mirror of
https://github.com/reactos/wine.git
synced 2024-12-02 08:46:29 +00:00
6904 lines
284 KiB
C
6904 lines
284 KiB
C
/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002 Lionel Ulmer
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Stefan Dösinger for CodeWeavers
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* Copyright 2006 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/* Define the default light parameters as specified by MSDN */
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const WINED3DLIGHT WINED3D_default_light = {
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WINED3DLIGHT_DIRECTIONAL, /* Type */
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{ 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
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{ 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
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{ 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
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{ 0.0, 0.0, 0.0 }, /* Position x,y,z */
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{ 0.0, 0.0, 1.0 }, /* Direction x,y,z */
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0.0, /* Range */
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0.0, /* Falloff */
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0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
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0.0, /* Theta */
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0.0 /* Phi */
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};
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/* x11drv GDI escapes */
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#define X11DRV_ESCAPE 6789
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enum x11drv_escape_codes
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{
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X11DRV_GET_DISPLAY, /* get X11 display for a DC */
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X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
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X11DRV_GET_FONT, /* get current X font for a DC */
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};
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/* retrieve the X display to use on a given DC */
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inline static Display *get_display( HDC hdc )
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{
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Display *display;
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enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
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if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
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sizeof(display), (LPSTR)&display )) display = NULL;
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return display;
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}
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/* allocate one pbuffer per surface */
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BOOL pbuffer_per_surface = FALSE;
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/* static function declarations */
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static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
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static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
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/* helper macros */
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#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
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#define D3DCREATEOBJECTINSTANCE(object, type) { \
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object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
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D3DMEMCHECK(object, pp##type); \
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object->lpVtbl = &IWineD3D##type##_Vtbl; \
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object->wineD3DDevice = This; \
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object->parent = parent; \
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object->ref = 1; \
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*pp##type = (IWineD3D##type *) object; \
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}
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#define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
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object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
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D3DMEMCHECK(object, pp##type); \
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object->lpVtbl = &IWineD3D##type##_Vtbl; \
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object->parent = parent; \
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object->ref = 1; \
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object->baseShader.device = (IWineD3DDevice*) This; \
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*pp##type = (IWineD3D##type *) object; \
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}
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#define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
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object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
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D3DMEMCHECK(object, pp##type); \
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object->lpVtbl = &IWineD3D##type##_Vtbl; \
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object->resource.wineD3DDevice = This; \
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object->resource.parent = parent; \
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object->resource.resourceType = d3dtype; \
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object->resource.ref = 1; \
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object->resource.pool = Pool; \
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object->resource.format = Format; \
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object->resource.usage = Usage; \
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object->resource.size = _size; \
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/* Check that we have enough video ram left */ \
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if (Pool == WINED3DPOOL_DEFAULT) { \
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if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
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WARN("Out of 'bogus' video memory\n"); \
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HeapFree(GetProcessHeap(), 0, object); \
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*pp##type = NULL; \
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return WINED3DERR_OUTOFVIDEOMEMORY; \
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} \
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globalChangeGlRam(_size); \
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} \
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object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
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if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
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FIXME("Out of memory!\n"); \
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HeapFree(GetProcessHeap(), 0, object); \
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*pp##type = NULL; \
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return WINED3DERR_OUTOFVIDEOMEMORY; \
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} \
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*pp##type = (IWineD3D##type *) object; \
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IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
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TRACE("(%p) : Created resource %p\n", This, object); \
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}
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#define D3DINITIALIZEBASETEXTURE(_basetexture) { \
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_basetexture.levels = Levels; \
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_basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
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_basetexture.LOD = 0; \
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_basetexture.dirty = TRUE; \
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}
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/**********************************************************
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* Global variable / Constants follow
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**********************************************************/
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const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
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/**********************************************************
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* Utility functions follow
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**********************************************************/
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/* Convert the WINED3DLIGHT properties into equivalent gl lights */
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static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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float quad_att;
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float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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/* Diffuse: */
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colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
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colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
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colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
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colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
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glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
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checkGLcall("glLightfv");
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/* Specular */
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colRGBA[0] = lightInfo->OriginalParms.Specular.r;
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colRGBA[1] = lightInfo->OriginalParms.Specular.g;
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colRGBA[2] = lightInfo->OriginalParms.Specular.b;
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colRGBA[3] = lightInfo->OriginalParms.Specular.a;
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glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
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checkGLcall("glLightfv");
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/* Ambient */
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colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
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colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
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colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
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colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
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glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
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checkGLcall("glLightfv");
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/* Attenuation - Are these right? guessing... */
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glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
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checkGLcall("glLightf");
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if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
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quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
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} else {
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quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
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}
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if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
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glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
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checkGLcall("glLightf");
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switch (lightInfo->OriginalParms.Type) {
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case WINED3DLIGHT_POINT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case WINED3DLIGHT_SPOT:
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/* Position */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
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checkGLcall("glLightfv");
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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/* FIXME: Range */
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break;
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case WINED3DLIGHT_DIRECTIONAL:
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/* Direction */
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glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
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checkGLcall("glLightfv");
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glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
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checkGLcall("glLightf");
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glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
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checkGLcall("glLightf");
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break;
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default:
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FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
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}
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/* Restore the modelview matrix */
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glPopMatrix();
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}
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/**********************************************************
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* GLSL helper functions follow
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**********************************************************/
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/** Detach the GLSL pixel or vertex shader object from the shader program */
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static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (shaderObj != 0 && programId != 0) {
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TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
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GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
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checkGLcall("glDetachObjectARB");
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}
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}
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/** Delete a GLSL shader program */
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static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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if (obj != 0) {
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TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
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GL_EXTCALL(glDeleteObjectARB(obj));
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checkGLcall("glDeleteObjectARB");
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}
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}
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/** Delete the list of linked programs this shader is associated with.
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* Also at this point, check to see if there are any objects left attached
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* to each GLSL program. If not, delete the GLSL program object.
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* This will be run when a device is released. */
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static void delete_glsl_shader_list(IWineD3DDevice* iface) {
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struct list *ptr = NULL;
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struct glsl_shader_prog_link *curLink = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int numAttached = 0;
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int i;
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GLhandleARB objList[2]; /* There should never be more than 2 objects attached
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(one pixel shader and one vertex shader at most) */
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ptr = list_head( &This->glsl_shader_progs );
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while (ptr) {
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/* First, get the current item,
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* save the link to the next pointer,
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* detach and delete shader objects,
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* then de-allocate the list item's memory */
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curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
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ptr = list_next( &This->glsl_shader_progs, ptr );
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/* See if this object is still attached to the program - it may have been detached already */
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GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
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TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
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for (i = 0; i < numAttached; i++) {
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detach_glsl_shader(iface, objList[i], curLink->programId);
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}
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delete_glsl_shader_program(iface, curLink->programId);
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/* Free the uniform locations */
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HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
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HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
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/* Free the memory for this list item */
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HeapFree(GetProcessHeap(), 0, curLink);
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}
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}
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/**********************************************************
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* IUnknown parts follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DDevice)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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ULONG refCount = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
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return refCount;
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}
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static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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ULONG refCount = InterlockedDecrement(&This->ref);
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TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
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if (!refCount) {
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if (This->fbo) {
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GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
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}
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HeapFree(GetProcessHeap(), 0, This->render_targets);
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HeapFree(GetProcessHeap(), 0, This->draw_buffers);
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/* TODO: Clean up all the surfaces and textures! */
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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/* Delete any GLSL shader programs that may exist */
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if (This->vs_selected_mode == SHADER_GLSL ||
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This->ps_selected_mode == SHADER_GLSL)
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delete_glsl_shader_list(iface);
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/* Release the update stateblock */
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if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
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if(This->updateStateBlock != This->stateBlock)
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FIXME("(%p) Something's still holding the Update stateblock\n",This);
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}
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This->updateStateBlock = NULL;
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{ /* because were not doing proper internal refcounts releasing the primary state block
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causes recursion with the extra checks in ResourceReleased, to avoid this we have
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to set this->stateBlock = NULL; first */
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IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
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This->stateBlock = NULL;
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/* Release the stateblock */
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if(IWineD3DStateBlock_Release(stateBlock) > 0){
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FIXME("(%p) Something's still holding the Update stateblock\n",This);
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}
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}
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if (This->resources != NULL ) {
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FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
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dumpResources(This->resources);
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}
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IWineD3D_Release(This->wineD3D);
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This->wineD3D = NULL;
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HeapFree(GetProcessHeap(), 0, This);
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TRACE("Freed device %p\n", This);
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This = NULL;
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}
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return refCount;
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}
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/**********************************************************
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* IWineD3DDevice implementation follows
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**********************************************************/
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static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*pParent = This->parent;
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IUnknown_AddRef(This->parent);
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return WINED3D_OK;
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}
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static void CreateVBO(IWineD3DVertexBufferImpl *object) {
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IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
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GLenum error, glUsage;
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DWORD vboUsage = object->resource.usage;
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if(object->Flags & VBFLAG_VBOCREATEFAIL) {
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WARN("Creating a vbo failed once, not trying again\n");
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return;
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}
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
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ENTER_GL();
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/* Make sure that the gl error is cleared. Do not use checkGLcall
|
|
* here because checkGLcall just prints a fixme and continues. However,
|
|
* if an error during VBO creation occurs we can fall back to non-vbo operation
|
|
* with full functionality(but performance loss)
|
|
*/
|
|
while(glGetError() != GL_NO_ERROR);
|
|
|
|
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
|
|
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
|
|
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
|
|
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
|
|
* to check if the rhw and color values are in the correct format.
|
|
*/
|
|
|
|
GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
|
|
error = glGetError();
|
|
if(object->vbo == 0 || error != GL_NO_ERROR) {
|
|
WARN("Failed to create a VBO with error %d\n", error);
|
|
goto error;
|
|
}
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
|
|
error = glGetError();
|
|
if(error != GL_NO_ERROR) {
|
|
WARN("Failed to bind the VBO, error %d\n", error);
|
|
goto error;
|
|
}
|
|
|
|
/* Transformed vertices are horribly inflexible. If the app specifies an
|
|
* vertex buffer with transformed vertices in default pool without DYNAMIC
|
|
* usage assume DYNAMIC usage and print a warning. The app will have to update
|
|
* the vertices regularily for them to be useful
|
|
*/
|
|
if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
|
|
!(vboUsage & WINED3DUSAGE_DYNAMIC)) {
|
|
WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
|
|
vboUsage |= WINED3DUSAGE_DYNAMIC;
|
|
}
|
|
|
|
/* Don't use static, because dx apps tend to update the buffer
|
|
* quite often even if they specify 0 usage
|
|
*/
|
|
switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
|
|
case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
|
|
TRACE("Gl usage = GL_STREAM_DRAW\n");
|
|
glUsage = GL_STREAM_DRAW_ARB;
|
|
break;
|
|
case D3DUSAGE_WRITEONLY:
|
|
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
|
|
glUsage = GL_DYNAMIC_DRAW_ARB;
|
|
break;
|
|
case D3DUSAGE_DYNAMIC:
|
|
TRACE("Gl usage = GL_STREAM_COPY\n");
|
|
glUsage = GL_STREAM_COPY_ARB;
|
|
break;
|
|
default:
|
|
TRACE("Gl usage = GL_DYNAMIC_COPY\n");
|
|
glUsage = GL_DYNAMIC_COPY_ARB;
|
|
break;
|
|
}
|
|
|
|
/* Reserve memory for the buffer. The amount of data won't change
|
|
* so we are safe with calling glBufferData once with a NULL ptr and
|
|
* calling glBufferSubData on updates
|
|
*/
|
|
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
|
|
error = glGetError();
|
|
if(error != GL_NO_ERROR) {
|
|
WARN("glBufferDataARB failed with error %d\n", error);
|
|
goto error;
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return;
|
|
error:
|
|
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
|
|
FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
|
|
if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
|
|
object->vbo = 0;
|
|
object->Flags |= VBFLAG_VBOCREATEFAIL;
|
|
LEAVE_GL();
|
|
return;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
|
|
DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
|
|
IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexBufferImpl *object;
|
|
WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
|
|
int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
|
|
BOOL conv;
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
|
|
|
|
TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
|
|
*ppVertexBuffer = (IWineD3DVertexBuffer *)object;
|
|
|
|
if(Size == 0) return WINED3DERR_INVALIDCALL;
|
|
|
|
if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
|
|
object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
|
|
}
|
|
object->fvf = FVF;
|
|
|
|
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
|
* drawStridedFast (half-life 2).
|
|
*
|
|
* Basically converting the vertices in the buffer is quite expensive, and observations
|
|
* show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
|
* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
|
*
|
|
* Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
|
|
* the range of vertices being locked, so each lock will require the whole buffer to be transformed.
|
|
* Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
|
|
* is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
|
|
* dx7 apps.
|
|
* There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
|
|
* more. In this call we can convert dx7 buffers too.
|
|
*/
|
|
conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
|
|
if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
|
|
(dxVersion > 7 || !conv) ) {
|
|
CreateVBO(object);
|
|
|
|
/* DX7 buffers can be locked directly into the VBO (no conversion, see above */
|
|
if(dxVersion == 7 && object->vbo) {
|
|
HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
|
|
object->resource.allocatedMemory = NULL;
|
|
}
|
|
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
|
|
WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
|
|
HANDLE *sharedHandle, IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DIndexBufferImpl *object;
|
|
TRACE("(%p) Creating index buffer\n", This);
|
|
|
|
/* Allocate the storage for the device */
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
|
|
|
|
/*TODO: use VBO's */
|
|
if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
|
|
object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
|
|
}
|
|
|
|
TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
|
|
debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
|
|
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DStateBlockImpl *object;
|
|
int i, j;
|
|
HRESULT temp_result;
|
|
|
|
D3DCREATEOBJECTINSTANCE(object, StateBlock)
|
|
object->blockType = Type;
|
|
|
|
/* Special case - Used during initialization to produce a placeholder stateblock
|
|
so other functions called can update a state block */
|
|
if (Type == WINED3DSBT_INIT) {
|
|
/* Don't bother increasing the reference count otherwise a device will never
|
|
be freed due to circular dependencies */
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
temp_result = allocate_shader_constants(object);
|
|
if (WINED3D_OK != temp_result)
|
|
return temp_result;
|
|
|
|
/* Otherwise, might as well set the whole state block to the appropriate values */
|
|
if (This->stateBlock != NULL)
|
|
stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
|
|
else
|
|
memset(object->streamFreq, 1, sizeof(object->streamFreq));
|
|
|
|
/* Reset the ref and type after kludging it */
|
|
object->wineD3DDevice = This;
|
|
object->ref = 1;
|
|
object->blockType = Type;
|
|
|
|
TRACE("Updating changed flags appropriate for type %d\n", Type);
|
|
|
|
if (Type == WINED3DSBT_ALL) {
|
|
|
|
TRACE("ALL => Pretend everything has changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
|
|
|
|
} else if (Type == WINED3DSBT_PIXELSTATE) {
|
|
|
|
TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
|
|
|
object->changed.pixelShader = TRUE;
|
|
|
|
/* Pixel Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
|
|
object->changed.pixelShaderConstantsF[i] = TRUE;
|
|
for (i = 0; i < MAX_CONST_B; ++i)
|
|
object->changed.pixelShaderConstantsB[i] = TRUE;
|
|
for (i = 0; i < MAX_CONST_I; ++i)
|
|
object->changed.pixelShaderConstantsI[i] = TRUE;
|
|
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
|
|
}
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
|
object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
|
|
}
|
|
}
|
|
for (j = 0 ; j < 16; j++) {
|
|
for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
|
|
|
|
object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
|
|
}
|
|
}
|
|
|
|
} else if (Type == WINED3DSBT_VERTEXSTATE) {
|
|
|
|
TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
|
|
stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
|
|
|
|
object->changed.vertexShader = TRUE;
|
|
|
|
/* Vertex Shader Constants */
|
|
for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
|
|
object->changed.vertexShaderConstantsF[i] = TRUE;
|
|
for (i = 0; i < MAX_CONST_B; ++i)
|
|
object->changed.vertexShaderConstantsB[i] = TRUE;
|
|
for (i = 0; i < MAX_CONST_I; ++i)
|
|
object->changed.vertexShaderConstantsI[i] = TRUE;
|
|
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
|
|
}
|
|
for (j = 0; j < GL_LIMITS(texture_stages); j++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
|
object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
|
|
}
|
|
}
|
|
for (j = 0 ; j < 16; j++){
|
|
for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
|
|
object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Duplicate light chain */
|
|
{
|
|
PLIGHTINFOEL *src = NULL;
|
|
PLIGHTINFOEL *dst = NULL;
|
|
PLIGHTINFOEL *newEl = NULL;
|
|
src = This->stateBlock->lights;
|
|
object->lights = NULL;
|
|
|
|
|
|
while (src) {
|
|
newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
memcpy(newEl, src, sizeof(PLIGHTINFOEL));
|
|
newEl->prev = dst;
|
|
newEl->changed = TRUE;
|
|
newEl->enabledChanged = TRUE;
|
|
if (dst == NULL) {
|
|
object->lights = newEl;
|
|
} else {
|
|
dst->next = newEl;
|
|
}
|
|
dst = newEl;
|
|
src = src->next;
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
FIXME("Unrecognized state block type %d\n", Type);
|
|
}
|
|
|
|
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
/* ************************************
|
|
MSDN:
|
|
[in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
|
|
|
|
Discard
|
|
[in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
|
|
|
|
If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
|
|
|
|
******************************** */
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
|
|
unsigned int pow2Width, pow2Height;
|
|
unsigned int Size = 1;
|
|
const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
|
|
TRACE("(%p) Create surface\n",This);
|
|
|
|
/** FIXME: Check ranges on the inputs are valid
|
|
* MSDN
|
|
* MultisampleQuality
|
|
* [in] Quality level. The valid range is between zero and one less than the level
|
|
* returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
|
|
* Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
|
|
* values of paired render targets, depth stencil surfaces, and the MultiSample type
|
|
* must all match.
