4268 |
|
---|
4269 | if (Flags & WINED3DCLEAR_ZBUFFER) {
|
---|
4270 | DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
4271 | glDepthMask(GL_TRUE);
|
---|
4272 | glClearDepth(Z);
|
---|
4273 | checkGLcall("glClearDepth");
|
---|
4274 | glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
---|
4275 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
---|
4276 |
|
---|
4277 | if (vp->X != 0 || vp->Y != 0 ||
|
---|
4278 | vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
|
---|
4279 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4280 | }
|
---|
4281 | else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
|
---|
4282 | This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
|
---|
4283 | This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
|
---|
4284 | This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
|
---|
4285 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4286 | }
|
---|
4287 | else if (Count > 0 && pRects && (
|
---|
4288 | pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
|
---|
4289 | pRects[0].x2 < depth_stencil->currentDesc.Width ||
|
---|
4290 | pRects[0].y2 < depth_stencil->currentDesc.Height)) {
|
---|
4291 | surface_load_ds_location(This->stencilBufferTarget, context, location);
|
---|
4292 | }
|
---|
4293 | }
|
---|
4294 |
|
---|
4295 | if (Flags & WINED3DCLEAR_TARGET) {
|
---|
4296 | TRACE("Clearing screen with glClear to color %x\n", Color);
|
---|
4297 | glClearColor(D3DCOLOR_R(Color),
|
---|
4298 | D3DCOLOR_G(Color),
|
---|
4299 | D3DCOLOR_B(Color),
|
---|
4300 | D3DCOLOR_A(Color));
|
---|
4301 | checkGLcall("glClearColor");
|
---|
4302 |
|
---|
4303 | /* Clear ALL colors! */
|
---|
4304 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
4305 | glMask = glMask | GL_COLOR_BUFFER_BIT;
|
---|
4306 | }
|
---|
4307 |
|
---|
4308 | vp_rect.left = vp->X;
|
---|
4309 | vp_rect.top = vp->Y;
|
---|
4310 | vp_rect.right = vp->X + vp->Width;
|
---|
4311 | vp_rect.bottom = vp->Y + vp->Height;
|
---|
4312 | if (!(Count > 0 && pRects)) {
|
---|
4313 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
4314 | IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
|
---|
4315 | }
|
---|
4316 | if (context->render_offscreen)
|
---|
4317 | {
|
---|
4318 | glScissor(vp_rect.left, vp_rect.top,
|
---|
4319 | vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
---|
4320 | } else {
|
---|
4321 | glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
|
---|
4322 | vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
|
---|
4323 | }
|
---|
4324 | checkGLcall("glScissor");
|
---|
4325 | glClear(glMask);
|
---|
4326 | checkGLcall("glClear");
|
---|
4327 | } else {
|
---|
4328 | /* Now process each rect in turn */
|
---|
4329 | for (i = 0; i < Count; i++) {
|
---|
4330 | /* Note gl uses lower left, width/height */
|
---|
4331 | IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
|
---|
4332 | if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
4333 | IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
|
---|
4334 | }
|
---|
4335 | TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
|
---|
4336 | pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
|
---|
4337 | curRect.x1, (target->currentDesc.Height - curRect.y2),
|
---|
4338 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
4339 |
|
---|
4340 | /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
|
---|
4341 | * The rectangle is not cleared, no error is returned, but further rectanlges are
|
---|
4342 | * still cleared if they are valid
|
---|
4343 | */
|
---|
4344 | if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
|
---|
4345 | TRACE("Rectangle with negative dimensions, ignoring\n");
|
---|
4346 | continue;
|
---|
4347 | }
|
---|
4348 |
|
---|
4349 | if (context->render_offscreen)
|
---|
4350 | {
|
---|
4351 | glScissor(curRect.x1, curRect.y1,
|
---|
4352 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
4353 | } else {
|
---|
4354 | glScissor(curRect.x1, drawable_height - curRect.y2,
|
---|
4355 | curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
|
---|
4356 | }
|
---|
4357 | checkGLcall("glScissor");
|
---|
4358 |
|
---|
4359 | glClear(glMask);
|
---|
4360 | checkGLcall("glClear");
|
---|
4361 | }
|
---|
4362 | }
|
---|
4363 |
|
---|
4364 | /* Restore the old values (why..?) */
|
---|
4365 | if (Flags & WINED3DCLEAR_STENCIL) {
|
---|
4366 | glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
---|
4367 | }
|
---|
4368 | if (Flags & WINED3DCLEAR_TARGET) {
|
---|
4369 | DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
|
---|
4370 | glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
4371 | mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
4372 | mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
4373 | mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
---|
4374 |
|
---|
4375 | /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
|
---|
4376 | * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
|
---|
4377 | */
|
---|
4378 | IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
|
---|
4379 | }
|
---|
4380 | if (Flags & WINED3DCLEAR_ZBUFFER) {
|
---|
4381 | /* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
|
---|
4382 | DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
|
---|
4383 | surface_modify_ds_location(This->stencilBufferTarget, location);
|
---|
4384 | }
|
---|
4385 |
|
---|
4386 | LEAVE_GL();
|
---|
4387 |
|
---|
4388 | if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)target, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
|
---|
4389 | if (target == (IWineD3DSurfaceImpl*) swapchain->frontBuffer) {
|
---|
4390 | wglFlush();
|
---|
4391 | }
|
---|
4392 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
4393 | }
|
---|
4394 |
|
---|
4395 | context_release(context);
|
---|
4396 |
|
---|
4397 | return WINED3D_OK;
|
---|
4398 | }
|
---|
4399 |
|
---|
4400 | static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
|
---|
4401 | DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
|
---|
4402 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4403 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
|
---|
4404 |
|
---|
4405 | TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
|
---|
4406 | Count, pRects, Flags, Color, Z, Stencil);
|
---|
4407 |
|
---|
4408 | if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
|
---|
4409 | WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
|
---|
4410 | /* TODO: What about depth stencil buffers without stencil bits? */
|
---|
4411 | return WINED3DERR_INVALIDCALL;
|
---|
4412 | }
|
---|
4413 |
|
---|
4414 | return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
|
---|
4415 | }
|
---|
4416 |
|
---|
4417 | /*****
|
---|
4418 | * Drawing functions
|
---|
4419 | *****/
|
---|
4420 |
|
---|
4421 | static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
|
---|
4422 | WINED3DPRIMITIVETYPE primitive_type)
|
---|
4423 | {
|
---|
4424 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4425 |
|
---|
4426 | TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
|
---|
4427 |
|
---|
4428 | This->updateStateBlock->changed.primitive_type = TRUE;
|
---|
4429 | This->updateStateBlock->gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
|
---|
4430 | }
|
---|
4431 |
|
---|
4432 | static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
|
---|
4433 | WINED3DPRIMITIVETYPE *primitive_type)
|
---|
4434 | {
|
---|
4435 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4436 |
|
---|
4437 | TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
|
---|
4438 |
|
---|
4439 | *primitive_type = d3d_primitive_type_from_gl(This->stateBlock->gl_primitive_type);
|
---|
4440 |
|
---|
4441 | TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
|
---|
4442 | }
|
---|
4443 |
|
---|
4444 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
|
---|
4445 | {
|
---|
4446 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4447 |
|
---|
4448 | TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
|
---|
4449 |
|
---|
4450 | if(!This->stateBlock->vertexDecl) {
|
---|
4451 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
4452 | return WINED3DERR_INVALIDCALL;
|
---|
4453 | }
|
---|
4454 |
|
---|
4455 | /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
|
---|
4456 | if(This->stateBlock->streamIsUP) {
|
---|
4457 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
4458 | This->stateBlock->streamIsUP = FALSE;
|
---|
4459 | }
|
---|
4460 |
|
---|
4461 | if(This->stateBlock->loadBaseVertexIndex != 0) {
|
---|
4462 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
4463 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
4464 | }
|
---|
4465 | /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
|
---|
4466 | drawPrimitive(iface, vertex_count, StartVertex /* start_idx */, 0 /* indxSize */, NULL /* indxData */);
|
---|
4467 | return WINED3D_OK;
|
---|
4468 | }
|
---|
4469 |
|
---|
4470 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface, UINT startIndex, UINT index_count)
|
---|
4471 | {
|
---|
4472 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4473 | UINT idxStride = 2;
|
---|
4474 | IWineD3DBuffer *pIB;
|
---|
4475 | GLuint vbo;
|
---|
4476 |
|
---|
4477 | pIB = This->stateBlock->pIndexData;
|
---|
4478 | if (!pIB) {
|
---|
4479 | /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
|
---|
4480 | * without an index buffer set. (The first time at least...)
|
---|
4481 | * D3D8 simply dies, but I doubt it can do much harm to return
|
---|
4482 | * D3DERR_INVALIDCALL there as well. */
|
---|
4483 | WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
|
---|
4484 | return WINED3DERR_INVALIDCALL;
|
---|
4485 | }
|
---|
4486 |
|
---|
4487 | if(!This->stateBlock->vertexDecl) {
|
---|
4488 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
4489 | return WINED3DERR_INVALIDCALL;
|
---|
4490 | }
|
---|
4491 |
|
---|
4492 | if(This->stateBlock->streamIsUP) {
|
---|
4493 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
4494 | This->stateBlock->streamIsUP = FALSE;
|
---|
4495 | }
|
---|
4496 | vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
|
---|
4497 |
|
---|
4498 | TRACE("(%p) : startIndex %u, index count %u.\n", This, startIndex, index_count);
|
---|
4499 |
|
---|
4500 | if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
|
---|
4501 | idxStride = 2;
|
---|
4502 | } else {
|
---|
4503 | idxStride = 4;
|
---|
4504 | }
|
---|
4505 |
|
---|
4506 | if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
|
---|
4507 | This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
---|
4508 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
4509 | }
|
---|
4510 |
|
---|
4511 | drawPrimitive(iface, index_count, startIndex, idxStride,
|
---|
4512 | vbo ? NULL : ((struct wined3d_buffer *)pIB)->resource.allocatedMemory);
|
---|
4513 |
|
---|
4514 | return WINED3D_OK;
|
---|
4515 | }
|
---|
4516 |
|
---|
4517 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
|
---|
4518 | const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
---|
4519 | {
|
---|
4520 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4521 | IWineD3DBuffer *vb;
|
---|
4522 |
|
---|
4523 | TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
|
---|
4524 | This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
|
---|
4525 |
|
---|
4526 | if(!This->stateBlock->vertexDecl) {
|
---|
4527 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
4528 | return WINED3DERR_INVALIDCALL;
|
---|
4529 | }
|
---|
4530 |
|
---|
4531 | /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
---|
4532 | vb = This->stateBlock->streamSource[0];
|
---|
4533 | This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
---|
4534 | if (vb) IWineD3DBuffer_Release(vb);
|
---|
4535 | This->stateBlock->streamOffset[0] = 0;
|
---|
4536 | This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
---|
4537 | This->stateBlock->streamIsUP = TRUE;
|
---|
4538 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
4539 |
|
---|
4540 | /* TODO: Only mark dirty if drawing from a different UP address */
|
---|
4541 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
---|
4542 |
|
---|
4543 | drawPrimitive(iface, vertex_count, 0 /* start_idx */, 0 /* indxSize*/, NULL /* indxData */);
|
---|
4544 |
|
---|
4545 | /* MSDN specifies stream zero settings must be set to NULL */
|
---|
4546 | This->stateBlock->streamStride[0] = 0;
|
---|
4547 | This->stateBlock->streamSource[0] = NULL;
|
---|
4548 |
|
---|
4549 | /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
|
---|
4550 | * the new stream sources or use UP drawing again
|
---|
4551 | */
|
---|
4552 | return WINED3D_OK;
|
---|
4553 | }
|
---|
4554 |
|
---|
4555 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
|
---|
4556 | UINT index_count, const void *pIndexData, WINED3DFORMAT IndexDataFormat,
|
---|
4557 | const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
---|
4558 | {
|
---|
4559 | int idxStride;
|
---|
4560 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4561 | IWineD3DBuffer *vb;
|
---|
4562 | IWineD3DBuffer *ib;
|
---|
4563 |
|
---|
4564 | TRACE("(%p) : index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u.\n",
|
---|
4565 | This, index_count, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
---|
4566 |
|
---|
4567 | if(!This->stateBlock->vertexDecl) {
|
---|
4568 | WARN("(%p) : Called without a valid vertex declaration set\n", This);
|
---|
4569 | return WINED3DERR_INVALIDCALL;
|
---|
4570 | }
|
---|
4571 |
|
---|
4572 | if (IndexDataFormat == WINED3DFMT_R16_UINT) {
|
---|
4573 | idxStride = 2;
|
---|
4574 | } else {
|
---|
4575 | idxStride = 4;
|
---|
4576 | }
|
---|
4577 |
|
---|
4578 | /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
---|
4579 | vb = This->stateBlock->streamSource[0];
|
---|
4580 | This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
|
---|
4581 | if (vb) IWineD3DBuffer_Release(vb);
|
---|
4582 | This->stateBlock->streamIsUP = TRUE;
|
---|
4583 | This->stateBlock->streamOffset[0] = 0;
|
---|
4584 | This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
---|
4585 |
|
---|
4586 | /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
|
---|
4587 | This->stateBlock->baseVertexIndex = 0;
|
---|
4588 | This->stateBlock->loadBaseVertexIndex = 0;
|
---|
4589 | /* Mark the state dirty until we have nicer tracking of the stream source pointers */
|
---|
4590 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
4591 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
4592 |
|
---|
4593 | drawPrimitive(iface, index_count, 0 /* start_idx */, idxStride, pIndexData);
|
---|
4594 |
|
---|
4595 | /* MSDN specifies stream zero settings and index buffer must be set to NULL */
|
---|
4596 | This->stateBlock->streamSource[0] = NULL;
|
---|
4597 | This->stateBlock->streamStride[0] = 0;
|
---|
4598 | ib = This->stateBlock->pIndexData;
|
---|
4599 | if(ib) {
|
---|
4600 | IWineD3DBuffer_Release(ib);
|
---|
4601 | This->stateBlock->pIndexData = NULL;
|
---|
4602 | }
|
---|
4603 | /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
|
---|
4604 | * SetStreamSource to specify a vertex buffer
|
---|
4605 | */
|
---|
4606 |
|
---|
4607 | return WINED3D_OK;
|
---|
4608 | }
|
---|
4609 |
|
---|
4610 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
|
---|
4611 | UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
|
---|
4612 | {
|
---|
4613 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
4614 |
|
---|
4615 | /* Mark the state dirty until we have nicer tracking
|
---|
4616 | * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
---|
4617 | * that value.
|
---|
4618 | */
|
---|
4619 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
4620 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
4621 | This->stateBlock->baseVertexIndex = 0;
|
---|
4622 | This->up_strided = DrawPrimStrideData;
|
---|
4623 | drawPrimitive(iface, vertex_count, 0, 0, NULL);
|
---|
4624 | This->up_strided = NULL;
|
---|
4625 | return WINED3D_OK;
|
---|
4626 | }
|
---|
4627 |
|
---|
4628 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
|
---|
4629 | UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
|
---|
4630 | UINT NumVertices, const void *pIndexData, WINED3DFORMAT IndexDataFormat)
|
---|
4631 | {
|
---|
4632 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
4633 | DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
|
---|
4634 |
|
---|
4635 | /* Mark the state dirty until we have nicer tracking
|
---|
4636 | * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
---|
4637 | * that value.
|
---|
4638 | */
|
---|
4639 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
---|
4640 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
|
---|
4641 | This->stateBlock->streamIsUP = TRUE;
|
---|
4642 | This->stateBlock->baseVertexIndex = 0;
|
---|
4643 | This->up_strided = DrawPrimStrideData;
|
---|
4644 | drawPrimitive(iface, vertex_count, 0 /* start_idx */, idxSize, pIndexData);
|
---|
4645 | This->up_strided = NULL;
|
---|
4646 | return WINED3D_OK;
|
---|
4647 | }
|
---|
4648 |
|
---|
4649 | /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
|
---|
4650 | static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface,
|
---|
4651 | IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume)
|
---|
4652 | {
|
---|
4653 | WINED3DLOCKED_BOX src;
|
---|
4654 | WINED3DLOCKED_BOX dst;
|
---|
4655 | HRESULT hr;
|
---|
4656 |
|
---|
4657 | TRACE("iface %p, src_volume %p, dst_volume %p.\n",
|
---|
4658 | iface, pSourceVolume, pDestinationVolume);
|
---|
4659 |
|
---|
4660 | /* TODO: Implement direct loading into the gl volume instead of using memcpy and
|
---|
4661 | * dirtification to improve loading performance.