|
|
*******************************/
|
|
|
|
|
|
/**
|
|
* TODO: Discard MSDN
|
|
* [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
|
|
*
|
|
* If this flag is set, the contents of the depth stencil buffer will be
|
|
* invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
|
|
* with a different depth surface.
|
|
*
|
|
*This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
|
|
***************************/
|
|
|
|
if(MultisampleQuality < 0) {
|
|
FIXME("Invalid multisample level %d\n", MultisampleQuality);
|
|
return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
|
|
}
|
|
|
|
if(MultisampleQuality > 0) {
|
|
FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
|
|
MultisampleQuality=0;
|
|
}
|
|
|
|
/** FIXME: Check that the format is supported
|
|
* by the device.
|
|
*******************************/
|
|
|
|
/* Non-power2 support */
|
|
if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
|
|
pow2Width = Width;
|
|
pow2Height = Height;
|
|
} else {
|
|
/* Find the nearest pow2 match */
|
|
pow2Width = pow2Height = 1;
|
|
while (pow2Width < Width) pow2Width <<= 1;
|
|
while (pow2Height < Height) pow2Height <<= 1;
|
|
}
|
|
|
|
if (pow2Width > Width || pow2Height > Height) {
|
|
/** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
|
|
if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
|
|
|| Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
|
|
FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
|
|
This, Width, Height);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
}
|
|
|
|
/** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
|
|
* it is based around 4x4 pixel blocks it requires padding, so allocate enough
|
|
* space!
|
|
*********************************/
|
|
if (WINED3DFMT_UNKNOWN == Format) {
|
|
Size = 0;
|
|
} else if (Format == WINED3DFMT_DXT1) {
|
|
/* DXT1 is half byte per pixel */
|
|
Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
|
|
|
|
} else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
|
|
Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
|
|
Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
|
|
} else {
|
|
/* The pitch is a multiple of 4 bytes */
|
|
Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
|
|
Size *= pow2Height;
|
|
}
|
|
|
|
/** Create and initialise the surface resource **/
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
|
|
/* "Standalone" surface */
|
|
IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
|
|
|
|
object->currentDesc.Width = Width;
|
|
object->currentDesc.Height = Height;
|
|
object->currentDesc.MultiSampleType = MultiSample;
|
|
object->currentDesc.MultiSampleQuality = MultisampleQuality;
|
|
|
|
/* Setup some glformat defaults */
|
|
object->glDescription.glFormat = tableEntry->glFormat;
|
|
object->glDescription.glFormatInternal = tableEntry->glInternal;
|
|
object->glDescription.glType = tableEntry->glType;
|
|
|
|
object->glDescription.textureName = 0;
|
|
object->glDescription.level = Level;
|
|
object->glDescription.target = GL_TEXTURE_2D;
|
|
|
|
/* Internal data */
|
|
object->pow2Width = pow2Width;
|
|
object->pow2Height = pow2Height;
|
|
|
|
/* Flags */
|
|
object->Flags = 0; /* We start without flags set */
|
|
object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
|
|
object->Flags |= Discard ? SFLAG_DISCARD : 0;
|
|
object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
|
|
object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
|
|
|
|
|
|
if (WINED3DFMT_UNKNOWN != Format) {
|
|
object->bytesPerPixel = tableEntry->bpp;
|
|
object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
|
|
object->pow2Size *= pow2Height;
|
|
} else {
|
|
object->bytesPerPixel = 0;
|
|
object->pow2Size = 0;
|
|
}
|
|
|
|
/** TODO: change this into a texture transform matrix so that it's processed in hardware **/
|
|
|
|
TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
|
|
|
|
/** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
|
|
* this function is too deep to need to care about things like this.
|
|
* Levels need to be checked too, and possibly Type since they all affect what can be done.
|
|
* ****************************************/
|
|
switch(Pool) {
|
|
case WINED3DPOOL_SCRATCH:
|
|
if(!Lockable)
|
|
FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
|
|
"which are mutually exclusive, setting lockable to TRUE\n");
|
|
Lockable = TRUE;
|
|
break;
|
|
case WINED3DPOOL_SYSTEMMEM:
|
|
if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
|
|
"this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
|
|
case WINED3DPOOL_MANAGED:
|
|
if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
|
|
"Usage of DYNAMIC which are mutually exclusive, not doing "
|
|
"anything just telling you.\n");
|
|
break;
|
|
case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
|
|
if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
|
|
&& !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
|
|
WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
|
|
break;
|
|
default:
|
|
FIXME("(%p) Unknown pool %d\n", This, Pool);
|
|
break;
|
|
};
|
|
|
|
if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
|
|
FIXME("Trying to create a render target that isn't in the default pool\n");
|
|
}
|
|
|
|
/* mark the texture as dirty so that it gets loaded first time around*/
|
|
IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
|
|
TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
|
|
This, Width, Height, Format, debug_d3dformat(Format),
|
|
(WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
|
|
|
|
/* Store the DirectDraw primary surface. This is the first rendertarget surface created */
|
|
if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
|
|
This->ddraw_primary = (IWineD3DSurface *) object;
|
|
|
|
/* Look at the implementation and set the correct Vtable */
|
|
switch(Impl) {
|
|
case SURFACE_OPENGL:
|
|
/* Nothing to do, it's set already */
|
|
break;
|
|
|
|
case SURFACE_GDI:
|
|
object->lpVtbl = &IWineGDISurface_Vtbl;
|
|
break;
|
|
|
|
default:
|
|
/* To be sure to catch this */
|
|
ERR("Unknown requested surface implementation %d!\n", Impl);
|
|
IWineD3DSurface_Release((IWineD3DSurface *) object);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Call the private setup routine */
|
|
return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
|
|
DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
|
|
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DTextureImpl *object;
|
|
unsigned int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
HRESULT hr;
|
|
unsigned int pow2Width;
|
|
unsigned int pow2Height;
|
|
|
|
|
|
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
|
|
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
|
|
Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
that are reported as supported */
|
|
if (WINED3DFMT_UNKNOWN >= Format) {
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
|
|
D3DINITIALIZEBASETEXTURE(object->baseTexture);
|
|
object->width = Width;
|
|
object->height = Height;
|
|
|
|
/** Non-power2 support **/
|
|
if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
|
|
pow2Width = Width;
|
|
pow2Height = Height;
|
|
} else {
|
|
/* Find the nearest pow2 match */
|
|
pow2Width = pow2Height = 1;
|
|
while (pow2Width < Width) pow2Width <<= 1;
|
|
while (pow2Height < Height) pow2Height <<= 1;
|
|
}
|
|
|
|
/** FIXME: add support for real non-power-two if it's provided by the video card **/
|
|
/* Precalculated scaling for 'faked' non power of two texture coords */
|
|
object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
|
|
object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
|
|
TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
TRACE("calculating levels %d\n", object->baseTexture.levels);
|
|
object->baseTexture.levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
while (tmpW > 1 || tmpH > 1) {
|
|
tmpW = max(1, tmpW >> 1);
|
|
tmpH = max(1, tmpH >> 1);
|
|
object->baseTexture.levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
for (i = 0; i < object->baseTexture.levels; i++)
|
|
{
|
|
/* use the callback to create the texture surface */
|
|
hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
|
|
if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
|
|
FIXME("Failed to create surface %p\n", object);
|
|
/* clean up */
|
|
object->surfaces[i] = NULL;
|
|
IWineD3DTexture_Release((IWineD3DTexture *)object);
|
|
|
|
*ppTexture = NULL;
|
|
return hr;
|
|
}
|
|
|
|
IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
|
|
TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
|
|
/* calculate the next mipmap level */
|
|
tmpW = max(1, tmpW >> 1);
|
|
tmpH = max(1, tmpH >> 1);
|
|
}
|
|
|
|
TRACE("(%p) : Created texture %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
|
|
UINT Width, UINT Height, UINT Depth,
|
|
UINT Levels, DWORD Usage,
|
|
WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DVolumeTexture **ppVolumeTexture,
|
|
HANDLE *pSharedHandle, IUnknown *parent,
|
|
D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVolumeTextureImpl *object;
|
|
unsigned int i;
|
|
UINT tmpW;
|
|
UINT tmpH;
|
|
UINT tmpD;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
that are reported as supported */
|
|
if (WINED3DFMT_UNKNOWN >= Format) {
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
|
|
D3DINITIALIZEBASETEXTURE(object->baseTexture);
|
|
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
object->width = Width;
|
|
object->height = Height;
|
|
object->depth = Depth;
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->baseTexture.levels++;
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
|
|
tmpW = max(1, tmpW >> 1);
|
|
tmpH = max(1, tmpH >> 1);
|
|
tmpD = max(1, tmpD >> 1);
|
|
object->baseTexture.levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = Width;
|
|
tmpH = Height;
|
|
tmpD = Depth;
|
|
|
|
for (i = 0; i < object->baseTexture.levels; i++)
|
|
{
|
|
/* Create the volume */
|
|
D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
|
|
(IWineD3DVolume **)&object->volumes[i], pSharedHandle);
|
|
|
|
/* Set its container to this object */
|
|
IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
|
|
|
|
/* calcualte the next mipmap level */
|
|
tmpW = max(1, tmpW >> 1);
|
|
tmpH = max(1, tmpH >> 1);
|
|
tmpD = max(1, tmpD >> 1);
|
|
}
|
|
|
|
*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
|
|
TRACE("(%p) : Created volume texture %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
|
|
UINT Width, UINT Height, UINT Depth,
|
|
DWORD Usage,
|
|
WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DVolume** ppVolume,
|
|
HANDLE* pSharedHandle, IUnknown *parent) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
|
const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
|
|
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
|
|
|
|
TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
|
|
Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
|
|
|
|
object->currentDesc.Width = Width;
|
|
object->currentDesc.Height = Height;
|
|
object->currentDesc.Depth = Depth;
|
|
object->bytesPerPixel = formatDesc->bpp;
|
|
|
|
/** Note: Volume textures cannot be dxtn, hence no need to check here **/
|
|
object->lockable = TRUE;
|
|
object->locked = FALSE;
|
|
memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
|
|
object->dirty = TRUE;
|
|
|
|
return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
|
|
UINT Levels, DWORD Usage,
|
|
WINED3DFORMAT Format, WINED3DPOOL Pool,
|
|
IWineD3DCubeTexture **ppCubeTexture,
|
|
HANDLE *pSharedHandle, IUnknown *parent,
|
|
D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
|
unsigned int i, j;
|
|
UINT tmpW;
|
|
HRESULT hr;
|
|
unsigned int pow2EdgeLength = EdgeLength;
|
|
|
|
/* TODO: It should only be possible to create textures for formats
|
|
that are reported as supported */
|
|
if (WINED3DFMT_UNKNOWN >= Format) {
|
|
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
|
|
D3DINITIALIZEBASETEXTURE(object->baseTexture);
|
|
|
|
TRACE("(%p) Create Cube Texture\n", This);
|
|
|
|
/** Non-power2 support **/
|
|
|
|
/* Find the nearest pow2 match */
|
|
pow2EdgeLength = 1;
|
|
while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
|
|
|
|
object->edgeLength = EdgeLength;
|
|
/* TODO: support for native non-power 2 */
|
|
/* Precalculated scaling for 'faked' non power of two texture coords */
|
|
object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
|
|
|
|
/* Calculate levels for mip mapping */
|
|
if (Levels == 0) {
|
|
object->baseTexture.levels++;
|
|
tmpW = EdgeLength;
|
|
while (tmpW > 1) {
|
|
tmpW = max(1, tmpW >> 1);
|
|
object->baseTexture.levels++;
|
|
}
|
|
TRACE("Calculated levels = %d\n", object->baseTexture.levels);
|
|
}
|
|
|
|
/* Generate all the surfaces */
|
|
tmpW = EdgeLength;
|
|
for (i = 0; i < object->baseTexture.levels; i++) {
|
|
|
|
/* Create the 6 faces */
|
|
for (j = 0; j < 6; j++) {
|
|
|
|
hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
|
|
i /* Level */, &object->surfaces[j][i],pSharedHandle);
|
|
|
|
if(hr!= WINED3D_OK) {
|
|
/* clean up */
|
|
int k;
|
|
int l;
|
|
for (l = 0; l < j; l++) {
|
|
IWineD3DSurface_Release(object->surfaces[j][i]);
|
|
}
|
|
for (k = 0; k < i; k++) {
|
|
for (l = 0; l < 6; l++) {
|
|
IWineD3DSurface_Release(object->surfaces[l][j]);
|
|
}
|
|
}
|
|
|
|
FIXME("(%p) Failed to create surface\n",object);
|
|
HeapFree(GetProcessHeap(),0,object);
|
|
*ppCubeTexture = NULL;
|
|
return hr;
|
|
}
|
|
IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
|
|
TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
|
|
}
|
|
tmpW = max(1, tmpW >> 1);
|
|
}
|
|
|
|
TRACE("(%p) : Created Cube Texture %p\n", This, object);
|
|
*ppCubeTexture = (IWineD3DCubeTexture *) object;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
|
|
|
|
if (NULL == ppQuery) {
|
|
/* Just a check to see if we support this type of query */
|
|
HRESULT hr = WINED3DERR_NOTAVAILABLE;
|
|
switch(Type) {
|
|
case WINED3DQUERYTYPE_OCCLUSION:
|
|
TRACE("(%p) occlusion query\n", This);
|
|
if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
|
|
hr = WINED3D_OK;
|
|
else
|
|
WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
|
|
break;
|
|
case WINED3DQUERYTYPE_VCACHE:
|
|
case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
|
case WINED3DQUERYTYPE_VERTEXSTATS:
|
|
case WINED3DQUERYTYPE_EVENT:
|
|
case WINED3DQUERYTYPE_TIMESTAMP:
|
|
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
|
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
|
case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
|
case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
|
case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
|
case WINED3DQUERYTYPE_PIXELTIMINGS:
|
|
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
|
case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
|
default:
|
|
FIXME("(%p) Unhandled query type %d\n", This, Type);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
D3DCREATEOBJECTINSTANCE(object, Query)
|
|
object->type = Type;
|
|
/* allocated the 'extended' data based on the type of query requested */
|
|
switch(Type){
|
|
case WINED3DQUERYTYPE_OCCLUSION:
|
|
if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
|
|
TRACE("(%p) Allocating data for an occlusion query\n", This);
|
|
object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
|
|
GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
|
|
break;
|
|
}
|
|
case WINED3DQUERYTYPE_VCACHE:
|
|
case WINED3DQUERYTYPE_RESOURCEMANAGER:
|
|
case WINED3DQUERYTYPE_VERTEXSTATS:
|
|
case WINED3DQUERYTYPE_EVENT:
|
|
case WINED3DQUERYTYPE_TIMESTAMP:
|
|
case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
|
|
case WINED3DQUERYTYPE_TIMESTAMPFREQ:
|
|
case WINED3DQUERYTYPE_PIPELINETIMINGS:
|
|
case WINED3DQUERYTYPE_INTERFACETIMINGS:
|
|
case WINED3DQUERYTYPE_VERTEXTIMINGS:
|
|
case WINED3DQUERYTYPE_PIXELTIMINGS:
|
|
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
|
|
case WINED3DQUERYTYPE_CACHEUTILIZATION:
|
|
default:
|
|
object->extendedData = 0;
|
|
FIXME("(%p) Unhandled query type %d\n",This , Type);
|
|
}
|
|
TRACE("(%p) : Created Query %p\n", This, object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
|
|
IUnknown* parent,
|
|
D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
|
|
D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
HDC hDc;
|
|
IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
|
|
int num;
|
|
XVisualInfo template;
|
|
GLXContext oldContext;
|
|
Drawable oldDrawable;
|
|
HRESULT hr = WINED3D_OK;
|
|
|
|
TRACE("(%p) : Created Aditional Swap Chain\n", This);
|
|
|
|
/** FIXME: Test under windows to find out what the life cycle of a swap chain is,
|
|
* does a device hold a reference to a swap chain giving them a lifetime of the device
|
|
* or does the swap chain notify the device of its destruction.