|
---|
4662 | */
|
---|
4663 | hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
|
---|
4664 | if(FAILED(hr)) return hr;
|
---|
4665 | hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
|
---|
4666 | if(FAILED(hr)) {
|
---|
4667 | IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
4668 | return hr;
|
---|
4669 | }
|
---|
4670 |
|
---|
4671 | memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
|
---|
4672 |
|
---|
4673 | hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
|
---|
4674 | if(FAILED(hr)) {
|
---|
4675 | IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
4676 | } else {
|
---|
4677 | hr = IWineD3DVolume_UnlockBox(pSourceVolume);
|
---|
4678 | }
|
---|
4679 | return hr;
|
---|
4680 | }
|
---|
4681 |
|
---|
4682 | static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture(IWineD3DDevice *iface,
|
---|
4683 | IWineD3DBaseTexture *src_texture, IWineD3DBaseTexture *dst_texture)
|
---|
4684 | {
|
---|
4685 | unsigned int level_count, i;
|
---|
4686 | WINED3DRESOURCETYPE type;
|
---|
4687 | HRESULT hr;
|
---|
4688 |
|
---|
4689 | TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture);
|
---|
4690 |
|
---|
4691 | /* Verify that the source and destination textures are non-NULL. */
|
---|
4692 | if (!src_texture || !dst_texture)
|
---|
4693 | {
|
---|
4694 | WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
|
---|
4695 | return WINED3DERR_INVALIDCALL;
|
---|
4696 | }
|
---|
4697 |
|
---|
4698 | if (src_texture == dst_texture)
|
---|
4699 | {
|
---|
4700 | WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
|
---|
4701 | return WINED3DERR_INVALIDCALL;
|
---|
4702 | }
|
---|
4703 |
|
---|
4704 | /* Verify that the source and destination textures are the same type. */
|
---|
4705 | type = IWineD3DBaseTexture_GetType(src_texture);
|
---|
4706 | if (IWineD3DBaseTexture_GetType(dst_texture) != type)
|
---|
4707 | {
|
---|
4708 | WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
|
---|
4709 | return WINED3DERR_INVALIDCALL;
|
---|
4710 | }
|
---|
4711 |
|
---|
4712 | /* Check that both textures have the identical numbers of levels. */
|
---|
4713 | level_count = IWineD3DBaseTexture_GetLevelCount(src_texture);
|
---|
4714 | if (IWineD3DBaseTexture_GetLevelCount(dst_texture) != level_count)
|
---|
4715 | {
|
---|
4716 | WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
|
---|
4717 | return WINED3DERR_INVALIDCALL;
|
---|
4718 | }
|
---|
4719 |
|
---|
4720 | /* Make sure that the destination texture is loaded. */
|
---|
4721 | ((IWineD3DBaseTextureImpl *)dst_texture)->baseTexture.internal_preload(dst_texture, SRGB_RGB);
|
---|
4722 |
|
---|
4723 | /* Update every surface level of the texture. */
|
---|
4724 | switch (type)
|
---|
4725 | {
|
---|
4726 | case WINED3DRTYPE_TEXTURE:
|
---|
4727 | {
|
---|
4728 | IWineD3DSurface *src_surface;
|
---|
4729 | IWineD3DSurface *dst_surface;
|
---|
4730 |
|
---|
4731 | for (i = 0; i < level_count; ++i)
|
---|
4732 | {
|
---|
4733 | IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)src_texture, i, &src_surface);
|
---|
4734 | IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)dst_texture, i, &dst_surface);
|
---|
4735 | hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
|
---|
4736 | IWineD3DSurface_Release(dst_surface);
|
---|
4737 | IWineD3DSurface_Release(src_surface);
|
---|
4738 | if (FAILED(hr))
|
---|
4739 | {
|
---|
4740 | WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
|
---|
4741 | return hr;
|
---|
4742 | }
|
---|
4743 | }
|
---|
4744 | break;
|
---|
4745 | }
|
---|
4746 |
|
---|
4747 | case WINED3DRTYPE_CUBETEXTURE:
|
---|
4748 | {
|
---|
4749 | IWineD3DSurface *src_surface;
|
---|
4750 | IWineD3DSurface *dst_surface;
|
---|
4751 | WINED3DCUBEMAP_FACES face;
|
---|
4752 |
|
---|
4753 | for (i = 0; i < level_count; ++i)
|
---|
4754 | {
|
---|
4755 | /* Update each cube face. */
|
---|
4756 | for (face = WINED3DCUBEMAP_FACE_POSITIVE_X; face <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++face)
|
---|
4757 | {
|
---|
4758 | hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)src_texture,
|
---|
4759 | face, i, &src_surface);
|
---|
4760 | if (FAILED(hr)) ERR("Failed to get src cube surface face %u, level %u, hr %#x.\n", face, i, hr);
|
---|
4761 | hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)dst_texture,
|
---|
4762 | face, i, &dst_surface);
|
---|
4763 | if (FAILED(hr)) ERR("Failed to get dst cube surface face %u, level %u, hr %#x.\n", face, i, hr);
|
---|
4764 | hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
|
---|
4765 | IWineD3DSurface_Release(dst_surface);
|
---|
4766 | IWineD3DSurface_Release(src_surface);
|
---|
4767 | if (FAILED(hr))
|
---|
4768 | {
|
---|
4769 | WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
|
---|
4770 | return hr;
|
---|
4771 | }
|
---|
4772 | }
|
---|
4773 | }
|
---|
4774 | break;
|
---|
4775 | }
|
---|
4776 |
|
---|
4777 | case WINED3DRTYPE_VOLUMETEXTURE:
|
---|
4778 | {
|
---|
4779 | IWineD3DVolume *src_volume;
|
---|
4780 | IWineD3DVolume *dst_volume;
|
---|
4781 |
|
---|
4782 | for (i = 0; i < level_count; ++i)
|
---|
4783 | {
|
---|
4784 | IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)src_texture, i, &src_volume);
|
---|
4785 | IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)dst_texture, i, &dst_volume);
|
---|
4786 | hr = IWineD3DDeviceImpl_UpdateVolume(iface, src_volume, dst_volume);
|
---|
4787 | IWineD3DVolume_Release(dst_volume);
|
---|
4788 | IWineD3DVolume_Release(src_volume);
|
---|
4789 | if (FAILED(hr))
|
---|
4790 | {
|
---|
4791 | WARN("IWineD3DDeviceImpl_UpdateVolume failed, hr %#x.\n", hr);
|
---|
4792 | return hr;
|
---|
4793 | }
|
---|
4794 | }
|
---|
4795 | break;
|
---|
4796 | }
|
---|
4797 |
|
---|
4798 | default:
|
---|
4799 | FIXME("Unsupported texture type %#x.\n", type);
|
---|
4800 | return WINED3DERR_INVALIDCALL;
|
---|
4801 | }
|
---|
4802 |
|
---|
4803 | return WINED3D_OK;
|
---|
4804 | }
|
---|
4805 |
|
---|
4806 | static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
|
---|
4807 | IWineD3DSwapChain *swapChain;
|
---|
4808 | HRESULT hr;
|
---|
4809 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
---|
4810 | if(hr == WINED3D_OK) {
|
---|
4811 | hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
|
---|
4812 | IWineD3DSwapChain_Release(swapChain);
|
---|
4813 | }
|
---|
4814 | return hr;
|
---|
4815 | }
|
---|
4816 |
|
---|
4817 | static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
|
---|
4818 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4819 | IWineD3DBaseTextureImpl *texture;
|
---|
4820 | DWORD i;
|
---|
4821 |
|
---|
4822 | TRACE("(%p) : %p\n", This, pNumPasses);
|
---|
4823 |
|
---|
4824 | for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
|
---|
4825 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
|
---|
4826 | WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
---|
4827 | return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
---|
4828 | }
|
---|
4829 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
|
---|
4830 | WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
|
---|
4831 | return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
|
---|
4832 | }
|
---|
4833 |
|
---|
4834 | texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
|
---|
4835 | if (!texture || texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) continue;
|
---|
4836 |
|
---|
4837 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
|
---|
4838 | WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
4839 | return E_FAIL;
|
---|
4840 | }
|
---|
4841 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
|
---|
4842 | WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
4843 | return E_FAIL;
|
---|
4844 | }
|
---|
4845 | if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
|
---|
4846 | This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
|
---|
4847 | WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
|
---|
4848 | return E_FAIL;
|
---|
4849 | }
|
---|
4850 | }
|
---|
4851 |
|
---|
4852 | /* return a sensible default */
|
---|
4853 | *pNumPasses = 1;
|
---|
4854 |
|
---|
4855 | TRACE("returning D3D_OK\n");
|
---|
4856 | return WINED3D_OK;
|
---|
4857 | }
|
---|
4858 |
|
---|
4859 | static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
|
---|
4860 | {
|
---|
4861 | int i;
|
---|
4862 |
|
---|
4863 | for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
|
---|
4864 | {
|
---|
4865 | IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
|
---|
4866 | if (texture && (texture->resource.format_desc->format == WINED3DFMT_P8_UINT
|
---|
4867 | || texture->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM))
|
---|
4868 | {
|
---|
4869 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
|
---|
4870 | }
|
---|
4871 | }
|
---|
4872 | }
|
---|
4873 |
|
---|
4874 | static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
---|
4875 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4876 | int j;
|
---|
4877 | UINT NewSize;
|
---|
4878 | PALETTEENTRY **palettes;
|
---|
4879 |
|
---|
4880 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
4881 |
|
---|
4882 | if (PaletteNumber >= MAX_PALETTES) {
|
---|
4883 | ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
---|
4884 | return WINED3DERR_INVALIDCALL;
|
---|
4885 | }
|
---|
4886 |
|
---|
4887 | if (PaletteNumber >= This->NumberOfPalettes) {
|
---|
4888 | NewSize = This->NumberOfPalettes;
|
---|
4889 | do {
|
---|
4890 | NewSize *= 2;
|
---|
4891 | } while(PaletteNumber >= NewSize);
|
---|
4892 | palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
|
---|
4893 | if (!palettes) {
|
---|
4894 | ERR("Out of memory!\n");
|
---|
4895 | return E_OUTOFMEMORY;
|
---|
4896 | }
|
---|
4897 | This->palettes = palettes;
|
---|
4898 | This->NumberOfPalettes = NewSize;
|
---|
4899 | }
|
---|
4900 |
|
---|
4901 | if (!This->palettes[PaletteNumber]) {
|
---|
4902 | This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
|
---|
4903 | if (!This->palettes[PaletteNumber]) {
|
---|
4904 | ERR("Out of memory!\n");
|
---|
4905 | return E_OUTOFMEMORY;
|
---|
4906 | }
|
---|
4907 | }
|
---|
4908 |
|
---|
4909 | for (j = 0; j < 256; ++j) {
|
---|
4910 | This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
|
---|
4911 | This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
|
---|
4912 | This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
|
---|
4913 | This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
|
---|
4914 | }
|
---|
4915 | if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
|
---|
4916 | TRACE("(%p) : returning\n", This);
|
---|
4917 | return WINED3D_OK;
|
---|
4918 | }
|
---|
4919 |
|
---|
4920 | static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
---|
4921 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4922 | int j;
|
---|
4923 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
4924 | if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
---|
4925 | /* What happens in such situation isn't documented; Native seems to silently abort
|
---|
4926 | on such conditions. Return Invalid Call. */
|
---|
4927 | ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
---|
4928 | return WINED3DERR_INVALIDCALL;
|
---|
4929 | }
|
---|
4930 | for (j = 0; j < 256; ++j) {
|
---|
4931 | pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
|
---|
4932 | pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
|
---|
4933 | pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
|
---|
4934 | pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
|
---|
4935 | }
|
---|
4936 | TRACE("(%p) : returning\n", This);
|
---|
4937 | return WINED3D_OK;
|
---|
4938 | }
|
---|
4939 |
|
---|
4940 | static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
|
---|
4941 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4942 | TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
---|
4943 | /* Native appears to silently abort on attempt to make an uninitialized palette current and render.
|
---|
4944 | (tested with reference rasterizer). Return Invalid Call. */
|
---|
4945 | if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
|
---|
4946 | ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
|
---|
4947 | return WINED3DERR_INVALIDCALL;
|
---|
4948 | }
|
---|
4949 | /*TODO: stateblocks */
|
---|
4950 | if (This->currentPalette != PaletteNumber) {
|
---|
4951 | This->currentPalette = PaletteNumber;
|
---|
4952 | dirtify_p8_texture_samplers(This);
|
---|
4953 | }
|
---|
4954 | TRACE("(%p) : returning\n", This);
|
---|
4955 | return WINED3D_OK;
|
---|
4956 | }
|
---|
4957 |
|
---|
4958 | static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
|
---|
4959 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4960 | if (PaletteNumber == NULL) {
|
---|
4961 | WARN("(%p) : returning Invalid Call\n", This);
|
---|
4962 | return WINED3DERR_INVALIDCALL;
|
---|
4963 | }
|
---|
4964 | /*TODO: stateblocks */
|
---|
4965 | *PaletteNumber = This->currentPalette;
|
---|
4966 | TRACE("(%p) : returning %u\n", This, *PaletteNumber);
|
---|
4967 | return WINED3D_OK;
|
---|
4968 | }
|
---|
4969 |
|
---|
4970 | static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
|
---|
4971 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4972 | static BOOL warned;
|
---|
4973 | if (!warned)
|
---|
4974 | {
|
---|
4975 | FIXME("(%p) : stub\n", This);
|
---|
4976 | warned = TRUE;
|
---|
4977 | }
|
---|
4978 |
|
---|
4979 | This->softwareVertexProcessing = bSoftware;
|
---|
4980 | return WINED3D_OK;
|
---|
4981 | }
|
---|
4982 |
|
---|
4983 |
|
---|
4984 | static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
|
---|
4985 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
4986 | static BOOL warned;
|
---|
4987 | if (!warned)
|
---|
4988 | {
|
---|
4989 | FIXME("(%p) : stub\n", This);
|
---|
4990 | warned = TRUE;
|
---|
4991 | }
|
---|
4992 | return This->softwareVertexProcessing;
|
---|
4993 | }
|
---|
4994 |
|
---|
4995 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface,
|
---|
4996 | UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
|
---|
4997 | {
|
---|
4998 | IWineD3DSwapChain *swapchain;
|
---|
4999 | HRESULT hr;
|
---|
5000 |
|
---|
5001 | TRACE("iface %p, swapchain_idx %u, raster_status %p.\n",
|
---|
5002 | iface, swapchain_idx, raster_status);
|
---|
5003 |
|
---|
5004 | hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
|
---|
5005 | if (FAILED(hr))
|
---|
5006 | {
|
---|
5007 | WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
|
---|
5008 | return hr;
|
---|
5009 | }
|
---|
5010 |
|
---|
5011 | hr = IWineD3DSwapChain_GetRasterStatus(swapchain, raster_status);
|
---|
5012 | IWineD3DSwapChain_Release(swapchain);
|
---|
5013 | if (FAILED(hr))
|
---|
5014 | {
|
---|
5015 | WARN("Failed to get raster status, hr %#x.\n", hr);
|
---|
5016 | return hr;
|
---|
5017 | }
|
---|
5018 |
|
---|
5019 | return WINED3D_OK;
|
---|
5020 | }
|
---|
5021 |
|
---|
5022 | static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments)
|
---|
5023 | {
|
---|
5024 | static BOOL warned;
|
---|
5025 | if(nSegments != 0.0f) {
|
---|
5026 | if (!warned)
|
---|
5027 | {
|
---|
5028 | FIXME("iface %p, nSegments %.8e stub!\n", iface, nSegments);
|
---|
5029 | warned = TRUE;
|
---|
5030 | }
|
---|
5031 | }
|
---|
5032 | return WINED3D_OK;
|
---|
5033 | }
|
---|
5034 |
|
---|
5035 | static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface)
|
---|
5036 | {
|
---|
5037 | static BOOL warned;
|
---|
5038 | if (!warned)
|
---|
5039 | {
|
---|
5040 | FIXME("iface %p stub!\n", iface);
|
---|
5041 | warned = TRUE;
|
---|
5042 | }
|
---|
5043 | return 0.0f;
|
---|
5044 | }
|
---|
5045 |
|
---|
5046 | static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
|
---|
5047 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5048 | /** TODO: remove casts to IWineD3DSurfaceImpl
|
---|
5049 | * NOTE: move code to surface to accomplish this
|
---|
5050 | ****************************************/
|
---|
5051 | IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
|
---|
5052 | IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
|
---|
5053 | int srcWidth, srcHeight;
|
---|
5054 | unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
|
---|
5055 | WINED3DFORMAT destFormat, srcFormat;
|
---|
5056 | UINT destSize;
|
---|
5057 | int srcLeft, destLeft, destTop;
|
---|
5058 | WINED3DPOOL srcPool, destPool;
|
---|
5059 | int offset = 0;
|
---|
5060 | int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
|
---|
5061 | const struct GlPixelFormatDesc *src_format_desc, *dst_format_desc;
|
---|
5062 | GLenum dummy;
|
---|
5063 | DWORD sampler;
|
---|
5064 | int bpp;
|
---|
5065 | CONVERT_TYPES convert = NO_CONVERSION;
|
---|
5066 | struct wined3d_context *context;
|
---|
5067 |
|
---|
5068 | WINED3DSURFACE_DESC winedesc;
|
---|
5069 |
|
---|
5070 | TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
|
---|
5071 |
|
---|
5072 | IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
|
---|
5073 | srcSurfaceWidth = winedesc.width;
|
---|
5074 | srcSurfaceHeight = winedesc.height;
|
---|
5075 | srcPool = winedesc.pool;
|
---|
5076 | srcFormat = winedesc.format;
|
---|
5077 |
|
---|
5078 | IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
---|
5079 | destSurfaceWidth = winedesc.width;
|
---|
5080 | destSurfaceHeight = winedesc.height;
|
---|
5081 | destPool = winedesc.pool;
|
---|
5082 | destFormat = winedesc.format;
|
---|
5083 | destSize = winedesc.size;
|
---|
5084 |
|
---|
5085 | if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
|
---|
5086 | WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
|
---|
5087 | return WINED3DERR_INVALIDCALL;
|
---|
5088 | }
|
---|
5089 |
|
---|
5090 | /* This call loads the opengl surface directly, instead of copying the surface to the
|
---|
5091 | * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
|
---|
5092 | * copy in sysmem and use regular surface loading.