|
|
*******************************/
|
|
|
|
/* Check the params */
|
|
if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
|
|
ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
|
|
return WINED3DERR_INVALIDCALL;
|
|
} else if (*pPresentationParameters->BackBufferCount > 1) {
|
|
FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
|
|
}
|
|
|
|
D3DCREATEOBJECTINSTANCE(object, SwapChain)
|
|
|
|
/*********************
|
|
* Lookup the window Handle and the relating X window handle
|
|
********************/
|
|
|
|
/* Setup hwnd we are using, plus which display this equates to */
|
|
object->win_handle = *(pPresentationParameters->hDeviceWindow);
|
|
if (!object->win_handle) {
|
|
object->win_handle = This->createParms.hFocusWindow;
|
|
}
|
|
|
|
object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
|
|
if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
|
|
ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
hDc = GetDC(object->win_handle);
|
|
object->display = get_display(hDc);
|
|
ReleaseDC(object->win_handle, hDc);
|
|
TRACE("Using a display of %p %p\n", object->display, hDc);
|
|
|
|
if (NULL == object->display || NULL == hDc) {
|
|
WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
if (object->win == 0) {
|
|
WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
}
|
|
|
|
object->orig_width = GetSystemMetrics(SM_CXSCREEN);
|
|
object->orig_height = GetSystemMetrics(SM_CYSCREEN);
|
|
|
|
/**
|
|
* Create an opengl context for the display visual
|
|
* NOTE: the visual is chosen as the window is created and the glcontext cannot
|
|
* use different properties after that point in time. FIXME: How to handle when requested format
|
|
* doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
|
|
* it chooses is identical to the one already being used!
|
|
**********************************/
|
|
|
|
/** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
|
|
ENTER_GL();
|
|
|
|
/* Create a new context for this swapchain */
|
|
template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
|
|
/* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
|
|
(or the best possible if none is requested) */
|
|
TRACE("Found x visual ID : %ld\n", template.visualid);
|
|
|
|
object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
|
|
if (NULL == object->visInfo) {
|
|
ERR("cannot really get XVisual\n");
|
|
LEAVE_GL();
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
} else {
|
|
int n, value;
|
|
/* Write out some debug info about the visual/s */
|
|
TRACE("Using x visual ID : %ld\n", template.visualid);
|
|
TRACE(" visual info: %p\n", object->visInfo);
|
|
TRACE(" num items : %d\n", num);
|
|
for (n = 0;n < num; n++) {
|
|
TRACE("=====item=====: %d\n", n + 1);
|
|
TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
|
|
TRACE(" screen : %d\n", object->visInfo[n].screen);
|
|
TRACE(" depth : %u\n", object->visInfo[n].depth);
|
|
TRACE(" class : %d\n", object->visInfo[n].class);
|
|
TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
|
|
TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
|
|
TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
|
|
TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
|
|
TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
|
|
/* log some extra glx info */
|
|
glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
|
|
TRACE(" gl_aux_buffers : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
|
|
TRACE(" gl_buffer_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
|
|
TRACE(" gl_red_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
|
|
TRACE(" gl_green_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
|
|
TRACE(" gl_blue_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
|
|
TRACE(" gl_alpha_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
|
|
TRACE(" gl_depth_size : %d\n", value);
|
|
glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
|
|
TRACE(" gl_stencil_size : %d\n", value);
|
|
}
|
|
/* Now choose a similar visual ID*/
|
|
}
|
|
#ifdef USE_CONTEXT_MANAGER
|
|
|
|
/** TODO: use a context mamager **/
|
|
#endif
|
|
|
|
{
|
|
IWineD3DSwapChain *implSwapChain;
|
|
if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
|
|
/* The first time around we create the context that is shared with all other swapchains and render targets */
|
|
object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
|
|
TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
|
|
} else {
|
|
|
|
TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
|
|
/* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
|
|
/* and create a new context with the implicit swapchains context as the shared context */
|
|
object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
|
|
IWineD3DSwapChain_Release(implSwapChain);
|
|
}
|
|
}
|
|
|
|
/* Cleanup */
|
|
XFree(object->visInfo);
|
|
object->visInfo = NULL;
|
|
|
|
LEAVE_GL();
|
|
|
|
if (!object->glCtx) {
|
|
ERR("Failed to create GLX context\n");
|
|
return WINED3DERR_NOTAVAILABLE;
|
|
} else {
|
|
TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
|
|
object->win_handle, object->glCtx, object->win, object->visInfo);
|
|
}
|
|
|
|
/*********************
|
|
* Windowed / Fullscreen
|
|
*******************/
|
|
|
|
/**
|
|
* TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
|
|
* so we should really check to see if there is a fullscreen swapchain already
|
|
* I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
|
|
**************************************/
|
|
|
|
if (!*(pPresentationParameters->Windowed)) {
|
|
|
|
DEVMODEW devmode;
|
|
HDC hdc;
|
|
int bpp = 0;
|
|
RECT clip_rc;
|
|
|
|
/* Get info on the current display setup */
|
|
hdc = GetDC(0);
|
|
bpp = GetDeviceCaps(hdc, BITSPIXEL);
|
|
ReleaseDC(0, hdc);
|
|
|
|
/* Change the display settings */
|
|
memset(&devmode, 0, sizeof(DEVMODEW));
|
|
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
|
devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
|
|
devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
|
|
devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
|
|
MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
|
|
ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
|
|
|
|
/* Make popup window */
|
|
SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
|
|
SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
|
|
*(pPresentationParameters->BackBufferWidth),
|
|
*(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
|
|
|
|
/* For GetDisplayMode */
|
|
This->ddraw_width = devmode.dmPelsWidth;
|
|
This->ddraw_height = devmode.dmPelsHeight;
|
|
This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
|
|
|
|
/* And finally clip mouse to our screen */
|
|
SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
|
|
ClipCursor(&clip_rc);
|
|
}
|
|
|
|
|
|
/** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
|
|
* then the corresponding dimension of the client area of the hDeviceWindow
|
|
* (or the focus window, if hDeviceWindow is NULL) is taken.
|
|
**********************/
|
|
|
|
if (*(pPresentationParameters->Windowed) &&
|
|
((*(pPresentationParameters->BackBufferWidth) == 0) ||
|
|
(*(pPresentationParameters->BackBufferHeight) == 0))) {
|
|
|
|
RECT Rect;
|
|
GetClientRect(object->win_handle, &Rect);
|
|
|
|
if (*(pPresentationParameters->BackBufferWidth) == 0) {
|
|
*(pPresentationParameters->BackBufferWidth) = Rect.right;
|
|
TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
|
|
}
|
|
if (*(pPresentationParameters->BackBufferHeight) == 0) {
|
|
*(pPresentationParameters->BackBufferHeight) = Rect.bottom;
|
|
TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
|
|
}
|
|
}
|
|
|
|
/*********************
|
|
* finish off parameter initialization
|
|
*******************/
|
|
|
|
/* Put the correct figures in the presentation parameters */
|
|
TRACE("Copying across presentation parameters\n");
|
|
object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
|
|
object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
|
|
object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
|
|
object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
|
|
object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
|
|
object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
|
|
object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
|
|
object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
|
|
object->presentParms.Windowed = *(pPresentationParameters->Windowed);
|
|
object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
|
|
object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
|
|
object->presentParms.Flags = *(pPresentationParameters->Flags);
|
|
object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
|
|
object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
|
|
|
|
|
|
/*********************
|
|
* Create the back, front and stencil buffers
|
|
*******************/
|
|
|
|
TRACE("calling rendertarget CB\n");
|
|
hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
|
|
parent,
|
|
object->presentParms.BackBufferWidth,
|
|
object->presentParms.BackBufferHeight,
|
|
object->presentParms.BackBufferFormat,
|
|
object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality,
|
|
TRUE /* Lockable */,
|
|
&object->frontBuffer,
|
|
NULL /* pShared (always null)*/);
|
|
if (object->frontBuffer != NULL)
|
|
IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
|
|
|
|
if(object->presentParms.BackBufferCount > 0) {
|
|
int i;
|
|
|
|
object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
|
|
if(!object->backBuffer) {
|
|
ERR("Out of memory\n");
|
|
|
|
if (object->frontBuffer) {
|
|
IUnknown *bufferParent;
|
|
IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
|
|
IUnknown_Release(bufferParent); /* once for the get parent */
|
|
if (IUnknown_Release(bufferParent) > 0) {
|
|
FIXME("(%p) Something's still holding the front buffer\n",This);
|
|
}
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
|
TRACE("calling rendertarget CB\n");
|
|
hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
|
|
parent,
|
|
object->presentParms.BackBufferWidth,
|
|
object->presentParms.BackBufferHeight,
|
|
object->presentParms.BackBufferFormat,
|
|
object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality,
|
|
TRUE /* Lockable */,
|
|
&object->backBuffer[i],
|
|
NULL /* pShared (always null)*/);
|
|
if(hr == WINED3D_OK && object->backBuffer[i]) {
|
|
IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
object->backBuffer = NULL;
|
|
}
|
|
|
|
if (object->backBuffer != NULL) {
|
|
ENTER_GL();
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
LEAVE_GL();
|
|
} else {
|
|
/* Single buffering - draw to front buffer */
|
|
ENTER_GL();
|
|
glDrawBuffer(GL_FRONT);
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
/* Under directX swapchains share the depth stencil, so only create one depth-stencil */
|
|
if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
|
|
TRACE("Creating depth stencil buffer\n");
|
|
if (This->depthStencilBuffer == NULL ) {
|
|
hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
|
|
parent,
|
|
object->presentParms.BackBufferWidth,
|
|
object->presentParms.BackBufferHeight,
|
|
object->presentParms.AutoDepthStencilFormat,
|
|
object->presentParms.MultiSampleType,
|
|
object->presentParms.MultiSampleQuality,
|
|
FALSE /* FIXME: Discard */,
|
|
&This->depthStencilBuffer,
|
|
NULL /* pShared (always null)*/ );
|
|
if (This->depthStencilBuffer != NULL)
|
|
IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
|
|
}
|
|
|
|
/** TODO: A check on width, height and multisample types
|
|
*(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
|
|
****************************/
|
|
object->wantsDepthStencilBuffer = TRUE;
|
|
} else {
|
|
object->wantsDepthStencilBuffer = FALSE;
|
|
}
|
|
|
|
TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
|
|
|
|
|
|
/*********************
|
|
* init the default renderTarget management
|
|
*******************/
|
|
object->drawable = object->win;
|
|
object->render_ctx = object->glCtx;
|
|
|
|
if (hr == WINED3D_OK) {
|
|
/*********************
|
|
* Setup some defaults and clear down the buffers
|
|
*******************/
|
|
ENTER_GL();
|
|
/** save current context and drawable **/
|
|
oldContext = glXGetCurrentContext();
|
|
oldDrawable = glXGetCurrentDrawable();
|
|
|
|
TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
|
|
if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
|
|
ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
|
|
}
|
|
checkGLcall("glXMakeCurrent");
|
|
|
|
TRACE("Setting up the screen\n");
|
|
/* Clear the screen */
|
|
glClearColor(1.0, 0.0, 0.0, 0.0);
|
|
checkGLcall("glClearColor");
|
|
glClearIndex(0);
|
|
glClearDepth(1);
|
|
glClearStencil(0xffff);
|
|
|
|
checkGLcall("glClear");
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
checkGLcall("glColor3f");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
checkGLcall("glEnable");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
|
|
|
|
/* switch back to the original context (if there was one)*/
|
|
if (This->swapchains) {
|
|
/** TODO: restore the context and drawable **/
|
|
glXMakeCurrent(object->display, oldDrawable, oldContext);
|
|
}
|
|
|
|
/* Set the surface alignment. This never changes, so we are safe to set it once per context*/
|
|
glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
|
|
checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
|
|
checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
|
|
|
|
LEAVE_GL();
|
|
|
|
TRACE("Set swapchain to %p\n", object);
|
|
} else { /* something went wrong so clean up */
|
|
IUnknown* bufferParent;
|
|
if (object->frontBuffer) {
|
|
|
|
IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
|
|
IUnknown_Release(bufferParent); /* once for the get parent */
|
|
if (IUnknown_Release(bufferParent) > 0) {
|
|
FIXME("(%p) Something's still holding the front buffer\n",This);
|
|
}
|
|
}
|
|
if (object->backBuffer) {
|
|
int i;
|
|
for(i = 0; i < object->presentParms.BackBufferCount; i++) {
|
|
if(object->backBuffer[i]) {
|
|
IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
|
|
IUnknown_Release(bufferParent); /* once for the get parent */
|
|
if (IUnknown_Release(bufferParent) > 0) {
|
|
FIXME("(%p) Something's still holding the back buffer\n",This);
|
|
}
|
|
}
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, object->backBuffer);
|
|
object->backBuffer = NULL;
|
|
}
|
|
/* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
|
|
/* Clean up the context */
|
|
/* check that we are the current context first (we shouldn't be though!) */
|
|
if (object->glCtx != 0) {
|
|
if(glXGetCurrentContext() == object->glCtx) {
|
|
glXMakeCurrent(object->display, None, NULL);
|
|
}
|
|
glXDestroyContext(object->display, object->glCtx);
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
/** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
|
|
static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
return This->NumberOfSwapChains;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : swapchain %d\n", This, iSwapChain);
|
|
|
|
if(iSwapChain < This->NumberOfSwapChains) {
|
|
*pSwapChain = This->swapchains[iSwapChain];
|
|
IWineD3DSwapChain_AddRef(*pSwapChain);
|
|
TRACE("(%p) returning %p\n", This, *pSwapChain);
|
|
return WINED3D_OK;
|
|
} else {
|
|
TRACE("Swapchain out of range\n");
|
|
*pSwapChain = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
/*****
|
|
* Vertex Declaration
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexDeclarationImpl *object = NULL;
|
|
HRESULT hr = WINED3D_OK;
|
|
TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
|
|
D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
|
|
object->allFVF = 0;
|
|
|
|
hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
|
|
|
|
return hr;
|
|
}
|
|
|
|
/* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
|
|
HRESULT hr = WINED3D_OK;
|
|
D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
|
|
object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
|
|
|
|
TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
|
|
|
|
/* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
|
|
/* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
|
|
if (pDeclaration != NULL) {
|
|
IWineD3DVertexDeclaration *vertexDeclaration;
|
|
hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
|
|
if (WINED3D_OK == hr) {
|
|
TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
|
|
object->vertexDeclaration = vertexDeclaration;
|
|
} else {
|
|
FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
|
|
IWineD3DVertexShader_Release(*ppVertexShader);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
|
|
|
|
if (WINED3D_OK != hr) {
|
|
FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
|
|
IWineD3DVertexShader_Release(*ppVertexShader);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
#if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
|
|
if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
|
|
/* Foo */
|
|
} else {
|
|
/* Bar */
|
|
}
|
|
|
|
#endif
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
|
|
HRESULT hr = WINED3D_OK;
|
|
|
|
D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
|
|
object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
|
|
hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
|
|
if (WINED3D_OK == hr) {
|
|
TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
|
|
} else {
|
|
WARN("(%p) : Failed to create pixel shader\n", This);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DPaletteImpl *object;
|
|
HRESULT hr;
|
|
TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
|
|
|
|
/* Create the new object */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
|
|
if(!object) {
|
|
ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
object->lpVtbl = &IWineD3DPalette_Vtbl;
|
|
object->ref = 1;
|
|
object->Flags = Flags;
|
|
object->parent = Parent;
|
|
object->wineD3DDevice = This;
|
|
object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
|
|
|
|
object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
|
|
|
|
if(!object->hpal) {
|
|
HeapFree( GetProcessHeap(), 0, object);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
|
|
if(FAILED(hr)) {
|
|
IWineD3DPalette_Release((IWineD3DPalette *) object);
|
|
return hr;
|
|
}
|
|
|
|
*Palette = (IWineD3DPalette *) object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain;
|
|
DWORD state;
|
|
|
|
TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
|
|
if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
|
|
|
/* TODO: Test if OpenGL is compiled in and loaded */
|
|
|
|
/* Initialize the texture unit mapping to a 1:1 mapping */
|
|
for(state = 0; state < MAX_SAMPLERS; state++) {
|
|
This->texUnitMap[state] = state;
|
|
}
|
|
This->oneToOneTexUnitMap = TRUE;
|
|
|
|
/* Setup the implicit swapchain */
|
|
TRACE("Creating implicit swapchain\n");
|
|
if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
|
|
WARN("Failed to create implicit swapchain\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->NumberOfSwapChains = 1;
|
|
This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
|
|
if(!This->swapchains) {
|
|
ERR("Out of memory!\n");
|
|
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
|
|
|
|
if(swapchain->backBuffer && swapchain->backBuffer[0]) {
|
|
TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
|
|
This->render_targets[0] = swapchain->backBuffer[0];
|
|
}
|
|
else {
|
|
TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
|
|
This->render_targets[0] = swapchain->frontBuffer;
|
|
}
|
|
IWineD3DSurface_AddRef(This->render_targets[0]);
|
|
/* Depth Stencil support */
|
|
This->stencilBufferTarget = This->depthStencilBuffer;
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
set_depth_stencil_fbo(iface, This->depthStencilBuffer);
|
|
}
|
|
if (NULL != This->stencilBufferTarget) {
|
|
IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
|
}
|
|
|
|
/* Set up some starting GL setup */
|
|
ENTER_GL();
|
|
/*
|
|
* Initialize openGL extension related variables
|
|
* with Default values
|
|
*/
|
|
|
|
((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
|
|
/* Setup all the devices defaults */
|
|
IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
|
|
#if 0
|
|
IWineD3DImpl_CheckGraphicsMemory();
|
|
#endif
|
|
LEAVE_GL();
|
|
|
|
/* Initialize our list of GLSL programs */
|
|
list_init(&This->glsl_shader_progs);
|
|
|
|
{ /* Set a default viewport */
|
|
WINED3DVIEWPORT vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = *(pPresentationParameters->BackBufferWidth);
|
|
vp.Height = *(pPresentationParameters->BackBufferHeight);
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
|
|
}
|
|
|
|
/* Initialize the current view state */
|
|
This->view_ident = 1;
|
|
This->last_was_rhw = 0;
|
|
glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
|
|
TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
|
|
|
|
/* Clear the screen */
|
|
IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
|
|
|
|
/* Mark all states dirty. The Setters will not mark a state dirty when the new value is equal to the old value
|
|
* This might create a problem in 2 situations:
|
|
* ->The D3D default value is 0, but the opengl default value is something else
|
|
* ->D3D7 unintialized D3D and reinitializes it. This way the context is destroyed, be the stateblock unchanged
|
|
*/
|
|
for(state = 0; state <= STATE_HIGHEST; state++) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, state);
|
|
}
|
|
|
|
This->d3d_initialized = TRUE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
int sampler;
|
|
uint i;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
|
|
|
|
/* Delete the mouse cursor texture */
|
|
if(This->cursorTexture) {
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &This->cursorTexture);
|
|
LEAVE_GL();
|
|
This->cursorTexture = 0;
|
|
}
|
|
|
|
for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
|
|
IWineD3DDevice_SetTexture(iface, sampler, NULL);
|
|
}
|
|
|
|
/* Release the buffers (with sanity checks)*/
|
|
TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
|
|
if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
|
|
if(This->depthStencilBuffer != This->stencilBufferTarget)
|
|
FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
|
|
}
|
|
This->stencilBufferTarget = NULL;
|
|
|
|
TRACE("Releasing the render target at %p\n", This->render_targets[0]);
|
|
if(IWineD3DSurface_Release(This->render_targets[0]) >0){
|
|
/* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
|
|
}
|
|
TRACE("Setting rendertarget to NULL\n");
|
|
This->render_targets[0] = NULL;
|
|
|
|
if (This->depthStencilBuffer) {
|
|
if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
|
|
FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
|
|
}
|
|
This->depthStencilBuffer = NULL;
|
|
}
|
|
|
|
for(i=0; i < This->NumberOfSwapChains; i++) {
|
|
TRACE("Releasing the implicit swapchain %d\n", i);
|
|
if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
|
|
FIXME("(%p) Something's still holding the implicit swapchain\n", This);
|
|
}
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, This->swapchains);
|
|
This->swapchains = NULL;
|
|
This->NumberOfSwapChains = 0;
|
|
|
|
This->d3d_initialized = FALSE;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
|
|
|
|
/* DirectDraw apps can change between fullscreen and windowed mode after device creation with
|
|
* IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
|
|
* DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
|
|
* separately.
|
|
*/
|
|
This->ddraw_fullscreen = fullscreen;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
DEVMODEW DevModeW;
|
|
int i;
|
|
const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
|
|
|
|
TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
|
|
|
|
for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
|
|
/* Ignore some modes if a description was passed */
|
|
if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
|
|
if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
|
|
if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
|
|
|
|
TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
|
|
|
|
if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
|
|
return D3D_OK;
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
|
|
DEVMODEW devmode;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
LONG ret;
|
|
const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
|
|
RECT clip_rc;
|
|
|
|
TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
|
|
|
|
/* Resize the screen even without a window:
|
|
* The app could have unset it with SetCooperativeLevel, but not called
|
|
* RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
|
|
* but we don't have any hwnd
|
|
*/
|
|
|
|
devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
|
|
devmode.dmBitsPerPel = formatDesc->bpp * 8;
|
|
if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
|
|
devmode.dmPelsWidth = pMode->Width;
|
|
devmode.dmPelsHeight = pMode->Height;
|
|
|
|
devmode.dmDisplayFrequency = pMode->RefreshRate;
|
|
if (pMode->RefreshRate != 0) {
|
|
devmode.dmFields |= DM_DISPLAYFREQUENCY;
|
|
}
|
|
|
|
/* Only change the mode if necessary */
|
|
if( (This->ddraw_width == pMode->Width) &&
|
|
(This->ddraw_height == pMode->Height) &&
|
|
(This->ddraw_format == pMode->Format) &&
|
|
(pMode->RefreshRate == 0) ) {
|
|
return D3D_OK;
|
|
}
|
|
|
|
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
|
|
if (ret != DISP_CHANGE_SUCCESSFUL) {
|
|
if(devmode.dmDisplayFrequency != 0) {
|
|
WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
|
|
devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
|
|
devmode.dmDisplayFrequency = 0;
|
|
ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
|
|
}
|
|
if(ret != DISP_CHANGE_SUCCESSFUL) {
|
|
return DDERR_INVALIDMODE;
|
|
}
|
|
}
|
|
|
|
/* Store the new values */
|
|
This->ddraw_width = pMode->Width;
|
|
This->ddraw_height = pMode->Height;
|
|
This->ddraw_format = pMode->Format;
|
|
|
|
/* Only do this with a window of course */
|
|
if(This->ddraw_window)
|
|
MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
|
|
|
|
/* And finally clip mouse to our screen */
|
|
SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
|
|
ClipCursor(&clip_rc);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
*ppD3D= This->wineD3D;
|
|
TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
|
|
IWineD3D_AddRef(*ppD3D);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
|
|
/** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
|
|
* into the video ram as possible and seeing how many fit
|
|
* you can also get the correct initial value from nvidia and ATI's driver via X
|
|
* texture memory is video memory + AGP memory
|
|
*******************/
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL showfixmes = TRUE;
|
|
if (showfixmes) {
|
|
FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
|
|
(wined3d_settings.emulated_textureram/(1024*1024)),
|
|
((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
|
|
showfixmes = FALSE;
|
|
}
|
|
TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
|
|
(wined3d_settings.emulated_textureram/(1024*1024)),
|
|
((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
|
|
/* return simulated texture memory left */
|
|
return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
|
|
}
|
|
|
|
|
|
|
|
/*****
|
|
* Get / Set FVF
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Update the current state block */
|
|
This->updateStateBlock->changed.fvf = TRUE;
|
|
This->updateStateBlock->set.fvf = TRUE;
|
|
|
|
if(This->updateStateBlock->fvf == fvf) {
|
|
TRACE("Application is setting the old fvf over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->fvf = fvf;
|
|
TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
|
|
*pfvf = This->stateBlock->fvf;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Stream Source
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexBuffer *oldSrc;
|
|
|
|
/**TODO: instance and index data, see
|
|
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
|
|
and
|
|
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
|
|
**************/
|
|
|
|
/* D3d9 only, but shouldn't hurt d3d8 */
|
|
UINT streamFlags;
|
|
|
|
streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
|
|
if (streamFlags) {
|
|
if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
|
|
FIXME("stream index data not supported\n");
|
|
}
|
|
if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
|
|
FIXME("stream instance data not supported\n");
|
|
}
|
|
}
|
|
|
|
StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
|
|
|
|
if (StreamNumber >= MAX_STREAMS) {
|
|
WARN("Stream out of range %d\n", StreamNumber);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
oldSrc = This->stateBlock->streamSource[StreamNumber];
|
|
TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
|
|
|
|
This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
|
|
This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
|
|
|
|
if(oldSrc == pStreamData &&
|
|
This->updateStateBlock->streamStride[StreamNumber] == Stride &&
|
|
This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes &&
|
|
This->updateStateBlock->streamFlags[StreamNumber] == streamFlags) {
|
|
TRACE("Application is setting the old values over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
|
|
if (pStreamData) {
|
|
This->updateStateBlock->streamStride[StreamNumber] = Stride;
|
|
This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
|
|
}
|
|
This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Same stream object: no action */
|
|
if (oldSrc == pStreamData)
|
|
return WINED3D_OK;
|
|
|
|
/* Need to do a getParent and pass the reffs up */
|
|
/* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
|
|
which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
|
|
so for now, just count internally */
|
|
if (pStreamData != NULL) {
|
|
IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
|
|
InterlockedIncrement(&vbImpl->bindCount);
|
|
}
|
|
if (oldSrc != NULL) {
|
|
InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT streamFlags;
|
|
|
|
TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
|
|
This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
|
|
|
|
|
|
streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
|
|
if (streamFlags) {
|
|
if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
|
|
FIXME("stream index data not supported\n");
|
|
}
|
|
if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
|
|
FIXME("stream instance data not supported\n");
|
|
}
|
|
}
|
|
|
|
StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
|
|
|
|
if (StreamNumber >= MAX_STREAMS) {
|
|
WARN("Stream out of range %d\n", StreamNumber);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*pStream = This->stateBlock->streamSource[StreamNumber];
|
|
*pStride = This->stateBlock->streamStride[StreamNumber];
|
|
if (pOffset) {
|
|
*pOffset = This->stateBlock->streamOffset[StreamNumber];
|
|
}
|
|
|
|
if (*pStream != NULL) {
|
|
IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*Should be quite easy, just an extension of vertexdata
|
|
ref...
|
|
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
|
|
|
|
The divider is a bit odd though
|
|
|
|
VertexOffset = StartVertex / Divider * StreamStride +
|
|
VertexIndex / Divider * StreamStride + StreamOffset
|
|
|
|
*/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
|
|
This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
|
|
|
|
This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
|
|
This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
|
|
This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
|
|
|
|
if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
|
|
FIXME("Stream indexing not fully supported\n");
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
|
|
*Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
|
|
|
|
TRACE("(%p) : returning %d\n", This, *Divider);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set & Multiply Transform
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* Most of this routine, comments included copied from ddraw tree initially: */
|
|
TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
This->updateStateBlock->changed.transform[d3dts] = TRUE;
|
|
This->updateStateBlock->set.transform[d3dts] = TRUE;
|
|
memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*
|
|
* If the new matrix is the same as the current one,
|
|
* we cut off any further processing. this seems to be a reasonable
|
|
* optimization because as was noticed, some apps (warcraft3 for example)
|
|
* tend towards setting the same matrix repeatedly for some reason.
|
|
*
|
|
* From here on we assume that the new matrix is different, wherever it matters.
|
|
*/
|
|
if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
|
|
TRACE("The app is setting the same matrix over again\n");
|
|
return WINED3D_OK;
|
|
} else {
|
|
conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
|
|
}
|
|
|
|
/*
|
|
ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
|
|
where ViewMat = Camera space, WorldMat = world space.
|
|
|
|
In OpenGL, camera and world space is combined into GL_MODELVIEW
|
|
matrix. The Projection matrix stay projection matrix.
|
|
*/
|
|
|
|
/* Capture the times we can just ignore the change for now */
|
|
if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
|
|
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
|
|
/* Handled by the state manager */
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
|
|
memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
|
|
WINED3DMATRIX *mat = NULL;
|
|
WINED3DMATRIX temp;
|
|
|
|
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
|
|
* below means it will be recorded in a state block change, but it
|
|
* works regardless where it is recorded.
|
|
* If this is found to be wrong, change to StateBlock.
|
|
*/
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
|
|
|
|
if (State < HIGHEST_TRANSFORMSTATE)
|
|
{
|
|
mat = &This->updateStateBlock->transforms[State];
|
|
} else {
|
|
FIXME("Unhandled transform state!!\n");
|
|
}
|
|
|
|
multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
|
|
|
|
/* Apply change via set transform - will reapply to eg. lights this way */
|
|
return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Light
|
|
*****/
|
|
/* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
|
|
you can reference any indexes you want as long as that number max are enabled at any
|
|
one point in time! Therefore since the indexes can be anything, we need a linked list of them.
|
|
However, this causes stateblock problems. When capturing the state block, I duplicate the list,
|
|
but when recording, just build a chain pretty much of commands to be replayed. */
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
|
|
float rho;
|
|
PLIGHTINFOEL *object, *temp;
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
|
|
|
|
/* If recording state block, just add to end of lights chain */
|
|
if (This->isRecordingState) {
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == object) {
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
|
|
object->OriginalIndex = Index;
|
|
object->glIndex = -1;
|
|
object->changed = TRUE;
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
if (This->updateStateBlock->lights == NULL) {
|
|
This->updateStateBlock->lights = object;
|
|
} else {
|
|
temp = This->updateStateBlock->lights;
|
|
while (temp->next != NULL) temp=temp->next;
|
|
temp->next = object;
|
|
}
|
|
TRACE("Recording... not performing anything more\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Ok, not recording any longer so do real work */
|
|
object = This->stateBlock->lights;
|
|
while (object != NULL && object->OriginalIndex != Index) object = object->next;
|
|
|
|
/* If we didn't find it in the list of lights, time to add it */
|
|
if (object == NULL) {
|
|
PLIGHTINFOEL *insertAt,*prevPos;
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == object) {
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
object->OriginalIndex = Index;
|
|
object->glIndex = -1;
|
|
|
|
/* Add it to the front of list with the idea that lights will be changed as needed
|
|
BUT after any lights currently assigned GL indexes */
|
|
insertAt = This->stateBlock->lights;
|
|
prevPos = NULL;
|
|
while (insertAt != NULL && insertAt->glIndex != -1) {
|
|
prevPos = insertAt;
|
|
insertAt = insertAt->next;
|
|
}
|
|
|
|
if (insertAt == NULL && prevPos == NULL) { /* Start of list */
|
|
This->stateBlock->lights = object;
|
|
} else if (insertAt == NULL) { /* End of list */
|
|
prevPos->next = object;
|
|
object->prev = prevPos;
|
|
} else { /* Middle of chain */
|
|
if (prevPos == NULL) {
|
|
This->stateBlock->lights = object;
|
|
} else {
|
|
prevPos->next = object;
|
|
}
|
|
object->prev = prevPos;
|
|
object->next = insertAt;
|
|
insertAt->prev = object;
|
|
}
|
|
}
|
|
|
|
/* Initialize the object */
|
|
TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
|
|
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
|
|
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
|
|
pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
|
|
TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
|
|
pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
|
|
TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
|
|
|
|
/* Save away the information */
|
|
memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
|
|
|
|
switch (pLight->Type) {
|
|
case WINED3DLIGHT_POINT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0f;
|
|
object->cutoff = 180.0f;
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
case WINED3DLIGHT_DIRECTIONAL:
|
|
/* Direction */
|
|
object->lightPosn[0] = -pLight->Direction.x;
|
|
object->lightPosn[1] = -pLight->Direction.y;
|
|
object->lightPosn[2] = -pLight->Direction.z;
|
|
object->lightPosn[3] = 0.0;
|
|
object->exponent = 0.0f;
|
|
object->cutoff = 180.0f;
|
|
break;
|
|
|
|
case WINED3DLIGHT_SPOT:
|
|
/* Position */
|
|
object->lightPosn[0] = pLight->Position.x;
|
|
object->lightPosn[1] = pLight->Position.y;
|
|
object->lightPosn[2] = pLight->Position.z;
|
|
object->lightPosn[3] = 1.0;
|
|
|
|
/* Direction */
|
|
object->lightDirn[0] = pLight->Direction.x;
|
|
object->lightDirn[1] = pLight->Direction.y;
|
|
object->lightDirn[2] = pLight->Direction.z;
|
|
object->lightDirn[3] = 1.0;
|
|
|
|
/*
|
|
* opengl-ish and d3d-ish spot lights use too different models for the
|
|
* light "intensity" as a function of the angle towards the main light direction,
|
|
* so we only can approximate very roughly.