|
---|
5093 | */
|
---|
5094 | d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
|
---|
5095 | if(convert != NO_CONVERSION) {
|
---|
5096 | return IWineD3DSurface_BltFast(pDestinationSurface,
|
---|
5097 | pDestPoint ? pDestPoint->x : 0,
|
---|
5098 | pDestPoint ? pDestPoint->y : 0,
|
---|
5099 | pSourceSurface, pSourceRect, 0);
|
---|
5100 | }
|
---|
5101 |
|
---|
5102 | if (destFormat == WINED3DFMT_UNKNOWN) {
|
---|
5103 | TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
|
---|
5104 | IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
|
---|
5105 |
|
---|
5106 | /* Get the update surface description */
|
---|
5107 | IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
---|
5108 | }
|
---|
5109 |
|
---|
5110 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
5111 |
|
---|
5112 | ENTER_GL();
|
---|
5113 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
5114 | checkGLcall("glActiveTextureARB");
|
---|
5115 | LEAVE_GL();
|
---|
5116 |
|
---|
5117 | /* Make sure the surface is loaded and up to date */
|
---|
5118 | surface_internal_preload(pDestinationSurface, SRGB_RGB);
|
---|
5119 | IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
|
---|
5120 |
|
---|
5121 | src_format_desc = ((IWineD3DSurfaceImpl *)pSrcSurface)->resource.format_desc;
|
---|
5122 | dst_format_desc = dst_impl->resource.format_desc;
|
---|
5123 |
|
---|
5124 | /* this needs to be done in lines if the sourceRect != the sourceWidth */
|
---|
5125 | srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
|
---|
5126 | srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
|
---|
5127 | srcLeft = pSourceRect ? pSourceRect->left : 0;
|
---|
5128 | destLeft = pDestPoint ? pDestPoint->x : 0;
|
---|
5129 | destTop = pDestPoint ? pDestPoint->y : 0;
|
---|
5130 |
|
---|
5131 |
|
---|
5132 | /* This function doesn't support compressed textures
|
---|
5133 | the pitch is just bytesPerPixel * width */
|
---|
5134 | if(srcWidth != srcSurfaceWidth || srcLeft ){
|
---|
5135 | rowoffset = srcSurfaceWidth * src_format_desc->byte_count;
|
---|
5136 | offset += srcLeft * src_format_desc->byte_count;
|
---|
5137 | /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
|
---|
5138 | }
|
---|
5139 | /* TODO DXT formats */
|
---|
5140 |
|
---|
5141 | if(pSourceRect != NULL && pSourceRect->top != 0){
|
---|
5142 | offset += pSourceRect->top * srcSurfaceWidth * src_format_desc->byte_count;
|
---|
5143 | }
|
---|
5144 | TRACE("(%p) glTexSubImage2D, level %d, left %d, top %d, width %d, height %d, fmt %#x, type %#x, memory %p+%#x\n",
|
---|
5145 | This, dst_impl->texture_level, destLeft, destTop, srcWidth, srcHeight, dst_format_desc->glFormat,
|
---|
5146 | dst_format_desc->glType, IWineD3DSurface_GetData(pSourceSurface), offset);
|
---|
5147 |
|
---|
5148 | /* Sanity check */
|
---|
5149 | if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
|
---|
5150 |
|
---|
5151 | /* need to lock the surface to get the data */
|
---|
5152 | FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
|
---|
5153 | }
|
---|
5154 |
|
---|
5155 | ENTER_GL();
|
---|
5156 |
|
---|
5157 | /* TODO: Cube and volume support */
|
---|
5158 | if(rowoffset != 0){
|
---|
5159 | /* not a whole row so we have to do it a line at a time */
|
---|
5160 | int j;
|
---|
5161 |
|
---|
5162 | /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
|
---|
5163 | const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
---|
5164 |
|
---|
5165 | for (j = destTop; j < (srcHeight + destTop); ++j)
|
---|
5166 | {
|
---|
5167 | glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
|
---|
5168 | srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
|
---|
5169 | data += rowoffset;
|
---|
5170 | }
|
---|
5171 |
|
---|
5172 | } else { /* Full width, so just write out the whole texture */
|
---|
5173 | const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
---|
5174 |
|
---|
5175 | if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
|
---|
5176 | {
|
---|
5177 | if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth)
|
---|
5178 | {
|
---|
5179 | /* FIXME: The easy way to do this is to lock the destination, and copy the bits across. */
|
---|
5180 | FIXME("Updating part of a compressed texture is not supported.\n");
|
---|
5181 | }
|
---|
5182 | if (destFormat != srcFormat)
|
---|
5183 | {
|
---|
5184 | FIXME("Updating mixed format compressed textures is not supported.\n");
|
---|
5185 | }
|
---|
5186 | else
|
---|
5187 | {
|
---|
5188 | GL_EXTCALL(glCompressedTexImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
|
---|
5189 | dst_format_desc->glInternal, srcWidth, srcHeight, 0, destSize, data));
|
---|
5190 | }
|
---|
5191 | }
|
---|
5192 | else
|
---|
5193 | {
|
---|
5194 | glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
|
---|
5195 | srcWidth, srcHeight, dst_format_desc->glFormat, dst_format_desc->glType, data);
|
---|
5196 | }
|
---|
5197 | }
|
---|
5198 | checkGLcall("glTexSubImage2D");
|
---|
5199 |
|
---|
5200 | LEAVE_GL();
|
---|
5201 | context_release(context);
|
---|
5202 |
|
---|
5203 | IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
|
---|
5204 | sampler = This->rev_tex_unit_map[0];
|
---|
5205 | if (sampler != WINED3D_UNMAPPED_STAGE)
|
---|
5206 | {
|
---|
5207 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
---|
5208 | }
|
---|
5209 |
|
---|
5210 | return WINED3D_OK;
|
---|
5211 | }
|
---|
5212 |
|
---|
5213 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
|
---|
5214 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5215 | struct WineD3DRectPatch *patch;
|
---|
5216 | GLenum old_primitive_type;
|
---|
5217 | unsigned int i;
|
---|
5218 | struct list *e;
|
---|
5219 | BOOL found;
|
---|
5220 | TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
|
---|
5221 |
|
---|
5222 | if(!(Handle || pRectPatchInfo)) {
|
---|
5223 | /* TODO: Write a test for the return value, thus the FIXME */
|
---|
5224 | FIXME("Both Handle and pRectPatchInfo are NULL\n");
|
---|
5225 | return WINED3DERR_INVALIDCALL;
|
---|
5226 | }
|
---|
5227 |
|
---|
5228 | if(Handle) {
|
---|
5229 | i = PATCHMAP_HASHFUNC(Handle);
|
---|
5230 | found = FALSE;
|
---|
5231 | LIST_FOR_EACH(e, &This->patches[i]) {
|
---|
5232 | patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
---|
5233 | if(patch->Handle == Handle) {
|
---|
5234 | found = TRUE;
|
---|
5235 | break;
|
---|
5236 | }
|
---|
5237 | }
|
---|
5238 |
|
---|
5239 | if(!found) {
|
---|
5240 | TRACE("Patch does not exist. Creating a new one\n");
|
---|
5241 | patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
---|
5242 | patch->Handle = Handle;
|
---|
5243 | list_add_head(&This->patches[i], &patch->entry);
|
---|
5244 | } else {
|
---|
5245 | TRACE("Found existing patch %p\n", patch);
|
---|
5246 | }
|
---|
5247 | } else {
|
---|
5248 | /* Since opengl does not load tesselated vertex attributes into numbered vertex
|
---|
5249 | * attributes we have to tesselate, read back, and draw. This needs a patch
|
---|
5250 | * management structure instance. Create one.
|
---|
5251 | *
|
---|
5252 | * A possible improvement is to check if a vertex shader is used, and if not directly
|
---|
5253 | * draw the patch.
|
---|
5254 | */
|
---|
5255 | FIXME("Drawing an uncached patch. This is slow\n");
|
---|
5256 | patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
|
---|
5257 | }
|
---|
5258 |
|
---|
5259 | if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
|
---|
5260 | pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
|
---|
5261 | (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
|
---|
5262 | HRESULT hr;
|
---|
5263 | TRACE("Tesselation density or patch info changed, retesselating\n");
|
---|
5264 |
|
---|
5265 | if(pRectPatchInfo) {
|
---|
5266 | patch->RectPatchInfo = *pRectPatchInfo;
|
---|
5267 | }
|
---|
5268 | patch->numSegs[0] = pNumSegs[0];
|
---|
5269 | patch->numSegs[1] = pNumSegs[1];
|
---|
5270 | patch->numSegs[2] = pNumSegs[2];
|
---|
5271 | patch->numSegs[3] = pNumSegs[3];
|
---|
5272 |
|
---|
5273 | hr = tesselate_rectpatch(This, patch);
|
---|
5274 | if(FAILED(hr)) {
|
---|
5275 | WARN("Patch tesselation failed\n");
|
---|
5276 |
|
---|
5277 | /* Do not release the handle to store the params of the patch */
|
---|
5278 | if(!Handle) {
|
---|
5279 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5280 | }
|
---|
5281 | return hr;
|
---|
5282 | }
|
---|
5283 | }
|
---|
5284 |
|
---|
5285 | This->currentPatch = patch;
|
---|
5286 | old_primitive_type = This->stateBlock->gl_primitive_type;
|
---|
5287 | This->stateBlock->gl_primitive_type = GL_TRIANGLES;
|
---|
5288 | IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
|
---|
5289 | This->stateBlock->gl_primitive_type = old_primitive_type;
|
---|
5290 | This->currentPatch = NULL;
|
---|
5291 |
|
---|
5292 | /* Destroy uncached patches */
|
---|
5293 | if(!Handle) {
|
---|
5294 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
5295 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5296 | }
|
---|
5297 | return WINED3D_OK;
|
---|
5298 | }
|
---|
5299 |
|
---|
5300 | static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface,
|
---|
5301 | UINT handle, const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
|
---|
5302 | {
|
---|
5303 | FIXME("iface %p, handle %#x, segment_count %p, patch_info %p stub!\n",
|
---|
5304 | iface, handle, segment_count, patch_info);
|
---|
5305 |
|
---|
5306 | return WINED3D_OK;
|
---|
5307 | }
|
---|
5308 |
|
---|
5309 | static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
|
---|
5310 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5311 | int i;
|
---|
5312 | struct WineD3DRectPatch *patch;
|
---|
5313 | struct list *e;
|
---|
5314 | TRACE("(%p) Handle(%d)\n", This, Handle);
|
---|
5315 |
|
---|
5316 | i = PATCHMAP_HASHFUNC(Handle);
|
---|
5317 | LIST_FOR_EACH(e, &This->patches[i]) {
|
---|
5318 | patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
|
---|
5319 | if(patch->Handle == Handle) {
|
---|
5320 | TRACE("Deleting patch %p\n", patch);
|
---|
5321 | list_remove(&patch->entry);
|
---|
5322 | HeapFree(GetProcessHeap(), 0, patch->mem);
|
---|
5323 | HeapFree(GetProcessHeap(), 0, patch);
|
---|
5324 | return WINED3D_OK;
|
---|
5325 | }
|
---|
5326 | }
|
---|
5327 |
|
---|
5328 | /* TODO: Write a test for the return value */
|
---|
5329 | FIXME("Attempt to destroy nonexistent patch\n");
|
---|
5330 | return WINED3DERR_INVALIDCALL;
|
---|
5331 | }
|
---|
5332 |
|
---|
5333 | static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
|
---|
5334 | HRESULT hr;
|
---|
5335 | IWineD3DSwapChain *swapchain;
|
---|
5336 |
|
---|
5337 | hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
|
---|
5338 | if (SUCCEEDED(hr)) {
|
---|
5339 | IWineD3DSwapChain_Release((IUnknown *)swapchain);
|
---|
5340 | return swapchain;
|
---|
5341 | }
|
---|
5342 |
|
---|
5343 | return NULL;
|
---|
5344 | }
|
---|
5345 |
|
---|
5346 | static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
|
---|
5347 | const WINED3DRECT *rect, const float color[4])
|
---|
5348 | {
|
---|
5349 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5350 | struct wined3d_context *context;
|
---|
5351 |
|
---|
5352 | if (!surface_is_offscreen(surface))
|
---|
5353 | {
|
---|
5354 | TRACE("Surface %p is onscreen\n", surface);
|
---|
5355 |
|
---|
5356 | context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
|
---|
5357 | ENTER_GL();
|
---|
5358 | context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
|
---|
5359 | context_set_draw_buffer(context, surface_get_gl_buffer(surface));
|
---|
5360 | }
|
---|
5361 | else
|
---|
5362 | {
|
---|
5363 | TRACE("Surface %p is offscreen\n", surface);
|
---|
5364 |
|
---|
5365 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