|
|
* however spot lights are rather rarely used in games (if ever used at all).
|
|
* furthermore if still used, probably nobody pays attention to such details.
|
|
*/
|
|
if (pLight->Falloff == 0) {
|
|
rho = 6.28f;
|
|
} else {
|
|
rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
|
|
}
|
|
if (rho < 0.0001) rho = 0.0001f;
|
|
object->exponent = -0.3/log(cos(rho/2));
|
|
if (object->exponent > 128.0) {
|
|
object->exponent = 128.0;
|
|
}
|
|
object->cutoff = pLight->Phi*90/M_PI;
|
|
|
|
/* FIXME: Range */
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized light type %d\n", pLight->Type);
|
|
}
|
|
|
|
/* Update the live definitions if the light is currently assigned a glIndex */
|
|
if (object->glIndex != -1) {
|
|
setup_light(iface, object->glIndex, object);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
|
|
|
|
/* Locate the light in the live lights */
|
|
lightInfo = This->stateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light information requested but light not defined\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Light Enable
|
|
* (Note for consistency, renamed d3dx function by adding the 'set' prefix)
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
|
|
|
|
/* Tests show true = 128...not clear why */
|
|
|
|
Enable = Enable? 128: 0;
|
|
|
|
/* If recording state block, just add to end of lights chain with changedEnable set to true */
|
|
if (This->isRecordingState) {
|
|
lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (NULL == lightInfo) {
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
lightInfo->OriginalIndex = Index;
|
|
lightInfo->glIndex = -1;
|
|
lightInfo->enabledChanged = TRUE;
|
|
lightInfo->lightEnabled = Enable;
|
|
|
|
/* Add to the END of the chain of lights changes to be replayed */
|
|
if (This->updateStateBlock->lights == NULL) {
|
|
This->updateStateBlock->lights = lightInfo;
|
|
} else {
|
|
PLIGHTINFOEL *temp = This->updateStateBlock->lights;
|
|
while (temp->next != NULL) temp=temp->next;
|
|
temp->next = lightInfo;
|
|
}
|
|
TRACE("Recording... not performing anything more\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Not recording... So, locate the light in the live lights */
|
|
lightInfo = This->stateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
/* Special case - enabling an undefined light creates one with a strict set of parms! */
|
|
if (lightInfo == NULL) {
|
|
|
|
TRACE("Light enabled requested but light not defined, so defining one!\n");
|
|
IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
|
|
|
|
/* Search for it again! Should be fairly quick as near head of list */
|
|
lightInfo = This->stateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
if (lightInfo == NULL) {
|
|
FIXME("Adding default lights has failed dismally\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
/* OK, we now have a light... */
|
|
if (!Enable) {
|
|
|
|
/* If we are disabling it, check it was enabled, and
|
|
still only do something if it has assigned a glIndex (which it should have!) */
|
|
if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
|
|
TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
glDisable(GL_LIGHT0 + lightInfo->glIndex);
|
|
checkGLcall("glDisable GL_LIGHT0+Index");
|
|
LEAVE_GL();
|
|
} else {
|
|
TRACE("Nothing to do as light was not enabled\n");
|
|
}
|
|
lightInfo->lightEnabled = Enable;
|
|
} else {
|
|
|
|
/* We are enabling it. If it is enabled, it's really simple */
|
|
if (lightInfo->lightEnabled) {
|
|
/* nop */
|
|
TRACE("Nothing to do as light was enabled\n");
|
|
|
|
/* If it already has a glIndex, it's still simple */
|
|
} else if (lightInfo->glIndex != -1) {
|
|
TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
|
|
lightInfo->lightEnabled = Enable;
|
|
ENTER_GL();
|
|
glEnable(GL_LIGHT0 + lightInfo->glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0+Index already setup");
|
|
LEAVE_GL();
|
|
|
|
/* Otherwise got to find space - lights are ordered gl indexes first */
|
|
} else {
|
|
PLIGHTINFOEL *bsf = NULL;
|
|
PLIGHTINFOEL *pos = This->stateBlock->lights;
|
|
PLIGHTINFOEL *prev = NULL;
|
|
int Index= 0;
|
|
int glIndex = -1;
|
|
|
|
/* Try to minimize changes as much as possible */
|
|
while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
|
|
|
|
/* Try to remember which index can be replaced if necessary */
|
|
if (bsf==NULL && !pos->lightEnabled) {
|
|
/* Found a light we can replace, save as best replacement */
|
|
bsf = pos;
|
|
}
|
|
|
|
/* Step to next space */
|
|
prev = pos;
|
|
pos = pos->next;
|
|
Index ++;
|
|
}
|
|
|
|
/* If we have too many active lights, fail the call */
|
|
if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
|
|
FIXME("Program requests too many concurrent lights\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
/* If we have allocated all lights, but not all are enabled,
|
|
reuse one which is not enabled */
|
|
} else if (Index == This->maxConcurrentLights) {
|
|
/* use bsf - Simply swap the new light and the BSF one */
|
|
PLIGHTINFOEL *bsfNext = bsf->next;
|
|
PLIGHTINFOEL *bsfPrev = bsf->prev;
|
|
|
|
/* Sort out ends */
|
|
if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
|
|
if (bsf->prev != NULL) {
|
|
bsf->prev->next = lightInfo;
|
|
} else {
|
|
This->stateBlock->lights = lightInfo;
|
|
}
|
|
|
|
/* If not side by side, lots of chains to update */
|
|
if (bsf->next != lightInfo) {
|
|
lightInfo->prev->next = bsf;
|
|
bsf->next->prev = lightInfo;
|
|
bsf->next = lightInfo->next;
|
|
bsf->prev = lightInfo->prev;
|
|
lightInfo->next = bsfNext;
|
|
lightInfo->prev = bsfPrev;
|
|
|
|
} else {
|
|
/* Simple swaps */
|
|
bsf->prev = lightInfo;
|
|
bsf->next = lightInfo->next;
|
|
lightInfo->next = bsf;
|
|
lightInfo->prev = bsfPrev;
|
|
}
|
|
|
|
|
|
/* Update states */
|
|
glIndex = bsf->glIndex;
|
|
bsf->glIndex = -1;
|
|
lightInfo->glIndex = glIndex;
|
|
lightInfo->lightEnabled = Enable;
|
|
|
|
/* Finally set up the light in gl itself */
|
|
TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
setup_light(iface, glIndex, lightInfo);
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
LEAVE_GL();
|
|
|
|
/* If we reached the end of the allocated lights, with space in the
|
|
gl lights, setup a new light */
|
|
} else if (pos->glIndex == -1) {
|
|
|
|
/* We reached the end of the allocated gl lights, so already
|
|
know the index of the next one! */
|
|
glIndex = Index;
|
|
lightInfo->glIndex = glIndex;
|
|
lightInfo->lightEnabled = Enable;
|
|
|
|
/* In an ideal world, it's already in the right place */
|
|
if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
|
|
/* No need to move it */
|
|
} else {
|
|
/* Remove this light from the list */
|
|
lightInfo->prev->next = lightInfo->next;
|
|
if (lightInfo->next != NULL) {
|
|
lightInfo->next->prev = lightInfo->prev;
|
|
}
|
|
|
|
/* Add in at appropriate place (inbetween prev and pos) */
|
|
lightInfo->prev = prev;
|
|
lightInfo->next = pos;
|
|
if (prev == NULL) {
|
|
This->stateBlock->lights = lightInfo;
|
|
} else {
|
|
prev->next = lightInfo;
|
|
}
|
|
if (pos != NULL) {
|
|
pos->prev = lightInfo;
|
|
}
|
|
}
|
|
|
|
/* Finally set up the light in gl itself */
|
|
TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
|
|
ENTER_GL();
|
|
setup_light(iface, glIndex, lightInfo);
|
|
glEnable(GL_LIGHT0 + glIndex);
|
|
checkGLcall("glEnable GL_LIGHT0 new setup");
|
|
LEAVE_GL();
|
|
|
|
}
|
|
}
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
|
|
|
|
PLIGHTINFOEL *lightInfo = NULL;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for idx(%d)\n", This, Index);
|
|
|
|
/* Locate the light in the live lights */
|
|
lightInfo = This->stateBlock->lights;
|
|
while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
|
|
|
|
if (lightInfo == NULL) {
|
|
TRACE("Light enabled state requested but light not defined\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*pEnable = lightInfo->lightEnabled;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Clip Planes
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->updateStateBlock->changed.clipplane[Index] = TRUE;
|
|
This->updateStateBlock->set.clipplane[Index] = TRUE;
|
|
This->updateStateBlock->clipplane[Index][0] = pPlane[0];
|
|
This->updateStateBlock->clipplane[Index][1] = pPlane[1];
|
|
This->updateStateBlock->clipplane[Index][2] = pPlane[2];
|
|
This->updateStateBlock->clipplane[Index][3] = pPlane[3];
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Apply it */
|
|
|
|
ENTER_GL();
|
|
|
|
/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
|
|
|
TRACE("Clipplane [%f,%f,%f,%f]\n",
|
|
This->updateStateBlock->clipplane[Index][0],
|
|
This->updateStateBlock->clipplane[Index][1],
|
|
This->updateStateBlock->clipplane[Index][2],
|
|
This->updateStateBlock->clipplane[Index][3]);
|
|
glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
|
|
checkGLcall("glClipPlane");
|
|
|
|
glPopMatrix();
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : for idx %d\n", This, Index);
|
|
|
|
/* Validate Index */
|
|
if (Index >= GL_LIMITS(clipplanes)) {
|
|
TRACE("Application has requested clipplane this device doesn't support\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
pPlane[0] = This->stateBlock->clipplane[Index][0];
|
|
pPlane[1] = This->stateBlock->clipplane[Index][1];
|
|
pPlane[2] = This->stateBlock->clipplane[Index][2];
|
|
pPlane[3] = This->stateBlock->clipplane[Index][3];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Clip Plane Status
|
|
* WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
|
|
This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
FIXME("(%p) : stub\n", This);
|
|
if (NULL == pClipStatus) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
|
|
pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Material
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
This->updateStateBlock->changed.material = TRUE;
|
|
This->updateStateBlock->set.material = TRUE;
|
|
memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
ENTER_GL();
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
|
|
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
|
|
pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
|
|
pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
|
|
pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
|
|
checkGLcall("glMaterialfv(GL_AMBIENT)");
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
|
|
checkGLcall("glMaterialfv(GL_DIFFUSE)");
|
|
|
|
/* Only change material color if specular is enabled, otherwise it is set to black */
|
|
if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
|
|
checkGLcall("glMaterialfv(GL_SPECULAR");
|
|
} else {
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
checkGLcall("glMaterialfv(GL_SPECULAR");
|
|
}
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
|
|
checkGLcall("glMaterialfv(GL_EMISSION)");
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
|
|
checkGLcall("glMaterialf(GL_SHININESS");
|
|
|
|
LEAVE_GL();
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
|
|
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
|
|
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
|
|
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
|
|
pMaterial->Ambient.b, pMaterial->Ambient.a);
|
|
TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
|
|
pMaterial->Specular.b, pMaterial->Specular.a);
|
|
TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
|
|
pMaterial->Emissive.b, pMaterial->Emissive.a);
|
|
TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Indices
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
|
|
UINT BaseVertexIndex) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DIndexBuffer *oldIdxs;
|
|
UINT oldBaseIndex = This->updateStateBlock->baseVertexIndex;
|
|
|
|
TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
|
|
oldIdxs = This->updateStateBlock->pIndexData;
|
|
|
|
This->updateStateBlock->changed.indices = TRUE;
|
|
This->updateStateBlock->set.indices = TRUE;
|
|
This->updateStateBlock->pIndexData = pIndexData;
|
|
This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* So far only the base vertex index is tracked */
|
|
if(BaseVertexIndex != oldBaseIndex) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
*ppIndexData = This->stateBlock->pIndexData;
|
|
|
|
/* up ref count on ppindexdata */
|
|
if (*ppIndexData) {
|
|
IWineD3DIndexBuffer_AddRef(*ppIndexData);
|
|
*pBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
|
TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
|
|
}else{
|
|
TRACE("(%p) No index data set\n", This);
|
|
}
|
|
TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetBasevertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)->(%d)\n", This, BaseIndex);
|
|
|
|
if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
This->updateStateBlock->baseVertexIndex = BaseIndex;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Viewports
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
This->updateStateBlock->changed.viewport = TRUE;
|
|
This->updateStateBlock->set.viewport = TRUE;
|
|
memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
|
|
pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Render States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue = This->stateBlock->renderState[State];
|
|
|
|
TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
|
|
|
|
This->updateStateBlock->changed.renderState[State] = TRUE;
|
|
This->updateStateBlock->set.renderState[State] = TRUE;
|
|
This->updateStateBlock->renderState[State] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Compared here and not before the assignment to allow proper stateblock recording */
|
|
if(Value == oldValue) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
} else {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
|
|
*pValue = This->stateBlock->renderState[State];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Sampler States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
|
|
|
|
/**
|
|
* SetSampler is designed to allow for more than the standard up to 8 textures
|
|
* and Geforce has stopped supporting more than 6 standard textures in openGL.
|
|
* So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
|
|
*
|
|
* http://developer.nvidia.com/object/General_FAQ.html#t6
|
|
*
|
|
* There are two new settings for GForce
|
|
* the sampler one:
|
|
* GL_MAX_TEXTURE_IMAGE_UNITS_ARB
|
|
* and the texture one:
|
|
* GL_MAX_TEXTURE_COORDS_ARB.
|
|
* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
|
|
******************/
|
|
/** NOTE: States are applied in IWineD3DBaseTextre ApplyStateChanges the sampler state handler**/
|
|
if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
|
|
FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
|
|
Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
|
|
debug_d3dsamplerstate(Type), Type, Value);
|
|
This->updateStateBlock->samplerState[Sampler][Type] = Value;
|
|
This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
|
|
This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(oldValue == Value) {
|
|
TRACE("Application is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
/** TODO: check that sampler is in range **/
|
|
*Value = This->stateBlock->samplerState[Sampler][Type];
|
|
TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
RECT windowRect;
|
|
UINT winHeight;
|
|
|
|
This->updateStateBlock->set.scissorRect = TRUE;
|
|
This->updateStateBlock->changed.scissorRect = TRUE;
|
|
memcpy(&This->updateStateBlock->scissorRect, pRect, sizeof(*pRect));
|
|
|
|
if(This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
|
|
/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
|
|
* Warning2: Even in windowed mode the coords are relative to the window, not the screen
|
|
*/
|
|
winHeight = windowRect.bottom - windowRect.top;
|
|
TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
|
|
pRect->right - pRect->left, pRect->bottom - pRect->top);
|
|
ENTER_GL();
|
|
glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
|
|
checkGLcall("glScissor");
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
|
|
TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
|
|
|
|
TRACE("(%p) : pDecl=%p\n", This, pDecl);
|
|
|
|
This->updateStateBlock->vertexDecl = pDecl;
|
|
This->updateStateBlock->changed.vertexDecl = TRUE;
|
|
This->updateStateBlock->set.vertexDecl = TRUE;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
} else if(pDecl == oldDecl) {
|
|
/* Checked after the assignment to allow proper stateblock recording */
|
|
TRACE("Application is setting the old declaration over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
|
|
|
|
*ppDecl = This->stateBlock->vertexDecl;
|
|
if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
|
|
|
|
This->updateStateBlock->vertexShader = pShader;
|
|
This->updateStateBlock->changed.vertexShader = TRUE;
|
|
This->updateStateBlock->set.vertexShader = TRUE;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
} else if(oldShader == pShader) {
|
|
/* Checked here to allow proper stateblock recording */
|
|
TRACE("App is setting the old shader over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (NULL == ppShader) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*ppShader = This->stateBlock->vertexShader;
|
|
if( NULL != *ppShader)
|
|
IWineD3DVertexShader_AddRef(*ppShader);
|
|
|
|
TRACE("(%p) : returning %p\n", This, *ppShader);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST BOOL *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
|
|
This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
BOOL *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST int *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
|
|
This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
int *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST float *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
|
|
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
|
|
ptr->idx = i;
|
|
list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
|
|
This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
|
|
}
|
|
This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
float *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
|
|
DWORD i;
|
|
for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
|
|
}
|
|
}
|
|
|
|
static void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
|
|
DWORD i, tex;
|
|
/* This code can assume that GL_NV_register_combiners are supported, otherwise
|
|
* it is never called.
|
|
*
|
|
* Rules are:
|
|
* -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
|
|
* that would be really messy and require shader recompilation
|
|
* -> When the mapping of a stage is changed, sampler and ALL texture stage states have
|
|
* to be reset. Because of that try to work with a 1:1 mapping as much as possible
|
|
* -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
|
|
* entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
|
|
*/
|
|
if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
|
|
if(This->oneToOneTexUnitMap) {
|
|
TRACE("Not touching 1:1 map\n");
|
|
return;
|
|
}
|
|
TRACE("Restoring 1:1 texture unit mapping\n");
|
|
/* Restore a 1:1 mapping */
|
|
for(i = 0; i < MAX_SAMPLERS; i++) {
|
|
if(This->texUnitMap[i] != i) {
|
|
This->texUnitMap[i] = i;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
|
markTextureStagesDirty(This, i);
|
|
}
|
|
}
|
|
This->oneToOneTexUnitMap = TRUE;
|
|
return;
|
|
} else {
|
|
/* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
|
|
* First, see if we can succeed at all
|
|
*/
|
|
tex = 0;
|
|
for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
|
|
if(This->stateBlock->textures[i] == NULL) tex++;
|
|
}
|
|
|
|
if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
|
|
FIXME("Too many bound textures to support the combiner settings\n");
|
|
return;
|
|
}
|
|
|
|
/* Now work out the mapping */
|
|
tex = 0;
|
|
This->oneToOneTexUnitMap = FALSE;
|
|
WARN("Non 1:1 mapping UNTESTED!\n");
|
|
for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
|
|
/* Skip NULL textures */
|
|
if (!This->stateBlock->textures[i]) {
|
|
/* Map to -1, so the check below doesn't fail if a non-NULL
|
|
* texture is set on this stage */
|
|
TRACE("Mapping texture stage %d to -1\n", i);
|
|
This->texUnitMap[i] = -1;
|
|
|
|
continue;
|
|
}
|
|
|
|
TRACE("Mapping texture stage %d to unit %d\n", i, tex);
|
|
if(This->texUnitMap[i] != tex) {
|
|
This->texUnitMap[i] = tex;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
|
|
markTextureStagesDirty(This, i);
|
|
}
|
|
|
|
++tex;
|
|
}
|
|
}
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
|
|
This->updateStateBlock->pixelShader = pShader;
|
|
This->updateStateBlock->changed.pixelShader = TRUE;
|
|
This->updateStateBlock->set.pixelShader = TRUE;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
}
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(pShader == oldShader) {
|
|
TRACE("App is setting the old pixel shader over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
TRACE("(%p) : setting pShader(%p)\n", This, pShader);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
|
|
|
/* Rebuild the texture unit mapping if nvrc's are supported */
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
IWineD3DDeviceImpl_FindTexUnitMap(This);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (NULL == ppShader) {
|
|
WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*ppShader = This->stateBlock->pixelShader;
|
|
if (NULL != *ppShader) {
|
|
IWineD3DPixelShader_AddRef(*ppShader);
|
|
}
|
|
TRACE("(%p) : returning %p\n", This, *ppShader);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST BOOL *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
|
|
This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
BOOL *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_B - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST int *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
|
|
This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
int *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, MAX_CONST_I - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
CONST float *srcData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
|
|
|
|
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
|
|
iface, srcData, start, count);
|
|
|
|
if (srcData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
|
|
for (i = 0; i < cnt; i++)
|
|
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
|
|
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
|
|
|
|
for (i = start; i < cnt + start; ++i) {
|
|
if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
|
|
constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
|
|
ptr->idx = i;
|
|
list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
|
|
This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
|
|
}
|
|
This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
|
|
IWineD3DDevice *iface,
|
|
UINT start,
|
|
float *dstData,
|
|
UINT count) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
|
|
|
|
TRACE("(iface %p, dstData %p, start %d, count %d)\n",
|
|
iface, dstData, start, count);
|
|
|
|
if (dstData == NULL || cnt < 0)
|
|
return WINED3DERR_INVALIDCALL;
|
|
|
|
memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
|
|
static HRESULT
|
|
process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
|
|
char *dest_ptr, *dest_conv = NULL;
|
|
unsigned int i;
|
|
DWORD DestFVF = dest->fvf;
|
|
WINED3DVIEWPORT vp;
|
|
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
|
|
BOOL doClip;
|
|
int numTextures;
|
|
|
|
if (SrcFVF & WINED3DFVF_NORMAL) {
|
|
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
|
|
}
|
|
|
|
if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
|
|
ERR("Source has no position mask\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* We might access VBOs from this code, so hold the lock */
|
|
ENTER_GL();
|
|
|
|
if (dest->resource.allocatedMemory == NULL) {
|
|
/* This may happen if we do direct locking into a vbo. Unlikely,
|
|
* but theoretically possible(ddraw processvertices test)
|
|
*/
|
|
dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
|
|
if(!dest->resource.allocatedMemory) {
|
|
LEAVE_GL();
|
|
ERR("Out of memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
if(dest->vbo) {
|
|
void *src;
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
|
|
if(src) {
|
|
memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
|
|
}
|
|
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
|
|
checkGLcall("glUnmapBufferARB");
|
|
}
|
|
}
|
|
|
|
/* Get a pointer into the destination vbo(create one if none exists) and
|
|
* write correct opengl data into it. It's cheap and allows us to run drawStridedFast
|
|
*/
|
|
if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
|
|
CreateVBO(dest);
|
|
}
|
|
|
|
if(dest->vbo) {
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
|
|
dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
|
|
if(!dest_conv) {
|
|
ERR("glMapBuffer failed\n");
|
|
/* Continue without storing converted vertices */
|
|
}
|
|
}
|
|
|
|
/* Should I clip?
|
|
* a) WINED3DRS_CLIPPING is enabled
|
|
* b) WINED3DVOP_CLIP is passed
|
|
*/
|
|
if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
|
|
static BOOL warned = FALSE;
|
|
/*
|
|
* The clipping code is not quite correct. Some things need
|
|
* to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
|
|
* so disable clipping for now.
|
|
* (The graphics in Half-Life are broken, and my processvertices
|
|
* test crashes with IDirect3DDevice3)
|
|
doClip = TRUE;
|
|
*/
|
|
doClip = FALSE;
|
|
if(!warned) {
|
|
warned = TRUE;
|
|
FIXME("Clipping is broken and disabled for now\n");
|
|
}
|
|
} else doClip = FALSE;
|
|
dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
|
|
if(dest_conv) {
|
|
dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
|
|
}
|
|
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_VIEW,
|
|
&view_mat);
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_PROJECTION,
|
|
&proj_mat);
|
|
IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
|
|
WINED3DTS_WORLDMATRIX(0),
|
|
&world_mat);
|
|
|
|
TRACE("View mat:\n");
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
|
|
|
|
TRACE("Proj mat:\n");
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
|
|
|
|
TRACE("World mat:\n");
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
|
|
TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
|
|
|
|
/* Get the viewport */
|
|
IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
|
|
TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
|
|
vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
|
|
|
|
multiply_matrix(&mat,&view_mat,&world_mat);
|
|
multiply_matrix(&mat,&proj_mat,&mat);
|
|
|
|
numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
|
|
|
|
for (i = 0; i < dwCount; i+= 1) {
|
|
unsigned int tex_index;
|
|
|
|
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
|
|
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
|
|
/* The position first */
|
|
float *p =
|
|
(float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
|
|
float x, y, z, rhw;
|
|
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
|
|
|
|
/* Multiplication with world, view and projection matrix */
|
|
x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
|
|
y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
|
|
z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
|
|
rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
|
|
|
|
TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
|
|
|
|
/* WARNING: The following things are taken from d3d7 and were not yet checked
|
|
* against d3d8 or d3d9!
|
|
*/
|
|
|
|
/* Clipping conditions: From
|
|
* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
|
|
*
|
|
* A vertex is clipped if it does not match the following requirements
|
|
* -rhw < x <= rhw
|
|
* -rhw < y <= rhw
|
|
* 0 < z <= rhw
|
|
* 0 < rhw ( Not in d3d7, but tested in d3d7)
|
|
*
|
|
* If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
|
|
* by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
|
|
*
|
|
*/
|
|
|
|
if( !doClip ||
|
|
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
|
|
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
|
|
( rhw > eps ) ) ) {
|
|
|
|
/* "Normal" viewport transformation (not clipped)
|
|
* 1) The values are divided by rhw
|
|
* 2) The y axis is negative, so multiply it with -1
|
|
* 3) Screen coordinates go from -(Width/2) to +(Width/2) and
|
|
* -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
|
|
* 4) Multiply x with Width/2 and add Width/2
|
|
* 5) The same for the height
|
|
* 6) Add the viewpoint X and Y to the 2D coordinates and
|
|
* The minimum Z value to z
|
|
* 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
|
|
*
|
|
* Well, basically it's simply a linear transformation into viewport
|
|
* coordinates
|
|
*/
|
|
|
|
x /= rhw;
|
|
y /= rhw;
|
|
z /= rhw;
|
|
|
|
y *= -1;
|
|
|
|
x *= vp.Width / 2;
|
|
y *= vp.Height / 2;
|
|
z *= vp.MaxZ - vp.MinZ;
|
|
|
|
x += vp.Width / 2 + vp.X;
|
|
y += vp.Height / 2 + vp.Y;
|
|
z += vp.MinZ;
|
|
|
|
rhw = 1 / rhw;
|
|
} else {
|
|
/* That vertex got clipped
|
|
* Contrary to OpenGL it is not dropped completely, it just
|
|
* undergoes a different calculation.
|
|
*/
|
|
TRACE("Vertex got clipped\n");
|
|
x += rhw;
|
|
y += rhw;
|
|
|
|
x /= 2;
|
|
y /= 2;
|
|
|
|
/* Msdn mentions that Direct3D9 keeps a list of clipped vertices
|
|
* outside of the main vertex buffer memory. That needs some more
|
|
* investigation...
|
|
*/
|
|
}
|
|
|
|
TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
|
|
|
|
|
|
( (float *) dest_ptr)[0] = x;
|
|
( (float *) dest_ptr)[1] = y;
|
|
( (float *) dest_ptr)[2] = z;
|
|
( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
|
|
|
|
dest_ptr += 3 * sizeof(float);
|
|
|
|
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
|
dest_ptr += sizeof(float);
|
|
}
|
|
|
|
if(dest_conv) {
|
|
float w = 1 / rhw;
|
|
( (float *) dest_conv)[0] = x * w;
|
|
( (float *) dest_conv)[1] = y * w;
|
|
( (float *) dest_conv)[2] = z * w;
|
|
( (float *) dest_conv)[3] = w;
|
|
|
|
dest_conv += 3 * sizeof(float);
|
|
|
|
if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
|
|
dest_conv += sizeof(float);
|
|
}
|
|
}
|
|
}
|
|
if (DestFVF & WINED3DFVF_PSIZE) {
|
|
dest_ptr += sizeof(DWORD);
|
|
if(dest_conv) dest_conv += sizeof(DWORD);
|
|
}
|
|
if (DestFVF & WINED3DFVF_NORMAL) {
|
|
float *normal =
|
|
(float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
|
|
/* AFAIK this should go into the lighting information */
|
|
FIXME("Didn't expect the destination to have a normal\n");
|
|
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
|
|
if(dest_conv) {
|
|
copy_and_next(dest_conv, normal, 3 * sizeof(float));
|
|
}
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_DIFFUSE) {
|
|
DWORD *color_d =
|
|
(DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
|
|
if(!color_d) {
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No diffuse color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*( (DWORD *) dest_ptr) = 0xffffffff;
|
|
dest_ptr += sizeof(DWORD);
|
|
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = 0xffffffff;
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, color_d, sizeof(DWORD));
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
|
|
*( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
|
|
*( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (DestFVF & WINED3DFVF_SPECULAR) {
|
|
/* What's the color value in the feedback buffer? */
|
|
DWORD *color_s =
|
|
(DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
|
|
if(!color_s) {
|
|
static BOOL warned = FALSE;
|
|
|
|
if(!warned) {
|
|
ERR("No specular color in source, but destination has one\n");
|
|
warned = TRUE;
|
|
}
|
|
|
|
*( (DWORD *) dest_ptr) = 0xFF000000;
|
|
dest_ptr += sizeof(DWORD);
|
|
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = 0xFF000000;
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, color_s, sizeof(DWORD));
|
|
if(dest_conv) {
|
|
*( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
|
|
*( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
|
|
*( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
|
|
dest_conv += sizeof(DWORD);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (tex_index = 0; tex_index < numTextures; tex_index++) {
|
|
float *tex_coord =
|
|
(float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
|
|
i * lpStrideData->u.s.texCoords[tex_index].dwStride);
|
|
if(!tex_coord) {
|
|
ERR("No source texture, but destination requests one\n");
|
|
dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
|
if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
|
|
}
|
|
else {
|
|
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
|
if(dest_conv) {
|
|
copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(dest_conv) {
|
|
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
|
|
checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
|
|
}
|
|
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
#undef copy_and_next
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
|
|
WineDirect3DVertexStridedData strided;
|
|
TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
|
|
|
|
if (!SrcImpl) {
|
|
WARN("NULL source vertex buffer\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* We don't need the source vbo because this buffer is only used as
|
|
* a source for ProcessVertices. Avoid wasting resources by converting the
|
|
* buffer and loading the VBO
|
|
*/
|
|
if(SrcImpl->vbo) {
|
|
TRACE("Releasing the source vbo, it won't be needed\n");
|
|
|
|
if(!SrcImpl->resource.allocatedMemory) {
|
|
/* Rescue the data from the buffer */
|
|
void *src;
|
|
SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
|
|
if(!SrcImpl->resource.allocatedMemory) {
|
|
ERR("Out of memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
|
|
checkGLcall("glBindBufferARB");
|
|
|
|
src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
|
|
if(src) {
|
|
memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
|
|
}
|
|
|
|
GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
|
|
checkGLcall("glUnmapBufferARB");
|
|
} else {
|
|
ENTER_GL();
|
|
}
|
|
|
|
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
|
|
SrcImpl->vbo = 0;
|
|
}
|
|
|
|
memset(&strided, 0, sizeof(strided));
|
|
primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
|
|
|
|
return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Texture Stage States
|
|
* TODO: Verify against dx9 definitions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
|
|
|
|
/* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
|
|
|
|
TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(texture_stages)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
|
|
This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
|
|
This->updateStateBlock->textureState[Stage][Type] = Value;
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Checked after the assignments to allow proper stateblock recording */
|
|
if(oldValue == Value) {
|
|
TRACE("App is setting the old value over, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(Stage > This->stateBlock->lowest_disabled_stage &&
|
|
StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
|
|
/* Colorop change above lowest disabled stage? That won't change anything in the gl setup
|
|
* Changes in other states are important on disabled stages too
|
|
*/
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(Type == WINED3DTSS_COLOROP) {
|
|
int i;
|
|
|
|
if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
|
|
/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
|
|
* they have to be disabled
|
|
*
|
|
* The current stage is dirtified below.