5366 | ENTER_GL();
|
---|
5367 | context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
|
---|
5368 | context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
|
---|
5369 | context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
|
---|
5370 | }
|
---|
5371 |
|
---|
5372 | if (rect) {
|
---|
5373 | glEnable(GL_SCISSOR_TEST);
|
---|
5374 | if(surface_is_offscreen(surface)) {
|
---|
5375 | glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
|
---|
5376 | } else {
|
---|
5377 | glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
|
---|
5378 | rect->x2 - rect->x1, rect->y2 - rect->y1);
|
---|
5379 | }
|
---|
5380 | checkGLcall("glScissor");
|
---|
5381 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
---|
5382 | } else {
|
---|
5383 | glDisable(GL_SCISSOR_TEST);
|
---|
5384 | }
|
---|
5385 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
---|
5386 |
|
---|
5387 | glDisable(GL_BLEND);
|
---|
5388 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
---|
5389 |
|
---|
5390 | glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
---|
5391 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
|
---|
5392 |
|
---|
5393 | glClearColor(color[0], color[1], color[2], color[3]);
|
---|
5394 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
5395 | checkGLcall("glClear");
|
---|
5396 |
|
---|
5397 | LEAVE_GL();
|
---|
5398 | context_release(context);
|
---|
5399 | }
|
---|
5400 |
|
---|
5401 | static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
|
---|
5402 | unsigned int r, g, b, a;
|
---|
5403 | DWORD ret;
|
---|
5404 |
|
---|
5405 | if (destfmt == WINED3DFMT_B8G8R8A8_UNORM
|
---|
5406 | || destfmt == WINED3DFMT_B8G8R8X8_UNORM
|
---|
5407 | || destfmt == WINED3DFMT_B8G8R8_UNORM)
|
---|
5408 | return color;
|
---|
5409 |
|
---|
5410 | TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
|
---|
5411 |
|
---|
5412 | a = (color & 0xff000000) >> 24;
|
---|
5413 | r = (color & 0x00ff0000) >> 16;
|
---|
5414 | g = (color & 0x0000ff00) >> 8;
|
---|
5415 | b = (color & 0x000000ff) >> 0;
|
---|
5416 |
|
---|
5417 | switch(destfmt)
|
---|
5418 | {
|
---|
5419 | case WINED3DFMT_B5G6R5_UNORM:
|
---|
5420 | if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
|
---|
5421 | r = (r * 32) / 256;
|
---|
5422 | g = (g * 64) / 256;
|
---|
5423 | b = (b * 32) / 256;
|
---|
5424 | ret = r << 11;
|
---|
5425 | ret |= g << 5;
|
---|
5426 | ret |= b;
|
---|
5427 | TRACE("Returning %08x\n", ret);
|
---|
5428 | return ret;
|
---|
5429 |
|
---|
5430 | case WINED3DFMT_B5G5R5X1_UNORM:
|
---|
5431 | case WINED3DFMT_B5G5R5A1_UNORM:
|
---|
5432 | a = (a * 2) / 256;
|
---|
5433 | r = (r * 32) / 256;
|
---|
5434 | g = (g * 32) / 256;
|
---|
5435 | b = (b * 32) / 256;
|
---|
5436 | ret = a << 15;
|
---|
5437 | ret |= r << 10;
|
---|
5438 | ret |= g << 5;
|
---|
5439 | ret |= b << 0;
|
---|
5440 | TRACE("Returning %08x\n", ret);
|
---|
5441 | return ret;
|
---|
5442 |
|
---|
5443 | case WINED3DFMT_A8_UNORM:
|
---|
5444 | TRACE("Returning %08x\n", a);
|
---|
5445 | return a;
|
---|
5446 |
|
---|
5447 | case WINED3DFMT_B4G4R4X4_UNORM:
|
---|
5448 | case WINED3DFMT_B4G4R4A4_UNORM:
|
---|
5449 | a = (a * 16) / 256;
|
---|
5450 | r = (r * 16) / 256;
|
---|
5451 | g = (g * 16) / 256;
|
---|
5452 | b = (b * 16) / 256;
|
---|
5453 | ret = a << 12;
|
---|
5454 | ret |= r << 8;
|
---|
5455 | ret |= g << 4;
|
---|
5456 | ret |= b << 0;
|
---|
5457 | TRACE("Returning %08x\n", ret);
|
---|
5458 | return ret;
|
---|
5459 |
|
---|
5460 | case WINED3DFMT_B2G3R3_UNORM:
|
---|
5461 | r = (r * 8) / 256;
|
---|
5462 | g = (g * 8) / 256;
|
---|
5463 | b = (b * 4) / 256;
|
---|
5464 | ret = r << 5;
|
---|
5465 | ret |= g << 2;
|
---|
5466 | ret |= b << 0;
|
---|
5467 | TRACE("Returning %08x\n", ret);
|
---|
5468 | return ret;
|
---|
5469 |
|
---|
5470 | case WINED3DFMT_R8G8B8X8_UNORM:
|
---|
5471 | case WINED3DFMT_R8G8B8A8_UNORM:
|
---|
5472 | ret = a << 24;
|
---|
5473 | ret |= b << 16;
|
---|
5474 | ret |= g << 8;
|
---|
5475 | ret |= r << 0;
|
---|
5476 | TRACE("Returning %08x\n", ret);
|
---|
5477 | return ret;
|
---|
5478 |
|
---|
5479 | case WINED3DFMT_B10G10R10A2_UNORM:
|
---|
5480 | a = (a * 4) / 256;
|
---|
5481 | r = (r * 1024) / 256;
|
---|
5482 | g = (g * 1024) / 256;
|
---|
5483 | b = (b * 1024) / 256;
|
---|
5484 | ret = a << 30;
|
---|
5485 | ret |= r << 20;
|
---|
5486 | ret |= g << 10;
|
---|
5487 | ret |= b << 0;
|
---|
5488 | TRACE("Returning %08x\n", ret);
|
---|
5489 | return ret;
|
---|
5490 |
|
---|
5491 | case WINED3DFMT_R10G10B10A2_UNORM:
|
---|
5492 | a = (a * 4) / 256;
|
---|
5493 | r = (r * 1024) / 256;
|
---|
5494 | g = (g * 1024) / 256;
|
---|
5495 | b = (b * 1024) / 256;
|
---|
5496 | ret = a << 30;
|
---|
5497 | ret |= b << 20;
|
---|
5498 | ret |= g << 10;
|
---|
5499 | ret |= r << 0;
|
---|
5500 | TRACE("Returning %08x\n", ret);
|
---|
5501 | return ret;
|
---|
5502 |
|
---|
5503 | default:
|
---|
5504 | FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
|
---|
5505 | return 0;
|
---|
5506 | }
|
---|
5507 | }
|
---|
5508 |
|
---|
5509 | static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
|
---|
5510 | IWineD3DSurface *pSurface, const WINED3DRECT *pRect, WINED3DCOLOR color)
|
---|
5511 | {
|
---|
5512 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
|
---|
5513 | WINEDDBLTFX BltFx;
|
---|
5514 |
|
---|
5515 | TRACE("iface %p, surface %p, rect %p, color 0x%08x.\n", iface, pSurface, pRect, color);
|
---|
5516 |
|
---|
5517 | if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
|
---|
5518 | FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
|
---|
5519 | return WINED3DERR_INVALIDCALL;
|
---|
5520 | }
|
---|
5521 |
|
---|
5522 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
---|
5523 | const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
|
---|
5524 | color_fill_fbo(iface, pSurface, pRect, c);
|
---|
5525 | return WINED3D_OK;
|
---|
5526 | } else {
|
---|
5527 | /* Just forward this to the DirectDraw blitting engine */
|
---|
5528 | memset(&BltFx, 0, sizeof(BltFx));
|
---|
5529 | BltFx.dwSize = sizeof(BltFx);
|
---|
5530 | BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format_desc->format);
|
---|
5531 | return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
|
---|
5532 | WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
---|
5533 | }
|
---|
5534 | }
|
---|
5535 |
|
---|
5536 | static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
|
---|
5537 | IWineD3DRendertargetView *rendertarget_view, const float color[4])
|
---|
5538 | {
|
---|
5539 | IWineD3DResource *resource;
|
---|
5540 | IWineD3DSurface *surface;
|
---|
5541 | HRESULT hr;
|
---|
5542 |
|
---|
5543 | hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
|
---|
5544 | if (FAILED(hr))
|
---|
5545 | {
|
---|
5546 | ERR("Failed to get resource, hr %#x\n", hr);
|
---|
5547 | return;
|
---|
5548 | }
|
---|
5549 |
|
---|
5550 | if (IWineD3DResource_GetType(resource) != WINED3DRTYPE_SURFACE)
|
---|
5551 | {
|
---|
5552 | FIXME("Only supported on surface resources\n");
|
---|
5553 | IWineD3DResource_Release(resource);
|
---|
5554 | return;
|
---|
5555 | }
|
---|
5556 |
|
---|
5557 | surface = (IWineD3DSurface *)resource;
|
---|
5558 |
|
---|
5559 | if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
---|
5560 | {
|
---|
5561 | color_fill_fbo(iface, surface, NULL, color);
|
---|
5562 | }
|
---|
5563 | else
|
---|
5564 | {
|
---|
5565 | WINEDDBLTFX BltFx;
|
---|
5566 | WINED3DCOLOR c;
|
---|
5567 |
|
---|
5568 | WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
|
---|
5569 |
|
---|
5570 | c = ((DWORD)(color[2] * 255.0f));
|
---|
5571 | c |= ((DWORD)(color[1] * 255.0f)) << 8;
|
---|
5572 | c |= ((DWORD)(color[0] * 255.0f)) << 16;
|
---|
5573 | c |= ((DWORD)(color[3] * 255.0f)) << 24;
|
---|
5574 |
|
---|
5575 | /* Just forward this to the DirectDraw blitting engine */
|
---|
5576 | memset(&BltFx, 0, sizeof(BltFx));
|
---|
5577 | BltFx.dwSize = sizeof(BltFx);
|
---|
5578 | BltFx.u5.dwFillColor = argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
|
---|
5579 | hr = IWineD3DSurface_Blt(surface, NULL, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
|
---|
5580 | if (FAILED(hr))
|
---|
5581 | {
|
---|
5582 | ERR("Blt failed, hr %#x\n", hr);
|
---|
5583 | }
|
---|
5584 | }
|
---|
5585 |
|
---|
5586 | IWineD3DResource_Release(resource);
|
---|
5587 | }
|
---|
5588 |
|
---|
5589 | /* rendertarget and depth stencil functions */
|
---|
5590 | static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
|
---|
5591 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5592 |
|
---|
5593 | if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
|
---|
5594 | {
|
---|
5595 | ERR("(%p) : Only %d render targets are supported.\n",
|
---|
5596 | This, This->adapter->gl_info.limits.buffers);
|
---|
5597 | return WINED3DERR_INVALIDCALL;
|
---|
5598 | }
|
---|
5599 |
|
---|
5600 | *ppRenderTarget = This->render_targets[RenderTargetIndex];
|
---|
5601 | TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
|
---|
5602 | /* Note inc ref on returned surface */
|
---|
5603 | if(*ppRenderTarget != NULL)
|
---|
5604 | IWineD3DSurface_AddRef(*ppRenderTarget);
|
---|
5605 | return WINED3D_OK;
|
---|
5606 | }
|
---|
5607 |
|
---|
5608 | static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface,
|
---|
5609 | IWineD3DSurface *Front, IWineD3DSurface *Back)
|
---|
5610 | {
|
---|
5611 | IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
|
---|
5612 | IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
|
---|
5613 | IWineD3DSwapChainImpl *Swapchain;
|
---|
5614 | HRESULT hr;
|
---|
5615 |
|
---|
5616 | TRACE("iface %p, front %p, back %p.\n", iface, Front, Back);
|
---|
5617 |
|
---|
5618 | hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
|
---|
5619 | if(hr != WINED3D_OK) {
|
---|
5620 | ERR("Can't get the swapchain\n");
|
---|
5621 | return hr;
|
---|
5622 | }
|
---|
5623 |
|
---|
5624 | /* Make sure to release the swapchain */
|
---|
5625 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
|
---|
5626 |
|
---|
5627 | if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
|
---|
5628 | ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
---|
5629 | return WINED3DERR_INVALIDCALL;
|
---|
5630 | }
|
---|
5631 | else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
---|
5632 | ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
---|
5633 | return WINED3DERR_INVALIDCALL;
|
---|
5634 | }
|
---|
5635 |
|
---|
5636 | if(Swapchain->frontBuffer != Front) {
|
---|
5637 | TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
|
---|
5638 |
|
---|
5639 | if(Swapchain->frontBuffer)
|
---|
5640 | {
|
---|
5641 | IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
|
---|
5642 | ((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
|
---|
5643 | }
|
---|
5644 | Swapchain->frontBuffer = Front;
|
---|
5645 |
|
---|
5646 | if(Swapchain->frontBuffer) {
|
---|
5647 | IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
|
---|
5648 | ((IWineD3DSurfaceImpl *)Swapchain->frontBuffer)->Flags |= SFLAG_SWAPCHAIN;
|
---|
5649 | }
|
---|
5650 | }
|
---|
5651 |
|
---|
5652 | if(Back && !Swapchain->backBuffer) {
|
---|
5653 | /* We need memory for the back buffer array - only one back buffer this way */
|
---|
5654 | Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
|
---|
5655 | if(!Swapchain->backBuffer) {
|
---|
5656 | ERR("Out of memory\n");
|
---|
5657 | return E_OUTOFMEMORY;
|
---|
5658 | }
|
---|
5659 | }
|
---|
5660 |
|
---|
5661 | if(Swapchain->backBuffer[0] != Back) {
|
---|
5662 | TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
|
---|
5663 |
|
---|
5664 | /* What to do about the context here in the case of multithreading? Not sure.