|
|
*/
|
|
for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
|
|
TRACE("Additionally dirtifying stage %d\n", i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
|
}
|
|
This->stateBlock->lowest_disabled_stage = Stage;
|
|
TRACE("New lowest disabled: %d\n", Stage);
|
|
} else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
|
|
/* Previously disabled stage enabled. Stages above it may need enabling
|
|
* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
|
|
* and stages below the lowest disabled stage can't be enabled(because they are enabled already).
|
|
*
|
|
* Again stage Stage doesn't need to be dirtified here, it is handled below.
|
|
*/
|
|
|
|
for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
|
|
if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
|
|
break;
|
|
}
|
|
TRACE("Additionally dirtifying stage %d due to enable\n", i);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
|
|
}
|
|
This->stateBlock->lowest_disabled_stage = i;
|
|
TRACE("New lowest disabled: %d\n", i);
|
|
}
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
|
|
/* TODO: Built a stage -> texture unit mapping for register combiners */
|
|
}
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
|
|
|
|
/* Rebuild the stage -> gl texture unit mapping if register combiners are supported
|
|
* If there is a pixel shader there will be a 1:1 mapping, no need to touch it. SetPixelShader
|
|
* will call FindTexUnitMap too.
|
|
*/
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
|
|
IWineD3DDeviceImpl_FindTexUnitMap(This);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
|
|
*pValue = This->updateStateBlock->textureState[Stage][Type];
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get / Set Texture
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DBaseTexture *oldTexture;
|
|
|
|
oldTexture = This->updateStateBlock->textures[Stage];
|
|
TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
|
|
|
|
#if 0 /* TODO: check so vertex textures */
|
|
if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
|
|
This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
|
|
return WINED3D_OK;
|
|
}
|
|
#endif
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
|
|
WARN("Attempt to access invalid texture rejected\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(pTexture != NULL) {
|
|
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
|
|
*/
|
|
if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
|
|
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
|
|
}
|
|
|
|
TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
|
|
TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
|
|
|
|
This->updateStateBlock->set.textures[Stage] = TRUE;
|
|
This->updateStateBlock->changed.textures[Stage] = TRUE;
|
|
TRACE("(%p) : setting new texture to %p\n", This, pTexture);
|
|
This->updateStateBlock->textures[Stage] = pTexture;
|
|
|
|
/* Handle recording of state blocks */
|
|
if (This->isRecordingState) {
|
|
TRACE("Recording... not performing anything\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(oldTexture == pTexture) {
|
|
TRACE("App is setting the same texture again, nothing to do\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/** NOTE: MSDN says that setTexture increases the reference count,
|
|
* and the the application nust set the texture back to null (or have a leaky application),
|
|
* This means we should pass the refcount up to the parent
|
|
*******************************/
|
|
if (NULL != This->updateStateBlock->textures[Stage]) {
|
|
IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
|
|
ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
|
|
|
|
IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
|
|
if(oldTexture == NULL && Stage < MAX_TEXTURES) {
|
|
/* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
|
|
* so the COLOROP and ALPHAOP have to be dirtified.
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
|
}
|
|
if(bindCount == 1) {
|
|
new->baseTexture.sampler = Stage;
|
|
}
|
|
/* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
|
|
|
|
}
|
|
|
|
if (NULL != oldTexture) {
|
|
IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
|
|
LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
|
|
|
|
IWineD3DBaseTexture_Release(oldTexture);
|
|
if(pTexture == NULL && Stage < MAX_TEXTURES) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
|
|
}
|
|
|
|
if(bindCount && old->baseTexture.sampler == Stage) {
|
|
int i;
|
|
/* Have to do a search for the other sampler(s) where the texture is bound to
|
|
* Shouldn't happen as long as apps bind a texture only to one stage
|
|
*/
|
|
TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
|
|
for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
|
|
if(This->updateStateBlock->textures[i] == oldTexture) {
|
|
old->baseTexture.sampler = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
|
|
|
|
/* Verify the texture unit mapping(and rebuild it if needed) if we use nvrcs and no
|
|
* pixel shader is used
|
|
*/
|
|
if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
|
|
IWineD3DDeviceImpl_FindTexUnitMap(This);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
|
|
|
|
/* Reject invalid texture units */
|
|
if (Stage >= GL_LIMITS(sampler_stages)) {
|
|
TRACE("Attempt to access invalid texture rejected\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
*ppTexture=This->stateBlock->textures[Stage];
|
|
if (*ppTexture)
|
|
IWineD3DBaseTexture_AddRef(*ppTexture);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Get Back Buffer
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
|
|
IWineD3DSurface **ppBackBuffer) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
|
|
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
|
|
if (hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
} else {
|
|
*ppBackBuffer = NULL;
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
WARN("(%p) : stub, calling idirect3d for now\n", This);
|
|
return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
if(iSwapChain > 0) {
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
|
|
if (hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
} else {
|
|
FIXME("(%p) Error getting display mode\n", This);
|
|
}
|
|
} else {
|
|
/* Don't read the real display mode,
|
|
but return the stored mode instead. X11 can't change the color
|
|
depth, and some apps are pretty angry if they SetDisplayMode from
|
|
24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
|
|
|
|
Also don't relay to the swapchain because with ddraw it's possible
|
|
that there isn't a swapchain at all */
|
|
pMode->Width = This->ddraw_width;
|
|
pMode->Height = This->ddraw_height;
|
|
pMode->Format = This->ddraw_format;
|
|
pMode->RefreshRate = 0;
|
|
hr = WINED3D_OK;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)->(%p)\n", This, hWnd);
|
|
|
|
This->ddraw_window = hWnd;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)->(%p)\n", This, hWnd);
|
|
|
|
*hWnd = This->ddraw_window;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Stateblock related functions
|
|
*****/
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DStateBlockImpl *object;
|
|
HRESULT temp_result;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
if (This->isRecordingState) {
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
|
|
if (NULL == object ) {
|
|
FIXME("(%p)Error allocating memory for stateblock\n", This);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
TRACE("(%p) created object %p\n", This, object);
|
|
object->wineD3DDevice= This;
|
|
/** FIXME: object->parent = parent; **/
|
|
object->parent = NULL;
|
|
object->blockType = WINED3DSBT_ALL;
|
|
object->ref = 1;
|
|
object->lpVtbl = &IWineD3DStateBlock_Vtbl;
|
|
|
|
temp_result = allocate_shader_constants(object);
|
|
if (WINED3D_OK != temp_result)
|
|
return temp_result;
|
|
|
|
IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
|
|
This->updateStateBlock = object;
|
|
This->isRecordingState = TRUE;
|
|
|
|
TRACE("(%p) recording stateblock %p\n",This , object);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (!This->isRecordingState) {
|
|
FIXME("(%p) not recording! returning error\n", This);
|
|
*ppStateBlock = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
|
|
This->isRecordingState = FALSE;
|
|
This->updateStateBlock = This->stateBlock;
|
|
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
|
|
/* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
|
|
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Scene related functions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
|
|
/* At the moment we have no need for any functionality at the beginning
|
|
of a scene */
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : stub\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p)\n", This);
|
|
ENTER_GL();
|
|
/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
|
|
glFlush();
|
|
checkGLcall("glFlush");
|
|
|
|
TRACE("End Scene\n");
|
|
/* If we're using FBOs this isn't needed */
|
|
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->render_targets[0] != NULL) {
|
|
|
|
/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
|
|
IUnknown *targetContainer = NULL;
|
|
if (WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DBaseTexture, (void **)&targetContainer)
|
|
|| WINED3D_OK == IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DDevice, (void **)&targetContainer)) {
|
|
TRACE("(%p) : Texture rendertarget %p\n", This ,This->render_targets[0]);
|
|
/** always dirtify for now. we must find a better way to see that surface have been modified
|
|
(Modifications should will only occur via draw-primitive, but we do need better locking
|
|
switching to render-to-texture should remove the overhead though.
|
|
*/
|
|
IWineD3DSurface_SetPBufferState(This->render_targets[0], TRUE /* inPBuffer */, FALSE /* inTexture */);
|
|
IWineD3DSurface_AddDirtyRect(This->render_targets[0], NULL);
|
|
IWineD3DSurface_PreLoad(This->render_targets[0]);
|
|
IWineD3DSurface_SetPBufferState(This->render_targets[0], FALSE /* inPBuffer */, FALSE /* inTexture */);
|
|
IUnknown_Release(targetContainer);
|
|
}
|
|
}
|
|
This->sceneEnded = TRUE;
|
|
LEAVE_GL();
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
|
|
CONST RECT* pSourceRect, CONST RECT* pDestRect,
|
|
HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain = NULL;
|
|
int i;
|
|
int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
|
|
|
|
TRACE("(%p) Presenting the frame\n", This);
|
|
|
|
for(i = 0 ; i < swapchains ; i ++) {
|
|
|
|
IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
|
|
TRACE("presentinng chain %d, %p\n", i, swapChain);
|
|
IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
|
|
DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
/* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
|
|
render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
|
|
when the depth-buffer format does not contain stencil buffer information, this method fails. */
|
|
GLbitfield glMask = 0;
|
|
GLboolean old_ztest;
|
|
GLfloat old_z_clear_value;
|
|
GLint old_stencil_clear_value;
|
|
GLfloat old_color_clear_value[4];
|
|
unsigned int i;
|
|
CONST WINED3DRECT* curRect;
|
|
|
|
TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
|
|
Count, pRects, Flags, Z, Stencil);
|
|
|
|
ENTER_GL();
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
|
|
|
if (Count > 0 && pRects) {
|
|
curRect = pRects;
|
|
} else {
|
|
curRect = NULL;
|
|
}
|
|
|
|
/* Only set the values up once, as they are not changing */
|
|
if (Flags & WINED3DCLEAR_STENCIL) {
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
|
|
glClearStencil(Stencil);
|
|
checkGLcall("glClearStencil");
|
|
glMask = glMask | GL_STENCIL_BUFFER_BIT;
|
|
glStencilMask(0xFFFFFFFF);
|
|
}
|
|
|
|
if (Flags & WINED3DCLEAR_ZBUFFER) {
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
|
|
glDepthMask(GL_TRUE);
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
|
|
glClearDepth(Z);
|
|
checkGLcall("glClearDepth");
|
|
glMask = glMask | GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (Flags & WINED3DCLEAR_TARGET) {
|
|
TRACE("Clearing screen with glClear to color %x\n", Color);
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
|
|
glClearColor(D3DCOLOR_R(Color),
|
|
D3DCOLOR_G(Color),
|
|
D3DCOLOR_B(Color),
|
|
D3DCOLOR_A(Color));
|
|
checkGLcall("glClearColor");
|
|
|
|
/* Clear ALL colors! */
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glMask = glMask | GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
/* Now process each rect in turn */
|
|
for (i = 0; i < Count || i == 0; i++) {
|
|
|
|
if (curRect) {
|
|
/* Note gl uses lower left, width/height */
|
|
TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
|
|
curRect->x1, curRect->y1, curRect->x2, curRect->y2,
|
|
curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height - curRect->y2),
|
|
curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
|
|
checkGLcall("glScissor");
|
|
} else {
|
|
glScissor(This->stateBlock->viewport.X,
|
|
(((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
|
|
(This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
|
|
This->stateBlock->viewport.Width,
|
|
This->stateBlock->viewport.Height);
|
|
checkGLcall("glScissor");
|
|
}
|
|
|
|
/* Clear the selected rectangle (or full screen) */
|
|
glClear(glMask);
|
|
checkGLcall("glClear");
|
|
|
|
/* Step to the next rectangle */
|
|
if (curRect) curRect = curRect + sizeof(WINED3DRECT);
|
|
}
|
|
|
|
/* Restore the old values (why..?) */
|
|
if (Flags & WINED3DCLEAR_STENCIL) {
|
|
glClearStencil(old_stencil_clear_value);
|
|
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
|
}
|
|
if (Flags & WINED3DCLEAR_ZBUFFER) {
|
|
glDepthMask(old_ztest);
|
|
glClearDepth(old_z_clear_value);
|
|
}
|
|
if (Flags & WINED3DCLEAR_TARGET) {
|
|
glClearColor(old_color_clear_value[0],
|
|
old_color_clear_value[1],
|
|
old_color_clear_value[2],
|
|
old_color_clear_value[3]);
|
|
glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
|
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
|
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
|
This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
checkGLcall("glDisable");
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/*****
|
|
* Drawing functions
|
|
*****/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
|
|
UINT PrimitiveCount) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
|
|
debug_d3dprimitivetype(PrimitiveType),
|
|
StartVertex, PrimitiveCount);
|
|
|
|
if(This->stateBlock->loadBaseVertexIndex != 0) {
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
/* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
|
|
0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
|
|
WINED3DPRIMITIVETYPE PrimitiveType,
|
|
UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
UINT idxStride = 2;
|
|
IWineD3DIndexBuffer *pIB;
|
|
WINED3DINDEXBUFFER_DESC IdxBufDsc;
|
|
|
|
pIB = This->stateBlock->pIndexData;
|
|
This->stateBlock->streamIsUP = FALSE;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
|
|
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
minIndex, NumVertices, startIndex, primCount);
|
|
|
|
IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
|
|
if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
|
|
This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
}
|
|
|
|
drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
|
|
idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
|
|
UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
|
|
UINT VertexStreamZeroStride) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
|
|
debug_d3dprimitivetype(PrimitiveType),
|
|
PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
|
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
|
|
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
|
|
/* TODO: Only mark dirty if drawing from a different UP address */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
|
|
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
|
|
0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
|
|
|
|
/* MSDN specifies stream zero settings must be set to NULL */
|
|
This->stateBlock->streamStride[0] = 0;
|
|
This->stateBlock->streamSource[0] = NULL;
|
|
|
|
/* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
|
|
* the new stream sources or use UP drawing again
|
|
*/
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
|
|
UINT MinVertexIndex, UINT NumVertices,
|
|
UINT PrimitiveCount, CONST void* pIndexData,
|
|
WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
|
|
UINT VertexStreamZeroStride) {
|
|
int idxStride;
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
|
|
This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
|
|
MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
|
|
IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
|
|
|
|
if (IndexDataFormat == WINED3DFMT_INDEX16) {
|
|
idxStride = 2;
|
|
} else {
|
|
idxStride = 4;
|
|
}
|
|
|
|
/* Note in the following, it's not this type, but that's the purpose of streamIsUP */
|
|
This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
|
|
This->stateBlock->streamIsUP = TRUE;
|
|
This->stateBlock->streamStride[0] = VertexStreamZeroStride;
|
|
|
|
/* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
|
|
This->stateBlock->baseVertexIndex = 0;
|
|
This->stateBlock->loadBaseVertexIndex = 0;
|
|
/* Mark the state dirty until we have nicer tracking of the stream source pointers */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
|
|
|
|
/* MSDN specifies stream zero settings and index buffer must be set to NULL */
|
|
This->stateBlock->streamSource[0] = NULL;
|
|
This->stateBlock->streamStride[0] = 0;
|
|
This->stateBlock->pIndexData = NULL;
|
|
/* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
|
|
* SetStreamSource to specify a vertex buffer
|
|
*/
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
|
|
/* Mark the state dirty until we have nicer tracking
|
|
* its fine to change baseVertexIndex because that call is only called by ddraw which does not need
|
|
* that value.