|
---|
5665 | * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
|
---|
5666 | */
|
---|
5667 | WARN("No active context?\n");
|
---|
5668 |
|
---|
5669 | ENTER_GL();
|
---|
5670 | if(!Swapchain->backBuffer[0]) {
|
---|
5671 | /* GL was told to draw to the front buffer at creation,
|
---|
5672 | * undo that
|
---|
5673 | */
|
---|
5674 | glDrawBuffer(GL_BACK);
|
---|
5675 | checkGLcall("glDrawBuffer(GL_BACK)");
|
---|
5676 | /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
|
---|
5677 | Swapchain->presentParms.BackBufferCount = 1;
|
---|
5678 | } else if (!Back) {
|
---|
5679 | /* That makes problems - disable for now */
|
---|
5680 | /* glDrawBuffer(GL_FRONT); */
|
---|
5681 | checkGLcall("glDrawBuffer(GL_FRONT)");
|
---|
5682 | /* We have lost our back buffer, set this to 0 to avoid confusing other code */
|
---|
5683 | Swapchain->presentParms.BackBufferCount = 0;
|
---|
5684 | }
|
---|
5685 | LEAVE_GL();
|
---|
5686 |
|
---|
5687 | if(Swapchain->backBuffer[0])
|
---|
5688 | {
|
---|
5689 | IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
|
---|
5690 | ((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
|
---|
5691 | }
|
---|
5692 | Swapchain->backBuffer[0] = Back;
|
---|
5693 |
|
---|
5694 | if(Swapchain->backBuffer[0]) {
|
---|
5695 | IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
|
---|
5696 | ((IWineD3DSurfaceImpl *)Swapchain->backBuffer[0])->Flags |= SFLAG_SWAPCHAIN;
|
---|
5697 | } else {
|
---|
5698 | HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
|
---|
5699 | Swapchain->backBuffer = NULL;
|
---|
5700 | }
|
---|
5701 |
|
---|
5702 | }
|
---|
5703 |
|
---|
5704 | return WINED3D_OK;
|
---|
5705 | }
|
---|
5706 |
|
---|
5707 | static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
|
---|
5708 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5709 | *ppZStencilSurface = This->stencilBufferTarget;
|
---|
5710 | TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
|
---|
5711 |
|
---|
5712 | if(*ppZStencilSurface != NULL) {
|
---|
5713 | /* Note inc ref on returned surface */
|
---|
5714 | IWineD3DSurface_AddRef(*ppZStencilSurface);
|
---|
5715 | return WINED3D_OK;
|
---|
5716 | } else {
|
---|
5717 | return WINED3DERR_NOTFOUND;
|
---|
5718 | }
|
---|
5719 | }
|
---|
5720 |
|
---|
5721 | void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
|
---|
5722 | IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
|
---|
5723 | {
|
---|
5724 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5725 | GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
|
---|
5726 | IWineD3DSwapChain *src_swapchain, *dst_swapchain;
|
---|
5727 | const struct wined3d_gl_info *gl_info;
|
---|
5728 | struct wined3d_context *context;
|
---|
5729 | GLenum gl_filter;
|
---|
5730 | POINT offset = {0, 0};
|
---|
5731 |
|
---|
5732 | TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
|
---|
5733 | This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
|
---|
5734 | TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
|
---|
5735 | TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
|
---|
5736 |
|
---|
5737 | switch (filter) {
|
---|
5738 | case WINED3DTEXF_LINEAR:
|
---|
5739 | gl_filter = GL_LINEAR;
|
---|
5740 | break;
|
---|
5741 |
|
---|
5742 | default:
|
---|
5743 | FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
|
---|
5744 | case WINED3DTEXF_NONE:
|
---|
5745 | case WINED3DTEXF_POINT:
|
---|
5746 | gl_filter = GL_NEAREST;
|
---|
5747 | break;
|
---|
5748 | }
|
---|
5749 |
|
---|
5750 | /* Attach src surface to src fbo */
|
---|
5751 | src_swapchain = get_swapchain(src_surface);
|
---|
5752 | dst_swapchain = get_swapchain(dst_surface);
|
---|
5753 |
|
---|
5754 | if (src_swapchain) context = context_acquire(This, src_surface, CTXUSAGE_RESOURCELOAD);
|
---|
5755 | else if (dst_swapchain) context = context_acquire(This, dst_surface, CTXUSAGE_RESOURCELOAD);
|
---|
5756 | else context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
5757 |
|
---|
5758 | gl_info = context->gl_info;
|
---|
5759 |
|
---|
5760 | if (!surface_is_offscreen(src_surface))
|
---|
5761 | {
|
---|
5762 | GLenum buffer = surface_get_gl_buffer(src_surface);
|
---|
5763 |
|
---|
5764 | TRACE("Source surface %p is onscreen\n", src_surface);
|
---|
5765 | /* Make sure the drawable is up to date. In the offscreen case
|
---|
5766 | * attach_surface_fbo() implicitly takes care of this. */
|
---|
5767 | IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
|
---|
5768 |
|
---|
5769 | if(buffer == GL_FRONT) {
|
---|
5770 | RECT windowsize;
|
---|
5771 | UINT h;
|
---|
5772 | ClientToScreen(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &offset);
|
---|
5773 | GetClientRect(((IWineD3DSwapChainImpl *)src_swapchain)->win_handle, &windowsize);
|
---|
5774 | h = windowsize.bottom - windowsize.top;
|
---|
5775 | src_rect->x1 -= offset.x; src_rect->x2 -=offset.x;
|
---|
5776 | src_rect->y1 = offset.y + h - src_rect->y1;
|
---|
5777 | src_rect->y2 = offset.y + h - src_rect->y2;
|
---|
5778 | } else {
|
---|
5779 | src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
|
---|
5780 | src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
|
---|
5781 | }
|
---|
5782 |
|
---|
5783 | ENTER_GL();
|
---|
5784 | context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
|
---|
5785 | glReadBuffer(buffer);
|
---|
5786 | checkGLcall("glReadBuffer()");
|
---|
5787 | } else {
|
---|
5788 | TRACE("Source surface %p is offscreen\n", src_surface);
|
---|
5789 | ENTER_GL();
|
---|
5790 | context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
|
---|
5791 | context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
|
---|
5792 | glReadBuffer(GL_COLOR_ATTACHMENT0);
|
---|
5793 | checkGLcall("glReadBuffer()");
|
---|
5794 | context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
|
---|
5795 | }
|
---|
5796 | LEAVE_GL();
|
---|
5797 |
|
---|
5798 | /* Attach dst surface to dst fbo */
|
---|
5799 | if (!surface_is_offscreen(dst_surface))
|
---|
5800 | {
|
---|
5801 | GLenum buffer = surface_get_gl_buffer(dst_surface);
|
---|
5802 |
|
---|
5803 | TRACE("Destination surface %p is onscreen\n", dst_surface);
|
---|
5804 | /* Make sure the drawable is up to date. In the offscreen case
|
---|
5805 | * attach_surface_fbo() implicitly takes care of this. */
|
---|
5806 | IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
|
---|
5807 |
|
---|
5808 | if(buffer == GL_FRONT) {
|
---|
5809 | RECT windowsize;
|
---|
5810 | UINT h;
|
---|
5811 | ClientToScreen(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &offset);
|
---|
5812 | GetClientRect(((IWineD3DSwapChainImpl *)dst_swapchain)->win_handle, &windowsize);
|
---|
5813 | h = windowsize.bottom - windowsize.top;
|
---|
5814 | dst_rect->x1 -= offset.x; dst_rect->x2 -=offset.x;
|
---|
5815 | dst_rect->y1 = offset.y + h - dst_rect->y1;
|
---|
5816 | dst_rect->y2 = offset.y + h - dst_rect->y2;
|
---|
5817 | } else {
|
---|
5818 | /* Screen coords = window coords, surface height = window height */
|
---|
5819 | dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
|
---|
5820 | dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
|
---|
5821 | }
|
---|
5822 |
|
---|
5823 | ENTER_GL();
|
---|
5824 | context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
|
---|
5825 | context_set_draw_buffer(context, buffer);
|
---|
5826 | }
|
---|
5827 | else
|
---|
5828 | {
|
---|
5829 | TRACE("Destination surface %p is offscreen\n", dst_surface);
|
---|
5830 |
|
---|
5831 | ENTER_GL();
|
---|
5832 | context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
|
---|
5833 | context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
|
---|
5834 | context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
|
---|
5835 | context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
|
---|
5836 | }
|
---|
5837 | glDisable(GL_SCISSOR_TEST);
|
---|
5838 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
---|
5839 |
|
---|
5840 | if (flip) {
|
---|
5841 | gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
---|
5842 | dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter);
|
---|
5843 | checkGLcall("glBlitFramebuffer()");
|
---|
5844 | } else {
|
---|
5845 | gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
|
---|
5846 | dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter);
|
---|
5847 | checkGLcall("glBlitFramebuffer()");
|
---|
5848 | }
|
---|
5849 |
|
---|
5850 | LEAVE_GL();
|
---|
5851 | context_release(context);
|
---|
5852 |
|
---|
5853 | IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
|
---|
5854 | }
|
---|
5855 |
|
---|
5856 | static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget,
|
---|
5857 | BOOL set_viewport) {
|
---|
5858 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5859 |
|
---|
5860 | TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
|
---|
5861 |
|
---|
5862 | if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
|
---|
5863 | {
|
---|
5864 | WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
|
---|
5865 | This, RenderTargetIndex, This->adapter->gl_info.limits.buffers);
|
---|
5866 | return WINED3DERR_INVALIDCALL;
|
---|
5867 | }
|
---|
5868 |
|
---|
5869 | /* MSDN says that null disables the render target
|
---|
5870 | but a device must always be associated with a render target
|
---|
5871 | nope MSDN says that we return invalid call to a null rendertarget with an index of 0
|
---|
5872 | */
|
---|
5873 | if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
|
---|
5874 | FIXME("Trying to set render target 0 to NULL\n");
|
---|
5875 | return WINED3DERR_INVALIDCALL;
|
---|
5876 | }
|
---|
5877 | if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
---|
5878 | 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);
|
---|
5879 | return WINED3DERR_INVALIDCALL;
|
---|
5880 | }
|
---|
5881 |
|
---|
5882 | /* If we are trying to set what we already have, don't bother */
|
---|
5883 | if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
|
---|
5884 | TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
---|
5885 | return WINED3D_OK;
|
---|
5886 | }
|
---|
5887 | if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
|
---|
5888 | if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
|
---|
5889 | This->render_targets[RenderTargetIndex] = pRenderTarget;
|
---|
5890 |
|
---|
5891 | /* Render target 0 is special */
|
---|
5892 | if(RenderTargetIndex == 0 && set_viewport) {
|
---|
5893 | /* Finally, reset the viewport and scissor rect as the MSDN states.
|
---|
5894 | * Tests show that stateblock recording is ignored, the change goes
|
---|
5895 | * directly into the primary stateblock.
|
---|
5896 | */
|
---|
5897 | This->stateBlock->viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
|
---|
5898 | This->stateBlock->viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
|
---|
5899 | This->stateBlock->viewport.X = 0;
|
---|
5900 | This->stateBlock->viewport.Y = 0;
|
---|
5901 | This->stateBlock->viewport.MaxZ = 1.0f;
|
---|
5902 | This->stateBlock->viewport.MinZ = 0.0f;
|
---|
5903 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
---|
5904 |
|
---|
5905 | This->stateBlock->scissorRect.top = 0;
|
---|
5906 | This->stateBlock->scissorRect.left = 0;
|
---|
5907 | This->stateBlock->scissorRect.right = This->stateBlock->viewport.Width;
|
---|
5908 | This->stateBlock->scissorRect.bottom = This->stateBlock->viewport.Height;
|
---|
5909 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
|
---|
5910 | }
|
---|
5911 | return WINED3D_OK;
|
---|
5912 | }
|
---|
5913 |
|
---|
5914 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
|
---|
5915 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
5916 | HRESULT hr = WINED3D_OK;
|
---|
5917 | IWineD3DSurface *tmp;
|
---|
5918 |
|
---|
5919 | TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
|
---|
5920 |
|
---|
5921 | if (pNewZStencil == This->stencilBufferTarget) {
|
---|
5922 | TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
---|
5923 | } else {
|
---|
5924 | /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
|
---|
5925 | * depending on the renter target implementation being used.
|
---|
5926 | * A shared context implementation will share all buffers between all rendertargets (including swapchains),
|
---|
5927 | * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
|
---|
5928 | * stencil buffer and incur an extra memory overhead
|
---|
5929 | ******************************************************/
|
---|
5930 |
|
---|
5931 | if (This->stencilBufferTarget) {
|
---|
5932 | if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
|
---|
5933 | || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
|
---|
5934 | surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
|
---|
5935 | } else {
|
---|
5936 | struct wined3d_context *context = context_acquire(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
|
---|
5937 | surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
|
---|
5938 | surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
|
---|
5939 | context_release(context);
|
---|
5940 | }
|
---|
5941 | }
|
---|
5942 |
|
---|
5943 | tmp = This->stencilBufferTarget;
|
---|
5944 | This->stencilBufferTarget = pNewZStencil;
|
---|
5945 | /* should we be calling the parent or the wined3d surface? */
|
---|
5946 | if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
---|
5947 | if (NULL != tmp) IWineD3DSurface_Release(tmp);
|
---|
5948 | hr = WINED3D_OK;
|
---|
5949 |
|
---|
5950 | if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
|
---|
5951 | /* Swapping NULL / non NULL depth stencil affects the depth and tests */
|
---|
5952 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
|
---|
5953 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
|
---|
5954 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
|
---|
5955 | }
|
---|
5956 | }
|
---|
5957 |
|
---|
5958 | return hr;
|
---|
5959 | }
|
---|
5960 |
|
---|
5961 | static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
|
---|
5962 | UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
|
---|
5963 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
5964 | /* TODO: the use of Impl is deprecated. */
|
---|
5965 | IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
|
---|
5966 | WINED3DLOCKED_RECT lockedRect;
|
---|
5967 |
|
---|
5968 | TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
|
---|
5969 |
|
---|
5970 | /* some basic validation checks */
|
---|
5971 | if(This->cursorTexture) {
|
---|
5972 | struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
5973 | ENTER_GL();
|
---|
5974 | glDeleteTextures(1, &This->cursorTexture);
|
---|
5975 | LEAVE_GL();
|
---|
5976 | context_release(context);
|
---|
5977 | This->cursorTexture = 0;
|
---|
5978 | }
|
---|
5979 |
|
---|
5980 | if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
|
---|
5981 | This->haveHardwareCursor = TRUE;
|
---|
5982 | else
|
---|
5983 | This->haveHardwareCursor = FALSE;
|
---|
5984 |
|
---|
5985 | if(pCursorBitmap) {
|
---|
5986 | WINED3DLOCKED_RECT rect;
|
---|
5987 |
|
---|
5988 | /* MSDN: Cursor must be A8R8G8B8 */
|
---|
5989 | if (pSur->resource.format_desc->format != WINED3DFMT_B8G8R8A8_UNORM)
|
---|
5990 | {
|
---|
5991 | ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
|
---|
5992 | return WINED3DERR_INVALIDCALL;
|
---|
5993 | }
|
---|
5994 |
|
---|
5995 | /* MSDN: Cursor must be smaller than the display mode */
|
---|
5996 | if(pSur->currentDesc.Width > This->ddraw_width ||
|
---|
5997 | pSur->currentDesc.Height > This->ddraw_height) {
|
---|
5998 | 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);
|
---|
5999 | return WINED3DERR_INVALIDCALL;
|
---|
6000 | }
|
---|
6001 |
|
---|
6002 | if (!This->haveHardwareCursor) {
|
---|
6003 | /* TODO: MSDN: Cursor sizes must be a power of 2 */
|
---|
6004 |
|
---|
6005 | /* Do not store the surface's pointer because the application may
|
---|
6006 | * release it after setting the cursor image. Windows doesn't
|
---|
6007 | * addref the set surface, so we can't do this either without
|
---|
6008 | * creating circular refcount dependencies. Copy out the gl texture
|
---|
6009 | * instead.
|
---|
6010 | */
|
---|
6011 | This->cursorWidth = pSur->currentDesc.Width;
|
---|
6012 | This->cursorHeight = pSur->currentDesc.Height;
|
---|
6013 | if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
|
---|
6014 | {
|
---|
6015 | const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
|
---|
6016 | const struct GlPixelFormatDesc *glDesc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
|
---|
6017 | struct wined3d_context *context;
|
---|
6018 | char *mem, *bits = rect.pBits;
|
---|
6019 | GLint intfmt = glDesc->glInternal;
|
---|
6020 | GLint format = glDesc->glFormat;
|
---|
6021 | GLint type = glDesc->glType;
|
---|
6022 | INT height = This->cursorHeight;
|
---|
6023 | INT width = This->cursorWidth;
|
---|
6024 | INT bpp = glDesc->byte_count;
|
---|
6025 | DWORD sampler;
|
---|
6026 | INT i;
|
---|
6027 |
|
---|
6028 | /* Reformat the texture memory (pitch and width can be
|
---|
6029 | * different) */
|
---|
6030 | mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
|
---|
6031 | for(i = 0; i < height; i++)
|
---|
6032 | memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
|
---|
6033 | IWineD3DSurface_UnlockRect(pCursorBitmap);
|
---|
6034 |
|
---|
6035 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6036 |
|
---|
6037 | ENTER_GL();
|
---|
6038 |
|
---|
6039 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
6040 | {
|
---|
6041 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
|
---|
6042 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
|
---|
6043 | }
|
---|
6044 |
|
---|
6045 | /* Make sure that a proper texture unit is selected */
|
---|
6046 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
---|
6047 | checkGLcall("glActiveTextureARB");
|
---|
6048 | sampler = This->rev_tex_unit_map[0];
|
---|
6049 | if (sampler != WINED3D_UNMAPPED_STAGE)
|
---|
6050 | {
|
---|
6051 | IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
|
---|
6052 | }
|
---|
6053 | /* Create a new cursor texture */
|
---|
6054 | glGenTextures(1, &This->cursorTexture);
|
---|
6055 | checkGLcall("glGenTextures");
|
---|
6056 | glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
|
---|
6057 | checkGLcall("glBindTexture");
|
---|
6058 | /* Copy the bitmap memory into the cursor texture */
|
---|
6059 | glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
|
---|
6060 | HeapFree(GetProcessHeap(), 0, mem);
|
---|
6061 | checkGLcall("glTexImage2D");
|
---|
6062 |
|
---|
6063 | if (gl_info->supported[APPLE_CLIENT_STORAGE])
|
---|
6064 | {
|
---|
6065 | glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
|
---|
6066 | checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
|
---|
6067 | }
|
---|
6068 |
|
---|
6069 | LEAVE_GL();
|
---|
6070 |
|
---|
6071 | context_release(context);
|
---|
6072 | }
|
---|
6073 | else
|
---|
6074 | {
|
---|
6075 | FIXME("A cursor texture was not returned.\n");
|
---|
6076 | This->cursorTexture = 0;
|
---|
6077 | }
|
---|
6078 | }
|
---|
6079 | else
|
---|
6080 | {
|
---|
6081 | /* Draw a hardware cursor */
|
---|
6082 | ICONINFO cursorInfo;
|
---|
6083 | HCURSOR cursor;
|
---|
6084 | /* Create and clear maskBits because it is not needed for
|
---|
6085 | * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
|
---|
6086 | * chunks. */
|
---|
6087 | DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
---|
6088 | (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
|
---|
6089 | IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
|
---|
6090 | WINED3DLOCK_NO_DIRTY_UPDATE |
|
---|
6091 | WINED3DLOCK_READONLY
|
---|
6092 | );
|
---|
6093 | TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
|
---|
6094 | pSur->currentDesc.Height);
|
---|
6095 |
|
---|
6096 | cursorInfo.fIcon = FALSE;
|
---|
6097 | cursorInfo.xHotspot = XHotSpot;
|
---|
6098 | cursorInfo.yHotspot = YHotSpot;
|
---|
6099 | cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
|
---|
6100 | 1, 1, maskBits);
|
---|
6101 | cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
|
---|
6102 | 1, 32, lockedRect.pBits);
|
---|
6103 | IWineD3DSurface_UnlockRect(pCursorBitmap);
|
---|
6104 | /* Create our cursor and clean up. */
|
---|
6105 | cursor = CreateIconIndirect(&cursorInfo);
|
---|
6106 | SetCursor(cursor);
|
---|
6107 | if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
|
---|
6108 | if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
|
---|
6109 | if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
|
---|
6110 | This->hardwareCursor = cursor;
|
---|
6111 | HeapFree(GetProcessHeap(), 0, maskBits);
|
---|
6112 | }
|
---|
6113 | }
|
---|
6114 |
|
---|
6115 | This->xHotSpot = XHotSpot;
|
---|
6116 | This->yHotSpot = YHotSpot;
|
---|
6117 | return WINED3D_OK;
|
---|
6118 | }
|
---|
6119 |
|
---|
6120 | static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
|
---|
6121 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6122 | TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
|
---|
6123 |
|
---|
6124 | This->xScreenSpace = XScreenSpace;
|
---|
6125 | This->yScreenSpace = YScreenSpace;
|
---|
6126 |
|
---|
6127 | return;
|
---|
6128 |
|
---|
6129 | }
|
---|
6130 |
|
---|
6131 | static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
|
---|
6132 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6133 | BOOL oldVisible = This->bCursorVisible;
|
---|
6134 | POINT pt;
|
---|
6135 |
|
---|
6136 | TRACE("(%p) : visible(%d)\n", This, bShow);
|
---|
6137 |
|
---|
6138 | /*
|
---|
6139 | * When ShowCursor is first called it should make the cursor appear at the OS's last
|
---|
6140 | * known cursor position. Because of this, some applications just repetitively call
|
---|
6141 | * ShowCursor in order to update the cursor's position. This behavior is undocumented.
|
---|
6142 | */
|
---|
6143 | GetCursorPos(&pt);
|
---|
6144 | This->xScreenSpace = pt.x;
|
---|
6145 | This->yScreenSpace = pt.y;
|
---|
6146 |
|
---|
6147 | if (This->haveHardwareCursor) {
|
---|
6148 | This->bCursorVisible = bShow;
|
---|
6149 | if (bShow)
|
---|
6150 | SetCursor(This->hardwareCursor);
|
---|
6151 | else
|
---|
6152 | SetCursor(NULL);
|
---|
6153 | }
|
---|
6154 | else
|
---|
6155 | {
|
---|
6156 | if (This->cursorTexture)
|
---|
6157 | This->bCursorVisible = bShow;
|
---|
6158 | }
|
---|
6159 |
|
---|
6160 | return oldVisible;
|
---|
6161 | }
|
---|
6162 |
|
---|
6163 | static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *data) {
|
---|
6164 | TRACE("checking resource %p for eviction\n", resource);
|
---|
6165 | if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
|
---|
6166 | TRACE("Evicting %p\n", resource);
|
---|
6167 | IWineD3DResource_UnLoad(resource);
|
---|
6168 | }
|
---|
6169 | IWineD3DResource_Release(resource);
|
---|
6170 | return S_OK;
|
---|
6171 | }
|
---|
6172 |
|
---|
6173 | static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice *iface)
|
---|
6174 | {
|
---|
6175 | TRACE("iface %p.\n", iface);
|
---|
6176 |
|
---|
6177 | IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
|
---|
6178 | return WINED3D_OK;
|
---|
6179 | }
|
---|
6180 |
|
---|
6181 | static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
|
---|
6182 | {
|
---|
6183 | IWineD3DDeviceImpl *device = surface->resource.device;
|
---|
6184 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
6185 |
|
---|
6186 | /* Reallocate proper memory for the front and back buffer and adjust their sizes */
|
---|
6187 | if(surface->Flags & SFLAG_DIBSECTION) {
|
---|
6188 | /* Release the DC */
|
---|
6189 | SelectObject(surface->hDC, surface->dib.holdbitmap);
|
---|
6190 | DeleteDC(surface->hDC);
|
---|
6191 | /* Release the DIB section */
|
---|
6192 | DeleteObject(surface->dib.DIBsection);
|
---|
6193 | surface->dib.bitmap_data = NULL;
|
---|
6194 | surface->resource.allocatedMemory = NULL;
|
---|
6195 | surface->Flags &= ~SFLAG_DIBSECTION;
|
---|
6196 | }
|
---|
6197 | surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
|
---|
6198 | surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
|
---|
6199 | if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
|
---|
6200 | || gl_info->supported[WINE_NORMALIZED_TEXRECT])
|
---|
6201 | {
|
---|
6202 | surface->pow2Width = pPresentationParameters->BackBufferWidth;
|
---|
6203 | surface->pow2Height = pPresentationParameters->BackBufferHeight;
|
---|
6204 | } else {
|
---|
6205 | surface->pow2Width = surface->pow2Height = 1;
|
---|
6206 | while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
|
---|
6207 | while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
|
---|
6208 | }
|
---|
6209 | surface->glRect.left = 0;
|
---|
6210 | surface->glRect.top = 0;
|
---|
6211 | surface->glRect.right = surface->pow2Width;
|
---|
6212 | surface->glRect.bottom = surface->pow2Height;
|
---|
6213 |
|
---|
6214 | if (surface->texture_name)
|
---|
6215 | {
|
---|
6216 | struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6217 | ENTER_GL();
|
---|
6218 | glDeleteTextures(1, &surface->texture_name);
|
---|
6219 | LEAVE_GL();
|
---|
6220 | context_release(context);
|
---|
6221 | surface->texture_name = 0;
|
---|
6222 | surface->Flags &= ~SFLAG_CLIENT;
|
---|
6223 | }
|
---|
6224 | if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
|
---|
6225 | surface->pow2Height != pPresentationParameters->BackBufferHeight) {
|
---|
6226 | surface->Flags |= SFLAG_NONPOW2;
|
---|
6227 | } else {
|
---|
6228 | surface->Flags &= ~SFLAG_NONPOW2;
|
---|
6229 | }
|
---|
6230 | HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
|
---|
6231 | surface->resource.allocatedMemory = NULL;
|
---|
6232 | surface->resource.heapMemory = NULL;
|
---|
6233 | surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
|
---|
6234 |
|
---|
6235 | /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
|
---|
6236 | * to a FBO */
|
---|
6237 | if(!surface_init_sysmem((IWineD3DSurface *) surface))
|
---|
6238 | {
|
---|
6239 | return E_OUTOFMEMORY;
|
---|
6240 | }
|
---|
6241 | return WINED3D_OK;
|
---|
6242 | }
|
---|
6243 |
|
---|
6244 | static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
|
---|
6245 | TRACE("Unloading resource %p\n", resource);
|
---|
6246 | IWineD3DResource_UnLoad(resource);
|
---|
6247 | IWineD3DResource_Release(resource);
|
---|
6248 | return S_OK;
|
---|
6249 | }
|
---|
6250 |
|
---|
6251 | static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
|
---|
6252 | {
|
---|
6253 | UINT i, count;
|
---|
6254 | WINED3DDISPLAYMODE m;
|
---|
6255 | HRESULT hr;
|
---|
6256 |
|
---|
6257 | /* All Windowed modes are supported, as is leaving the current mode */
|
---|
6258 | if(pp->Windowed) return TRUE;
|
---|
6259 | if(!pp->BackBufferWidth) return TRUE;
|
---|
6260 | if(!pp->BackBufferHeight) return TRUE;
|
---|
6261 |
|
---|
6262 | count = IWineD3D_GetAdapterModeCount(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN);
|
---|
6263 | for(i = 0; i < count; i++) {
|
---|
6264 | memset(&m, 0, sizeof(m));
|
---|
6265 | hr = IWineD3D_EnumAdapterModes(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
|
---|
6266 | if(FAILED(hr)) {
|
---|
6267 | ERR("EnumAdapterModes failed\n");
|
---|
6268 | }
|
---|
6269 | if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
|
---|
6270 | /* Mode found, it is supported */
|
---|
6271 | return TRUE;
|
---|
6272 | }
|
---|
6273 | }
|
---|
6274 | /* Mode not found -> not supported */
|
---|
6275 | return FALSE;
|
---|
6276 | }
|
---|
6277 |
|
---|
6278 | void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
---|
6279 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6280 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
---|
6281 | const struct wined3d_gl_info *gl_info;
|
---|
6282 | struct wined3d_context *context;
|
---|
6283 | IWineD3DBaseShaderImpl *shader;
|
---|
6284 |
|
---|
6285 | context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6286 | gl_info = context->gl_info;
|
---|
6287 |
|
---|
6288 | IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
|
---|
6289 | LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
|
---|
6290 | This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
|
---|
6291 | }
|
---|
6292 |
|
---|
6293 | ENTER_GL();
|
---|
6294 | if(This->depth_blt_texture) {
|
---|
6295 | glDeleteTextures(1, &This->depth_blt_texture);
|
---|
6296 | This->depth_blt_texture = 0;
|
---|
6297 | }
|
---|
6298 | if (This->depth_blt_rb) {
|
---|
6299 | gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
|
---|
6300 | This->depth_blt_rb = 0;
|
---|
6301 | This->depth_blt_rb_w = 0;
|
---|
6302 | This->depth_blt_rb_h = 0;
|
---|
6303 | }
|
---|
6304 | LEAVE_GL();
|
---|
6305 |
|
---|
6306 | This->blitter->free_private(iface);
|
---|
6307 | This->frag_pipe->free_private(iface);
|
---|
6308 | This->shader_backend->shader_free_private(iface);
|
---|
6309 | destroy_dummy_textures(This, gl_info);
|
---|
6310 |
|
---|
6311 | context_release(context);
|
---|
6312 |
|
---|
6313 | while (This->numContexts)
|
---|
6314 | {
|
---|
6315 | context_destroy(This, This->contexts[0]);
|
---|
6316 | }
|
---|
6317 | HeapFree(GetProcessHeap(), 0, swapchain->context);
|
---|
6318 | swapchain->context = NULL;
|
---|
6319 | swapchain->num_contexts = 0;
|
---|
6320 | }
|
---|
6321 |
|
---|
6322 | HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
|
---|
6323 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6324 | IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
|
---|
6325 | struct wined3d_context *context;
|
---|
6326 | HRESULT hr;
|
---|
6327 | IWineD3DSurfaceImpl *target;
|
---|
6328 |
|
---|
6329 | /* Recreate the primary swapchain's context */
|
---|
6330 | swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
|
---|
6331 | if (!swapchain->context)
|
---|
6332 | {
|
---|
6333 | ERR("Failed to allocate memory for swapchain context array.\n");
|
---|
6334 | return E_OUTOFMEMORY;
|
---|
6335 | }
|
---|
6336 |
|
---|
6337 | target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
|
---|
6338 | context = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
|
---|
6339 | if (!context)
|
---|
6340 | {
|
---|
6341 | WARN("Failed to create context.\n");
|
---|
6342 | HeapFree(GetProcessHeap(), 0, swapchain->context);
|
---|
6343 | return E_FAIL;
|
---|
6344 | }
|
---|
6345 |
|
---|
6346 | swapchain->context[0] = context;
|
---|
6347 | swapchain->num_contexts = 1;
|
---|
6348 | create_dummy_textures(This);
|
---|
6349 | context_release(context);
|
---|
6350 |
|
---|
6351 | hr = This->shader_backend->shader_alloc_private(iface);
|
---|
6352 | if (FAILED(hr))
|
---|
6353 | {
|
---|
6354 | ERR("Failed to allocate shader private data, hr %#x.\n", hr);
|
---|
6355 | goto err;
|
---|
6356 | }
|
---|
6357 |
|
---|
6358 | hr = This->frag_pipe->alloc_private(iface);
|
---|
6359 | if (FAILED(hr))
|
---|
6360 | {
|
---|
6361 | ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
|
---|
6362 | This->shader_backend->shader_free_private(iface);
|
---|
6363 | goto err;
|
---|
6364 | }
|
---|
6365 |
|
---|
6366 | hr = This->blitter->alloc_private(iface);
|
---|
6367 | if (FAILED(hr))
|
---|
6368 | {
|
---|
6369 | ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
|
---|
6370 | This->frag_pipe->free_private(iface);
|
---|
6371 | This->shader_backend->shader_free_private(iface);
|
---|
6372 | goto err;
|
---|
6373 | }
|
---|
6374 |
|
---|
6375 | return WINED3D_OK;
|
---|
6376 |
|
---|
6377 | err:
|
---|
6378 | context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
6379 | destroy_dummy_textures(This, context->gl_info);
|
---|
6380 | context_release(context);
|
---|
6381 | context_destroy(This, context);
|
---|
6382 | HeapFree(GetProcessHeap(), 0, swapchain->context);
|
---|
6383 | swapchain->num_contexts = 0;
|
---|
6384 | return hr;
|
---|
6385 | }
|
---|
6386 |
|
---|
6387 | static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
|
---|
6388 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6389 | IWineD3DSwapChainImpl *swapchain;
|
---|
6390 | HRESULT hr;
|
---|
6391 | BOOL DisplayModeChanged = FALSE;
|
---|
6392 | WINED3DDISPLAYMODE mode;
|
---|
6393 | TRACE("(%p)\n", This);
|
---|
6394 |
|
---|
6395 | hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
|
---|
6396 | if(FAILED(hr)) {
|
---|
6397 | ERR("Failed to get the first implicit swapchain\n");
|
---|
6398 | return hr;
|
---|
6399 | }
|
---|
6400 |
|
---|
6401 | if(!is_display_mode_supported(This, pPresentationParameters)) {
|
---|
6402 | WARN("Rejecting Reset() call because the requested display mode is not supported\n");
|
---|
6403 | WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
|
---|
6404 | pPresentationParameters->BackBufferHeight);
|
---|
6405 | IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
|
---|
6406 | return WINED3DERR_INVALIDCALL;
|
---|
6407 | }
|
---|
6408 |
|
---|
6409 | /* Is it necessary to recreate the gl context? Actually every setting can be changed
|
---|
6410 | * on an existing gl context, so there's no real need for recreation.
|
---|
6411 | *
|
---|
6412 | * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
|
---|
6413 | *
|
---|
6414 | * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
|
---|
6415 | */
|
---|
6416 | TRACE("New params:\n");
|
---|
6417 | TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
|
---|
6418 | TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
|
---|
6419 | TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
|
---|
6420 | TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
|
---|
6421 | TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
|
---|
6422 | TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
|
---|
6423 | TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
|
---|
6424 | TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
|
---|
6425 | TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
|
---|
6426 | TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
|
---|
6427 | TRACE("Flags = %08x\n", pPresentationParameters->Flags);
|
---|
6428 | TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
|
---|
6429 | TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
|
---|
6430 |
|
---|
6431 | /* No special treatment of these parameters. Just store them */
|
---|
6432 | swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
|
---|
6433 | swapchain->presentParms.Flags = pPresentationParameters->Flags;
|
---|
6434 | swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
|
---|
6435 | swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
|
---|
6436 |
|
---|
6437 | /* What to do about these? */
|
---|
6438 | if(pPresentationParameters->BackBufferCount != 0 &&
|
---|
6439 | pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
|
---|
6440 | ERR("Cannot change the back buffer count yet\n");
|
---|
6441 | }
|
---|
6442 | if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
|
---|
6443 | pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
|
---|
6444 | ERR("Cannot change the back buffer format yet\n");
|
---|
6445 | }
|
---|
6446 | if(pPresentationParameters->hDeviceWindow != NULL &&
|
---|
6447 | pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
|
---|
6448 | ERR("Cannot change the device window yet\n");
|
---|
6449 | }
|
---|
6450 | if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil_buffer) {
|
---|
6451 | HRESULT hrc;
|
---|
6452 |
|
---|
6453 | TRACE("Creating the depth stencil buffer\n");
|
---|
6454 |
|
---|
6455 | hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
|
---|
6456 | This->parent,
|
---|
6457 | pPresentationParameters->BackBufferWidth,
|
---|
6458 | pPresentationParameters->BackBufferHeight,
|
---|
6459 | pPresentationParameters->AutoDepthStencilFormat,
|
---|
6460 | pPresentationParameters->MultiSampleType,
|
---|
6461 | pPresentationParameters->MultiSampleQuality,
|
---|
6462 | FALSE,
|
---|
6463 | &This->auto_depth_stencil_buffer);
|
---|
6464 |
|
---|
6465 | if (FAILED(hrc)) {
|
---|
6466 | ERR("Failed to create the depth stencil buffer\n");
|
---|
6467 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
6468 | return WINED3DERR_INVALIDCALL;
|
---|
6469 | }
|
---|
6470 | }
|
---|
6471 |
|
---|
6472 | /* Reset the depth stencil */
|
---|
6473 | if (pPresentationParameters->EnableAutoDepthStencil)
|
---|
6474 | IWineD3DDevice_SetDepthStencilSurface(iface, This->auto_depth_stencil_buffer);
|
---|
6475 | else
|
---|
6476 | IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
|
---|
6477 |
|
---|
6478 | TRACE("Resetting stateblock\n");
|
---|
6479 | IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
|
---|
6480 | IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
|
---|
6481 |
|
---|
6482 | delete_opengl_contexts(iface, (IWineD3DSwapChain *) swapchain);
|
---|
6483 |
|
---|
6484 | if(pPresentationParameters->Windowed) {
|
---|
6485 | mode.Width = swapchain->orig_width;
|
---|
6486 | mode.Height = swapchain->orig_height;
|
---|
6487 | mode.RefreshRate = 0;
|
---|
6488 | mode.Format = swapchain->presentParms.BackBufferFormat;
|
---|
6489 | } else {
|
---|
6490 | mode.Width = pPresentationParameters->BackBufferWidth;
|
---|
6491 | mode.Height = pPresentationParameters->BackBufferHeight;
|
---|
6492 | mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
|
---|
6493 | mode.Format = swapchain->presentParms.BackBufferFormat;
|
---|
6494 | }
|
---|
6495 |
|
---|
6496 | /* Should Width == 800 && Height == 0 set 800x600? */
|
---|
6497 | if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
|
---|
6498 | (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
|
---|
6499 | pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
|
---|
6500 | {
|
---|
6501 | UINT i;
|
---|
6502 |
|
---|
6503 | if(!pPresentationParameters->Windowed) {
|
---|
6504 | DisplayModeChanged = TRUE;
|
---|
6505 | }
|
---|
6506 | swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
|
---|
6507 | swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
|
---|
6508 |
|
---|
6509 | hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
|
---|
6510 | if(FAILED(hr))
|
---|
6511 | {
|
---|
6512 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
6513 | return hr;
|
---|
6514 | }
|
---|
6515 |
|
---|
6516 | for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
---|
6517 | hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
|
---|
6518 | if(FAILED(hr))
|
---|
6519 | {
|
---|
6520 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
6521 | return hr;
|
---|
6522 | }
|
---|
6523 | }
|
---|
6524 | if(This->auto_depth_stencil_buffer) {
|
---|
6525 | hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
|
---|
6526 | if(FAILED(hr))
|
---|
6527 | {
|
---|
6528 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
6529 | return hr;
|
---|
6530 | }
|
---|
6531 | }
|
---|
6532 | }
|
---|
6533 |
|
---|
6534 | if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
|
---|
6535 | (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
|
---|
6536 | DisplayModeChanged) {
|
---|
6537 |
|
---|
6538 | IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
---|
6539 |
|
---|
6540 | if(swapchain->win_handle && !pPresentationParameters->Windowed) {
|
---|
6541 | if(swapchain->presentParms.Windowed) {
|
---|
6542 | /* switch from windowed to fs */
|
---|
6543 | swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
|
---|
6544 | pPresentationParameters->BackBufferHeight);
|
---|
6545 | } else {
|
---|
6546 | /* Fullscreen -> fullscreen mode change */
|
---|
6547 | MoveWindow(swapchain->win_handle, 0, 0,
|
---|
6548 | pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
|
---|
6549 | TRUE);
|
---|
6550 | }
|
---|
6551 | } else if(swapchain->win_handle && !swapchain->presentParms.Windowed) {
|
---|
6552 | /* Fullscreen -> windowed switch */
|
---|
6553 | swapchain_restore_fullscreen_window(swapchain);
|
---|
6554 | }
|
---|
6555 | swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
|
---|
6556 | } else if(!pPresentationParameters->Windowed) {
|
---|
6557 | DWORD style = This->style, exStyle = This->exStyle;
|
---|
6558 | /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
|
---|
6559 | * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
|
---|
6560 | * Reset to clear up their mess. Guild Wars also loses the device during that.
|
---|
6561 | */
|
---|
6562 | This->style = 0;
|
---|
6563 | This->exStyle = 0;
|
---|
6564 | swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
|
---|
6565 | pPresentationParameters->BackBufferHeight);
|
---|
6566 | This->style = style;
|
---|
6567 | This->exStyle = exStyle;
|
---|
6568 | }
|
---|
6569 |
|
---|
6570 | /* Note: No parent needed for initial internal stateblock */
|
---|
6571 | hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, (IWineD3DStateBlock **)&This->stateBlock, NULL);
|
---|
6572 | if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
---|
6573 | else TRACE("Created stateblock %p\n", This->stateBlock);
|
---|
6574 | This->updateStateBlock = This->stateBlock;
|
---|
6575 | IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
|
---|
6576 |
|
---|
6577 | hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
|
---|
6578 | if(FAILED(hr)) {
|
---|
6579 | ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
|
---|
6580 | }
|
---|
6581 |
|
---|
6582 | if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
---|
6583 | {
|
---|
6584 | RECT client_rect;
|
---|
6585 | GetClientRect(swapchain->win_handle, &client_rect);
|
---|
6586 |
|
---|
6587 | if(!swapchain->presentParms.BackBufferCount)
|
---|
6588 | {
|
---|
6589 | TRACE("Single buffered rendering\n");
|
---|
6590 | swapchain->render_to_fbo = FALSE;
|
---|
6591 | }
|
---|
6592 | else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
|
---|
6593 | swapchain->presentParms.BackBufferHeight != client_rect.bottom )
|
---|
6594 | {
|
---|
6595 | TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
|
---|
6596 | swapchain->presentParms.BackBufferWidth,
|
---|
6597 | swapchain->presentParms.BackBufferHeight,
|
---|
6598 | client_rect.right, client_rect.bottom);
|
---|
6599 | swapchain->render_to_fbo = TRUE;
|
---|
6600 | }
|
---|
6601 | else
|
---|
6602 | {
|
---|
6603 | TRACE("Rendering directly to GL_BACK\n");
|
---|
6604 | swapchain->render_to_fbo = FALSE;
|
---|
6605 | }
|
---|
6606 | }
|
---|
6607 |
|
---|
6608 | hr = create_primary_opengl_context(iface, (IWineD3DSwapChain *) swapchain);
|
---|
6609 | IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
---|
6610 |
|
---|
6611 | /* All done. There is no need to reload resources or shaders, this will happen automatically on the
|
---|
6612 | * first use
|
---|
6613 | */
|
---|
6614 | return hr;
|
---|
6615 | }
|
---|
6616 |
|
---|
6617 | static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL enable_dialogs)
|
---|
6618 | {
|
---|
6619 | TRACE("iface %p, enable_dialogs %#x.\n", iface, enable_dialogs);
|
---|
6620 |
|
---|
6621 | if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
|
---|
6622 |
|
---|
6623 | return WINED3D_OK;
|
---|
6624 | }
|
---|
6625 |
|
---|
6626 |
|
---|
6627 | static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
|
---|
6628 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6629 | TRACE("(%p) : pParameters %p\n", This, pParameters);
|
---|
6630 |
|
---|
6631 | *pParameters = This->createParms;
|
---|
6632 | return WINED3D_OK;
|
---|
6633 | }
|
---|
6634 |
|
---|
6635 | static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
|
---|
6636 | IWineD3DSwapChain *swapchain;
|
---|
6637 |
|
---|
6638 | TRACE("Relaying to swapchain\n");
|
---|
6639 |
|
---|
6640 | if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
---|
6641 | IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
|
---|
6642 | IWineD3DSwapChain_Release(swapchain);
|
---|
6643 | }
|
---|
6644 | }
|
---|
6645 |
|
---|
6646 | static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
|
---|
6647 | IWineD3DSwapChain *swapchain;
|
---|
6648 |
|
---|
6649 | TRACE("Relaying to swapchain\n");
|
---|
6650 |
|
---|
6651 | if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
|
---|
6652 | IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
|
---|
6653 | IWineD3DSwapChain_Release(swapchain);
|
---|
6654 | }
|
---|
6655 | }
|
---|
6656 |
|
---|
6657 |
|
---|
6658 | /** ********************************************************
|
---|
6659 | * Notification functions
|
---|
6660 | ** ********************************************************/
|
---|
6661 | /** This function must be called in the release of a resource when ref == 0,
|
---|
6662 | * the contents of resource must still be correct,
|
---|
6663 | * any handles to other resource held by the caller must be closed
|
---|
6664 | * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
|
---|
6665 | *****************************************************/
|
---|
6666 | void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
6667 | {
|
---|
6668 | TRACE("(%p) : Adding resource %p\n", This, resource);
|
---|
6669 |
|
---|
6670 | list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
---|
6671 | }
|
---|
6672 |
|
---|
6673 | static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
6674 | {
|
---|
6675 | TRACE("(%p) : Removing resource %p\n", This, resource);
|
---|
6676 |
|
---|
6677 | list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
|
---|
6678 | }
|
---|
6679 |
|
---|
6680 | void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
|
---|
6681 | {
|
---|
6682 | WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
|
---|
6683 | int counter;
|
---|
6684 |
|
---|
6685 | TRACE("(%p) : resource %p\n", This, resource);
|
---|
6686 |
|
---|
6687 | context_resource_released((IWineD3DDevice *)This, resource, type);
|
---|
6688 |
|
---|
6689 | switch (type) {
|
---|
6690 | /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
|
---|
6691 | case WINED3DRTYPE_SURFACE: {
|
---|
6692 | unsigned int i;
|
---|
6693 |
|
---|
6694 | if (This->d3d_initialized)
|
---|
6695 | {
|
---|
6696 | for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
|
---|
6697 | {
|
---|
6698 | if (This->render_targets[i] == (IWineD3DSurface *)resource) {
|
---|
6699 | This->render_targets[i] = NULL;
|
---|
6700 | }
|
---|
6701 | }
|
---|
6702 | if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
|
---|
6703 | This->stencilBufferTarget = NULL;
|
---|
6704 | }
|
---|
6705 | }
|
---|
6706 |
|
---|
6707 | break;
|
---|
6708 | }
|
---|
6709 | case WINED3DRTYPE_TEXTURE:
|
---|
6710 | case WINED3DRTYPE_CUBETEXTURE:
|
---|
6711 | case WINED3DRTYPE_VOLUMETEXTURE:
|
---|
6712 | for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
|
---|
6713 | if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
---|
6714 | WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
---|
6715 | This->stateBlock->textures[counter] = NULL;
|
---|
6716 | }
|
---|
6717 | if (This->updateStateBlock != This->stateBlock ){
|
---|
6718 | if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
---|
6719 | WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
---|
6720 | This->updateStateBlock->textures[counter] = NULL;
|
---|
6721 | }
|
---|
6722 | }
|
---|
6723 | }
|
---|
6724 | break;
|
---|
6725 | case WINED3DRTYPE_VOLUME:
|
---|
6726 | /* TODO: nothing really? */
|
---|
6727 | break;
|
---|
6728 | case WINED3DRTYPE_BUFFER:
|
---|
6729 | {
|
---|
6730 | int streamNumber;
|
---|
6731 | TRACE("Cleaning up stream pointers\n");
|
---|
6732 |
|
---|
6733 | for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
|
---|
6734 | /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
|
---|
6735 | FINDOUT: should changes.streamSource[StreamNumber] be set ?
|
---|
6736 | */
|
---|
6737 | if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
6738 | if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
|
---|
6739 | FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
---|
6740 | This->updateStateBlock->streamSource[streamNumber] = 0;
|
---|
6741 | /* Set changed flag? */
|
---|
6742 | }
|
---|
6743 | }
|
---|
6744 | 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) */
|
---|
6745 | if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
|
---|
6746 | TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
---|
6747 | This->stateBlock->streamSource[streamNumber] = 0;
|
---|
6748 | }
|
---|
6749 | }
|
---|
6750 | }
|
---|
6751 |
|
---|
6752 | if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
6753 | if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
---|
6754 | This->updateStateBlock->pIndexData = NULL;
|
---|
6755 | }
|
---|
6756 | }
|
---|
6757 | if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
---|
6758 | if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
|
---|
6759 | This->stateBlock->pIndexData = NULL;
|
---|
6760 | }
|
---|
6761 | }
|
---|
6762 | }
|
---|
6763 | break;
|
---|
6764 |
|
---|
6765 | default:
|
---|
6766 | FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
|
---|
6767 | break;
|
---|
6768 | }
|
---|
6769 |
|
---|
6770 |
|
---|
6771 | /* Remove the resource from the resourceStore */
|
---|
6772 | device_resource_remove(This, resource);
|
---|
6773 |
|
---|
6774 | TRACE("Resource released\n");
|
---|
6775 |
|
---|
6776 | }
|
---|
6777 |
|
---|
6778 | static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
|
---|
6779 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
---|
6780 | IWineD3DResourceImpl *resource, *cursor;
|
---|
6781 | HRESULT ret;
|
---|
6782 | TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
|
---|
6783 |
|
---|
6784 | LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
|
---|
6785 | TRACE("enumerating resource %p\n", resource);
|
---|
6786 | IWineD3DResource_AddRef((IWineD3DResource *) resource);
|
---|
6787 | ret = pCallback((IWineD3DResource *) resource, pData);
|
---|
6788 | if(ret == S_FALSE) {
|
---|
6789 | TRACE("Canceling enumeration\n");
|
---|
6790 | break;
|
---|
6791 | }
|
---|
6792 | }
|
---|
6793 | return WINED3D_OK;
|
---|
6794 | }
|
---|
6795 |
|
---|
6796 | /**********************************************************
|
---|
6797 | * IWineD3DDevice VTbl follows
|
---|
6798 | **********************************************************/
|
---|
6799 |
|
---|
6800 | static const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
---|
6801 | {
|
---|
6802 | /*** IUnknown methods ***/
|
---|
6803 | IWineD3DDeviceImpl_QueryInterface,
|
---|
6804 | IWineD3DDeviceImpl_AddRef,
|
---|
6805 | IWineD3DDeviceImpl_Release,
|
---|
6806 | /*** IWineD3DDevice methods ***/
|
---|
6807 | IWineD3DDeviceImpl_GetParent,
|
---|
6808 | /*** Creation methods**/
|
---|
6809 | IWineD3DDeviceImpl_CreateBuffer,
|
---|
6810 | IWineD3DDeviceImpl_CreateVertexBuffer,
|
---|
6811 | IWineD3DDeviceImpl_CreateIndexBuffer,
|
---|
6812 | IWineD3DDeviceImpl_CreateStateBlock,
|
---|
6813 | IWineD3DDeviceImpl_CreateSurface,
|
---|
6814 | IWineD3DDeviceImpl_CreateRendertargetView,
|
---|
6815 | IWineD3DDeviceImpl_CreateTexture,
|
---|
6816 | IWineD3DDeviceImpl_CreateVolumeTexture,
|
---|
6817 | IWineD3DDeviceImpl_CreateVolume,
|
---|
6818 | IWineD3DDeviceImpl_CreateCubeTexture,
|
---|
6819 | IWineD3DDeviceImpl_CreateQuery,
|
---|
6820 | IWineD3DDeviceImpl_CreateSwapChain,
|
---|
6821 | IWineD3DDeviceImpl_CreateVertexDeclaration,
|
---|
6822 | IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
|
---|
6823 | IWineD3DDeviceImpl_CreateVertexShader,
|
---|
6824 | IWineD3DDeviceImpl_CreateGeometryShader,
|
---|
6825 | IWineD3DDeviceImpl_CreatePixelShader,
|
---|
6826 | IWineD3DDeviceImpl_CreatePalette,
|
---|
6827 | /*** Odd functions **/
|
---|
6828 | IWineD3DDeviceImpl_Init3D,
|
---|
6829 | IWineD3DDeviceImpl_InitGDI,
|
---|
6830 | IWineD3DDeviceImpl_Uninit3D,
|
---|
6831 | IWineD3DDeviceImpl_UninitGDI,
|
---|
6832 | IWineD3DDeviceImpl_SetMultithreaded,
|
---|
6833 | IWineD3DDeviceImpl_EvictManagedResources,
|
---|
6834 | IWineD3DDeviceImpl_GetAvailableTextureMem,
|
---|
6835 | IWineD3DDeviceImpl_GetBackBuffer,
|
---|
6836 | IWineD3DDeviceImpl_GetCreationParameters,
|
---|
6837 | IWineD3DDeviceImpl_GetDeviceCaps,
|
---|
6838 | IWineD3DDeviceImpl_GetDirect3D,
|
---|
6839 | IWineD3DDeviceImpl_GetDisplayMode,
|
---|
6840 | IWineD3DDeviceImpl_SetDisplayMode,
|
---|
6841 | IWineD3DDeviceImpl_GetNumberOfSwapChains,
|
---|
6842 | IWineD3DDeviceImpl_GetRasterStatus,
|
---|
6843 | IWineD3DDeviceImpl_GetSwapChain,
|
---|
6844 | IWineD3DDeviceImpl_Reset,
|
---|
6845 | IWineD3DDeviceImpl_SetDialogBoxMode,
|
---|
6846 | IWineD3DDeviceImpl_SetCursorProperties,
|
---|
6847 | IWineD3DDeviceImpl_SetCursorPosition,
|
---|
6848 | IWineD3DDeviceImpl_ShowCursor,
|
---|
6849 | /*** Getters and setters **/
|
---|
6850 | IWineD3DDeviceImpl_SetClipPlane,
|
---|
6851 | IWineD3DDeviceImpl_GetClipPlane,
|
---|
6852 | IWineD3DDeviceImpl_SetClipStatus,
|
---|
6853 | IWineD3DDeviceImpl_GetClipStatus,
|
---|
6854 | IWineD3DDeviceImpl_SetCurrentTexturePalette,
|
---|
6855 | IWineD3DDeviceImpl_GetCurrentTexturePalette,
|
---|
6856 | IWineD3DDeviceImpl_SetDepthStencilSurface,
|
---|
6857 | IWineD3DDeviceImpl_GetDepthStencilSurface,
|
---|
6858 | IWineD3DDeviceImpl_SetGammaRamp,
|
---|
6859 | IWineD3DDeviceImpl_GetGammaRamp,
|
---|
6860 | IWineD3DDeviceImpl_SetIndexBuffer,
|
---|
6861 | IWineD3DDeviceImpl_GetIndexBuffer,
|
---|
6862 | IWineD3DDeviceImpl_SetBaseVertexIndex,
|
---|
6863 | IWineD3DDeviceImpl_GetBaseVertexIndex,
|
---|
6864 | IWineD3DDeviceImpl_SetLight,
|
---|
6865 | IWineD3DDeviceImpl_GetLight,
|
---|
6866 | IWineD3DDeviceImpl_SetLightEnable,
|
---|
6867 | IWineD3DDeviceImpl_GetLightEnable,
|
---|
6868 | IWineD3DDeviceImpl_SetMaterial,
|
---|
6869 | IWineD3DDeviceImpl_GetMaterial,
|
---|
6870 | IWineD3DDeviceImpl_SetNPatchMode,
|
---|
6871 | IWineD3DDeviceImpl_GetNPatchMode,
|
---|
6872 | IWineD3DDeviceImpl_SetPaletteEntries,
|
---|
6873 | IWineD3DDeviceImpl_GetPaletteEntries,
|
---|
6874 | IWineD3DDeviceImpl_SetPixelShader,
|
---|
6875 | IWineD3DDeviceImpl_GetPixelShader,
|
---|
6876 | IWineD3DDeviceImpl_SetPixelShaderConstantB,
|
---|
6877 | IWineD3DDeviceImpl_GetPixelShaderConstantB,
|
---|
6878 | IWineD3DDeviceImpl_SetPixelShaderConstantI,
|
---|
6879 | IWineD3DDeviceImpl_GetPixelShaderConstantI,
|
---|
6880 | IWineD3DDeviceImpl_SetPixelShaderConstantF,
|
---|
6881 | IWineD3DDeviceImpl_GetPixelShaderConstantF,
|
---|
6882 | IWineD3DDeviceImpl_SetRenderState,
|
---|
6883 | IWineD3DDeviceImpl_GetRenderState,
|
---|
6884 | IWineD3DDeviceImpl_SetRenderTarget,
|
---|
6885 | IWineD3DDeviceImpl_GetRenderTarget,
|
---|
6886 | IWineD3DDeviceImpl_SetFrontBackBuffers,
|
---|
6887 | IWineD3DDeviceImpl_SetSamplerState,
|
---|
6888 | IWineD3DDeviceImpl_GetSamplerState,
|
---|
6889 | IWineD3DDeviceImpl_SetScissorRect,
|
---|
6890 | IWineD3DDeviceImpl_GetScissorRect,
|
---|
6891 | IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
|
---|
6892 | IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
|
---|
6893 | IWineD3DDeviceImpl_SetStreamSource,
|
---|
6894 | IWineD3DDeviceImpl_GetStreamSource,
|
---|
6895 | IWineD3DDeviceImpl_SetStreamSourceFreq,
|
---|
6896 | IWineD3DDeviceImpl_GetStreamSourceFreq,
|
---|
6897 | IWineD3DDeviceImpl_SetTexture,
|
---|
6898 | IWineD3DDeviceImpl_GetTexture,
|
---|
6899 | IWineD3DDeviceImpl_SetTextureStageState,
|
---|
6900 | IWineD3DDeviceImpl_GetTextureStageState,
|
---|
6901 | IWineD3DDeviceImpl_SetTransform,
|
---|
6902 | IWineD3DDeviceImpl_GetTransform,
|
---|
6903 | IWineD3DDeviceImpl_SetVertexDeclaration,
|
---|
6904 | IWineD3DDeviceImpl_GetVertexDeclaration,
|
---|
6905 | IWineD3DDeviceImpl_SetVertexShader,
|
---|
6906 | IWineD3DDeviceImpl_GetVertexShader,
|
---|
6907 | IWineD3DDeviceImpl_SetVertexShaderConstantB,
|
---|
6908 | IWineD3DDeviceImpl_GetVertexShaderConstantB,
|
---|
6909 | IWineD3DDeviceImpl_SetVertexShaderConstantI,
|
---|
6910 | IWineD3DDeviceImpl_GetVertexShaderConstantI,
|
---|
6911 | IWineD3DDeviceImpl_SetVertexShaderConstantF,
|
---|
6912 | IWineD3DDeviceImpl_GetVertexShaderConstantF,
|
---|
6913 | IWineD3DDeviceImpl_SetViewport,
|
---|
6914 | IWineD3DDeviceImpl_GetViewport,
|
---|
6915 | IWineD3DDeviceImpl_MultiplyTransform,
|
---|
6916 | IWineD3DDeviceImpl_ValidateDevice,
|
---|
6917 | IWineD3DDeviceImpl_ProcessVertices,
|
---|
6918 | /*** State block ***/
|
---|
6919 | IWineD3DDeviceImpl_BeginStateBlock,
|
---|
6920 | IWineD3DDeviceImpl_EndStateBlock,
|
---|
6921 | /*** Scene management ***/
|
---|
6922 | IWineD3DDeviceImpl_BeginScene,
|
---|
6923 | IWineD3DDeviceImpl_EndScene,
|
---|
6924 | IWineD3DDeviceImpl_Present,
|
---|
6925 | IWineD3DDeviceImpl_Clear,
|
---|
6926 | IWineD3DDeviceImpl_ClearRendertargetView,
|
---|
6927 | /*** Drawing ***/
|
---|
6928 | IWineD3DDeviceImpl_SetPrimitiveType,
|
---|
6929 | IWineD3DDeviceImpl_GetPrimitiveType,
|
---|
6930 | IWineD3DDeviceImpl_DrawPrimitive,
|
---|
6931 | IWineD3DDeviceImpl_DrawIndexedPrimitive,
|
---|
6932 | IWineD3DDeviceImpl_DrawPrimitiveUP,
|
---|
6933 | IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
|
---|
6934 | IWineD3DDeviceImpl_DrawPrimitiveStrided,
|
---|
6935 | IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
|
---|
6936 | IWineD3DDeviceImpl_DrawRectPatch,
|
---|
6937 | IWineD3DDeviceImpl_DrawTriPatch,
|
---|
6938 | IWineD3DDeviceImpl_DeletePatch,
|
---|
6939 | IWineD3DDeviceImpl_ColorFill,
|
---|
6940 | IWineD3DDeviceImpl_UpdateTexture,
|
---|
6941 | IWineD3DDeviceImpl_UpdateSurface,
|
---|
6942 | IWineD3DDeviceImpl_GetFrontBufferData,
|
---|
6943 | /*** object tracking ***/
|
---|
6944 | IWineD3DDeviceImpl_EnumResources
|
---|
6945 | };
|
---|
6946 |
|
---|
6947 | HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
|
---|
6948 | UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
|
---|
6949 | IUnknown *parent, IWineD3DDeviceParent *device_parent)
|
---|
6950 | {
|
---|
6951 | struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
|
---|
6952 | const struct fragment_pipeline *fragment_pipeline;
|
---|
6953 | struct shader_caps shader_caps;
|
---|
6954 | struct fragment_caps ffp_caps;
|
---|
6955 | WINED3DDISPLAYMODE mode;
|
---|
6956 | unsigned int i;
|
---|
6957 | HRESULT hr;
|
---|
6958 |
|
---|
6959 | device->lpVtbl = &IWineD3DDevice_Vtbl;
|
---|
6960 | device->ref = 1;
|
---|
6961 | device->wined3d = (IWineD3D *)wined3d;
|
---|
6962 | IWineD3D_AddRef(device->wined3d);
|
---|
6963 | device->adapter = wined3d->adapter_count ? adapter : NULL;
|
---|
6964 | device->parent = parent;
|
---|
6965 | device->device_parent = device_parent;
|
---|
6966 | list_init(&device->resources);
|
---|
6967 | list_init(&device->shaders);
|
---|
6968 |
|
---|
6969 | device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
|
---|
6970 | device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
|
---|
6971 |
|
---|
6972 | /* Get the initial screen setup for ddraw. */
|
---|
6973 | hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
|
---|
6974 | if (FAILED(hr))
|
---|
6975 | {
|
---|
6976 | ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
|
---|
6977 | IWineD3D_Release(device->wined3d);
|
---|
6978 | return hr;
|
---|
6979 | }
|
---|
6980 | device->ddraw_width = mode.Width;
|
---|
6981 | device->ddraw_height = mode.Height;
|
---|
6982 | device->ddraw_format = mode.Format;
|
---|
6983 |
|
---|
6984 | /* Save the creation parameters. */
|
---|
6985 | device->createParms.AdapterOrdinal = adapter_idx;
|
---|
6986 | device->createParms.DeviceType = device_type;
|
---|
6987 | device->createParms.hFocusWindow = focus_window;
|
---|
6988 | device->createParms.BehaviorFlags = flags;
|
---|
6989 |
|
---|
6990 | device->devType = device_type;
|
---|
6991 | for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
|
---|
6992 |
|
---|
6993 | select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
|
---|
6994 | device->shader_backend = select_shader_backend(adapter, device_type);
|
---|
6995 |
|
---|
6996 | memset(&shader_caps, 0, sizeof(shader_caps));
|
---|
6997 | device->shader_backend->shader_get_caps(device_type, &adapter->gl_info, &shader_caps);
|
---|
6998 | device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
|
---|
6999 | device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
|
---|
7000 | device->vs_clipping = shader_caps.VSClipping;
|
---|
7001 |
|
---|
7002 | memset(&ffp_caps, 0, sizeof(ffp_caps));
|
---|
7003 | fragment_pipeline = select_fragment_implementation(adapter, device_type);
|
---|
7004 | device->frag_pipe = fragment_pipeline;
|
---|
7005 | fragment_pipeline->get_caps(device_type, &adapter->gl_info, &ffp_caps);
|
---|
7006 | device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
|
---|
7007 | device->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
|
---|
7008 |
|
---|
7009 | hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
|
---|
7010 | ffp_vertexstate_template, fragment_pipeline, misc_state_template);
|
---|
7011 | if (FAILED(hr))
|
---|
7012 | {
|
---|
7013 | ERR("Failed to compile state table, hr %#x.\n", hr);
|
---|
7014 | IWineD3D_Release(device->wined3d);
|
---|
7015 | return hr;
|
---|
7016 | }
|
---|
7017 |
|
---|
7018 | device->blitter = select_blit_implementation(adapter, device_type);
|
---|
7019 |
|
---|
7020 | return WINED3D_OK;
|
---|
7021 | }
|
---|
7022 |
|
---|
7023 |
|
---|
7024 | void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
|
---|
7025 | DWORD rep = This->StateTable[state].representative;
|
---|
7026 | struct wined3d_context *context;
|
---|
7027 | DWORD idx;
|
---|
7028 | BYTE shift;
|
---|
7029 | UINT i;
|
---|
7030 |
|
---|
7031 | for(i = 0; i < This->numContexts; i++) {
|
---|
7032 | context = This->contexts[i];
|
---|
7033 | if(isStateDirty(context, rep)) continue;
|
---|
7034 |
|
---|
7035 | context->dirtyArray[context->numDirtyEntries++] = rep;
|
---|
7036 | idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
|
---|
7037 | shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
|
---|
7038 | context->isStateDirty[idx] |= (1 << shift);
|
---|
7039 | }
|
---|
7040 | }
|
---|
7041 |
|
---|
7042 | void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
7043 | {
|
---|
7044 | IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.device;
|
---|
7045 | /* The drawable size of a pbuffer render target is the current pbuffer size. */
|
---|
7046 | *width = device->pbufferWidth;
|
---|
7047 | *height = device->pbufferHeight;
|
---|
7048 | }
|
---|
7049 |
|
---|
7050 | void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
7051 | {
|
---|
7052 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
|
---|
7053 | /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
|
---|
7054 | *width = surface->pow2Width;
|
---|
7055 | *height = surface->pow2Height;
|
---|
7056 | }
|
---|
7057 |
|
---|
7058 | void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
|
---|
7059 | {
|
---|
7060 | IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->surface;
|
---|
7061 | /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
|
---|
7062 | * current context's drawable, which is the size of the back buffer of the swapchain
|
---|
7063 | * the active context belongs to. The back buffer of the swapchain is stored as the
|
---|
7064 | * surface the context belongs to. */
|
---|
7065 | *width = surface->currentDesc.Width;
|
---|
7066 | *height = surface->currentDesc.Height;
|
---|
7067 | }
|
---|
7068 |
|
---|
7069 | LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
|
---|
7070 | UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
|
---|
7071 | {
|
---|
7072 | if (device->filter_messages)
|
---|
7073 | {
|
---|
7074 | TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
|
---|
7075 | window, message, wparam, lparam);
|
---|
7076 | return DefWindowProcW(window, message, wparam, lparam);
|
---|
7077 | }
|
---|
7078 |
|
---|
7079 | if (message == WM_DESTROY)
|
---|
7080 | {
|
---|
7081 | TRACE("unregister window %p.\n", window);
|
---|
7082 | wined3d_unregister_window(window);
|
---|
7083 |
|
---|
7084 | if (device->focus_window == window) device->focus_window = NULL;
|
---|
7085 | else ERR("Window %p is not the focus window for device %p.\n", window, device);
|
---|
7086 | }
|
---|
7087 |
|
---|
7088 | return CallWindowProcW(proc, window, message, wparam, lparam);
|
---|
7089 | }
|
---|