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
This->stateBlock->baseVertexIndex = 0;
|
|
This->up_strided = DrawPrimStrideData;
|
|
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
|
|
This->up_strided = NULL;
|
|
return WINED3D_OK;
|
|
}
|
|
/* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
HRESULT hr = WINED3D_OK;
|
|
WINED3DRESOURCETYPE sourceType;
|
|
WINED3DRESOURCETYPE destinationType;
|
|
int i ,levels;
|
|
|
|
/* TODO: think about moving the code into IWineD3DBaseTexture */
|
|
|
|
TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
|
|
|
|
/* verify that the source and destination textures aren't NULL */
|
|
if (NULL == pSourceTexture || NULL == pDestinationTexture) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
|
|
This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (pSourceTexture == pDestinationTexture) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
|
|
This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* Verify that the source and destination textures are the same type */
|
|
sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
|
|
destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
|
|
|
|
if (sourceType != destinationType) {
|
|
WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
|
|
This);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* check that both textures have the identical numbers of levels */
|
|
if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
|
|
WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (WINED3D_OK == hr) {
|
|
|
|
/* Make sure that the destination texture is loaded */
|
|
IWineD3DBaseTexture_PreLoad(pDestinationTexture);
|
|
|
|
/* Update every surface level of the texture */
|
|
levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
|
|
|
|
switch (sourceType) {
|
|
case WINED3DRTYPE_TEXTURE:
|
|
{
|
|
IWineD3DSurface *srcSurface;
|
|
IWineD3DSurface *destSurface;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
|
|
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
|
|
hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
|
IWineD3DSurface_Release(srcSurface);
|
|
IWineD3DSurface_Release(destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update surface failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DRTYPE_CUBETEXTURE:
|
|
{
|
|
IWineD3DSurface *srcSurface;
|
|
IWineD3DSurface *destSurface;
|
|
WINED3DCUBEMAP_FACES faceType;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
/* Update each cube face */
|
|
for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
|
|
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
|
|
if (WINED3D_OK != hr) {
|
|
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
|
} else {
|
|
TRACE("Got srcSurface %p\n", srcSurface);
|
|
}
|
|
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
|
|
} else {
|
|
TRACE("Got desrSurface %p\n", destSurface);
|
|
}
|
|
hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
|
|
IWineD3DSurface_Release(srcSurface);
|
|
IWineD3DSurface_Release(destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update surface failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
#if 0 /* TODO: Add support for volume textures */
|
|
case WINED3DRTYPE_VOLUMETEXTURE:
|
|
{
|
|
IWineD3DVolume srcVolume = NULL;
|
|
IWineD3DSurface destVolume = NULL;
|
|
|
|
for (i = 0 ; i < levels ; ++i) {
|
|
IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
|
|
IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
|
|
hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
|
|
IWineD3DVolume_Release(srcSurface);
|
|
IWineD3DVolume_Release(destSurface);
|
|
if (WINED3D_OK != hr) {
|
|
WARN("(%p) : Call to update volume failed\n", This);
|
|
return hr;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
#endif
|
|
default:
|
|
FIXME("(%p) : Unsupported source and destination type\n", This);
|
|
hr = WINED3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
/** TODO: remove remove casts to IWineD3DSurfaceImpl *
|
|
* NOTE It may be best to move the code into surface to occomplish this
|
|
****************************************/
|
|
|
|
WINED3DSURFACE_DESC surfaceDesc;
|
|
unsigned int surfaceWidth, surfaceHeight;
|
|
glDescriptor *targetGlDescription = NULL;
|
|
glDescriptor *surfaceGlDescription = NULL;
|
|
IWineD3DSwapChainImpl *container = NULL;
|
|
|
|
IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
|
|
IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
|
|
memset(&surfaceDesc, 0, sizeof(surfaceDesc));
|
|
|
|
surfaceDesc.Width = &surfaceWidth;
|
|
surfaceDesc.Height = &surfaceHeight;
|
|
IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
|
|
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
|
|
|
|
/* Ok, I may need to setup some kind of active swapchain reference on the device */
|
|
IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
|
|
ENTER_GL();
|
|
/* TODO: opengl Context switching for swapchains etc... */
|
|
if (NULL != container || pRenderTarget == This->render_targets[0] || pRenderTarget == This->depthStencilBuffer) {
|
|
if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
|
|
glReadBuffer(GL_BACK);
|
|
vcheckGLcall("glReadBuffer(GL_BACK)");
|
|
} else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->render_targets[0])) {
|
|
glReadBuffer(GL_FRONT);
|
|
vcheckGLcall("glReadBuffer(GL_FRONT)");
|
|
} else if (pRenderTarget == This->depthStencilBuffer) {
|
|
FIXME("Reading of depthstencil not yet supported\n");
|
|
}
|
|
|
|
glReadPixels(0,
|
|
0,
|
|
surfaceWidth,
|
|
surfaceHeight,
|
|
surfaceGlDescription->glFormat,
|
|
surfaceGlDescription->glType,
|
|
(void *)IWineD3DSurface_GetData(pSurface));
|
|
vcheckGLcall("glReadPixels(...)");
|
|
if(NULL != container ){
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
|
|
}
|
|
} else {
|
|
IWineD3DBaseTexture *container;
|
|
GLenum textureDimensions = GL_TEXTURE_2D;
|
|
|
|
if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
|
|
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
|
|
IWineD3DBaseTexture_Release(container);
|
|
}
|
|
/* TODO: 2D -> Cube surface coppies etc.. */
|
|
if (surfaceGlDescription->target != textureDimensions) {
|
|
FIXME("(%p) : Texture dimension mismatch\n", This);
|
|
}
|
|
glEnable(textureDimensions);
|
|
vcheckGLcall("glEnable(GL_TEXTURE_...)");
|
|
/* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
|
|
glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
|
|
vcheckGLcall("glBindTexture");
|
|
glGetTexImage(surfaceGlDescription->target,
|
|
surfaceGlDescription->level,
|
|
surfaceGlDescription->glFormat,
|
|
surfaceGlDescription->glType,
|
|
(void *)IWineD3DSurface_GetData(pSurface));
|
|
glDisable(textureDimensions);
|
|
vcheckGLcall("glDisable(GL_TEXTURE_...)");
|
|
|
|
}
|
|
LEAVE_GL();
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
|
|
if(hr == WINED3D_OK) {
|
|
hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
/* return a sensible default */
|
|
*pNumPasses = 1;
|
|
/* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
|
|
FIXME("(%p) : stub\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int j;
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
|
|
WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
for (j = 0; j < 256; ++j) {
|
|
This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
|
|
This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
|
|
This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
|
|
This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
|
|
}
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int j;
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
|
|
WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
for (j = 0; j < 256; ++j) {
|
|
pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
|
|
pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
|
|
pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
|
|
pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
|
|
}
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
|
|
if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
|
|
WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/*TODO: stateblocks */
|
|
This->currentPalette = PaletteNumber;
|
|
TRACE("(%p) : returning\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
if (PaletteNumber == NULL) {
|
|
WARN("(%p) : returning Invalid Call\n", This);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/*TODO: stateblocks */
|
|
*PaletteNumber = This->currentPalette;
|
|
TRACE("(%p) : returning %u\n", This, *PaletteNumber);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL showFixmes = TRUE;
|
|
if (showFixmes) {
|
|
FIXME("(%p) : stub\n", This);
|
|
showFixmes = FALSE;
|
|
}
|
|
|
|
This->softwareVertexProcessing = bSoftware;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL showFixmes = TRUE;
|
|
if (showFixmes) {
|
|
FIXME("(%p) : stub\n", This);
|
|
showFixmes = FALSE;
|
|
}
|
|
return This->softwareVertexProcessing;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSwapChain *swapChain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
|
|
|
|
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
|
|
if(hr == WINED3D_OK){
|
|
hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
|
|
IWineD3DSwapChain_Release(swapChain);
|
|
}else{
|
|
FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
|
|
}
|
|
return hr;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL showfixmes = TRUE;
|
|
if(nSegments != 0.0f) {
|
|
if( showfixmes) {
|
|
FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
|
|
showfixmes = FALSE;
|
|
}
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
static BOOL showfixmes = TRUE;
|
|
if( showfixmes) {
|
|
FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
|
|
showfixmes = FALSE;
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
/** TODO: remove casts to IWineD3DSurfaceImpl
|
|
* NOTE: move code to surface to accomplish this
|
|
****************************************/
|
|
IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
|
|
int srcWidth, srcHeight;
|
|
unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
|
|
WINED3DFORMAT destFormat, srcFormat;
|
|
UINT destSize;
|
|
int srcLeft, destLeft, destTop;
|
|
WINED3DPOOL srcPool, destPool;
|
|
int offset = 0;
|
|
int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
|
|
glDescriptor *glDescription = NULL;
|
|
GLenum textureDimensions = GL_TEXTURE_2D;
|
|
IWineD3DBaseTexture *baseTexture;
|
|
|
|
WINED3DSURFACE_DESC winedesc;
|
|
|
|
TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
|
|
memset(&winedesc, 0, sizeof(winedesc));
|
|
winedesc.Width = &srcSurfaceWidth;
|
|
winedesc.Height = &srcSurfaceHeight;
|
|
winedesc.Pool = &srcPool;
|
|
winedesc.Format = &srcFormat;
|
|
|
|
IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
|
|
|
|
winedesc.Width = &destSurfaceWidth;
|
|
winedesc.Height = &destSurfaceHeight;
|
|
winedesc.Pool = &destPool;
|
|
winedesc.Format = &destFormat;
|
|
winedesc.Size = &destSize;
|
|
|
|
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
|
|
|
if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
|
|
WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (destFormat == WINED3DFMT_UNKNOWN) {
|
|
TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
|
|
IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
|
|
|
|
/* Get the update surface description */
|
|
IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
|
|
}
|
|
|
|
/* Make sure the surface is loaded and up to date */
|
|
IWineD3DSurface_PreLoad(pDestinationSurface);
|
|
|
|
IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
|
|
|
|
ENTER_GL();
|
|
|
|
/* this needs to be done in lines if the sourceRect != the sourceWidth */
|
|
srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
|
|
srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
|
|
srcLeft = pSourceRect ? pSourceRect->left : 0;
|
|
destLeft = pDestPoint ? pDestPoint->x : 0;
|
|
destTop = pDestPoint ? pDestPoint->y : 0;
|
|
|
|
|
|
/* This function doesn't support compressed textures
|
|
the pitch is just bytesPerPixel * width */
|
|
if(srcWidth != srcSurfaceWidth || srcLeft ){
|
|
rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
|
|
offset += srcLeft * pSrcSurface->bytesPerPixel;
|
|
/* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
|
|
}
|
|
/* TODO DXT formats */
|
|
|
|
if(pSourceRect != NULL && pSourceRect->top != 0){
|
|
offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
|
|
}
|
|
TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
|
|
,This
|
|
,glDescription->level
|
|
,destLeft
|
|
,destTop
|
|
,srcWidth
|
|
,srcHeight
|
|
,glDescription->glFormat
|
|
,glDescription->glType
|
|
,IWineD3DSurface_GetData(pSourceSurface)
|
|
);
|
|
|
|
/* Sanity check */
|
|
if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
|
|
|
|
/* need to lock the surface to get the data */
|
|
FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
|
|
}
|
|
|
|
/* TODO: Cube and volume support */
|
|
if(rowoffset != 0){
|
|
/* not a whole row so we have to do it a line at a time */
|
|
int j;
|
|
|
|
/* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
|
|
const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
|
|
|
|
for(j = destTop ; j < (srcHeight + destTop) ; j++){
|
|
|
|
glTexSubImage2D(glDescription->target
|
|
,glDescription->level
|
|
,destLeft
|
|
,j
|
|
,srcWidth
|
|
,1
|
|
,glDescription->glFormat
|
|
,glDescription->glType
|
|
,data /* could be quicker using */
|
|
);
|
|
data += rowoffset;
|
|
}
|
|
|
|
} else { /* Full width, so just write out the whole texture */
|
|
|
|
if (WINED3DFMT_DXT1 == destFormat ||
|
|
WINED3DFMT_DXT2 == destFormat ||
|
|
WINED3DFMT_DXT3 == destFormat ||
|
|
WINED3DFMT_DXT4 == destFormat ||
|
|
WINED3DFMT_DXT5 == destFormat) {
|
|
if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
|
|
if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
|
|
/* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
|
|
FIXME("Updating part of a compressed texture is not supported at the moment\n");
|
|
} if (destFormat != srcFormat) {
|
|
FIXME("Updating mixed format compressed texture is not curretly support\n");
|
|
} else {
|
|
GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
|
|
glDescription->level,
|
|
glDescription->glFormatInternal,
|
|
srcWidth,
|
|
srcHeight,
|
|
0,
|
|
destSize,
|
|
IWineD3DSurface_GetData(pSourceSurface));
|
|
}
|
|
} else {
|
|
FIXME("Attempting to update a DXT compressed texture without hardware support\n");
|
|
}
|
|
|
|
|
|
} else {
|
|
if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
|
|
|
|
/* some applications cannot handle odd pitches returned by soft non-power2, so we have
|
|
to repack the data from pow2Width/Height to expected Width,Height, this makes the
|
|
data returned by GetData non-power2 width/height with hardware non-power2
|
|
pow2Width/height are set to surface width height, repacking isn't needed so it
|
|
doesn't matter which function gets called. */
|
|
glTexSubImage2D(glDescription->target
|
|
,glDescription->level
|
|
,destLeft
|
|
,destTop
|
|
,srcWidth
|
|
,srcHeight
|
|
,glDescription->glFormat
|
|
,glDescription->glType
|
|
,IWineD3DSurface_GetData(pSourceSurface)
|
|
);
|
|
} else {
|
|
|
|
/* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
|
|
glTexSubImage2D(glDescription->target
|
|
,glDescription->level
|
|
,destLeft
|
|
,destTop
|
|
,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
|
|
,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
|
|
,glDescription->glFormat
|
|
,glDescription->glType
|
|
,IWineD3DSurface_GetData(pSourceSurface)
|
|
);
|
|
}
|
|
|
|
}
|
|
}
|
|
checkGLcall("glTexSubImage2D");
|
|
((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
|
|
|
|
/* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
|
|
* GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
|
|
* surface bigger than it needs to be hmm.. */
|
|
if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
|
|
textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
|
|
IWineD3DBaseTexture_Release(baseTexture);
|
|
}
|
|
|
|
glDisable(textureDimensions); /* This needs to be managed better.... */
|
|
LEAVE_GL();
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* Implementation details at http://developer.nvidia.com/attach/6494
|
|
and
|
|
http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
|
|
hmm.. no longer supported use
|
|
OpenGL evaluators or tessellate surfaces within your application.
|
|
*/
|
|
|
|
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
|
|
FIXME("(%p) : Stub\n", This);
|
|
return WINED3D_OK;
|
|
|
|
}
|
|
|
|
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
|
|
FIXME("(%p) : Stub\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
TRACE("(%p) Handle(%d)\n", This, Handle);
|
|
FIXME("(%p) : Stub\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
|
|
DDBLTFX BltFx;
|
|
TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
|
|
|
|
if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
|
|
FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Just forward this to the DirectDraw blitting engine */
|
|
memset(&BltFx, 0, sizeof(BltFx));
|
|
BltFx.dwSize = sizeof(BltFx);
|
|
BltFx.u5.dwFillColor = color;
|
|
return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
|
|
}
|
|
|
|
/* rendertarget and deptth stencil functions */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
|
ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
*ppRenderTarget = This->render_targets[RenderTargetIndex];
|
|
TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
|
|
/* Note inc ref on returned surface */
|
|
if(*ppRenderTarget != NULL)
|
|
IWineD3DSurface_AddRef(*ppRenderTarget);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
|
|
IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
|
|
IWineD3DSwapChainImpl *Swapchain;
|
|
HRESULT hr;
|
|
|
|
TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
|
|
|
|
hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
|
|
if(hr != WINED3D_OK) {
|
|
ERR("Can't get the swapchain\n");
|
|
return hr;
|
|
}
|
|
|
|
/* Make sure to release the swapchain */
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
|
|
|
|
if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
|
|
ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
|
|
ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if(Swapchain->frontBuffer != Front) {
|
|
TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
|
|
|
|
if(Swapchain->frontBuffer)
|
|
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
|
|
Swapchain->frontBuffer = Front;
|
|
|
|
if(Swapchain->frontBuffer) {
|
|
IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
|
|
}
|
|
}
|
|
|
|
if(Back && !Swapchain->backBuffer) {
|
|
/* We need memory for the back buffer array - only one back buffer this way */
|
|
Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
|
|
if(!Swapchain->backBuffer) {
|
|
ERR("Out of memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
}
|
|
|
|
if(Swapchain->backBuffer[0] != Back) {
|
|
TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
|
|
ENTER_GL();
|
|
if(!Swapchain->backBuffer[0]) {
|
|
/* GL was told to draw to the front buffer at creation,
|
|
* undo that
|
|
*/
|
|
glDrawBuffer(GL_BACK);
|
|
checkGLcall("glDrawBuffer(GL_BACK)");
|
|
/* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
|
|
Swapchain->presentParms.BackBufferCount = 1;
|
|
} else if (!Back) {
|
|
/* That makes problems - disable for now */
|
|
/* glDrawBuffer(GL_FRONT); */
|
|
checkGLcall("glDrawBuffer(GL_FRONT)");
|
|
/* We have lost our back buffer, set this to 0 to avoid confusing other code */
|
|
Swapchain->presentParms.BackBufferCount = 0;
|
|
}
|
|
LEAVE_GL();
|
|
|
|
if(Swapchain->backBuffer[0])
|
|
IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
|
|
Swapchain->backBuffer[0] = Back;
|
|
|
|
if(Swapchain->backBuffer[0]) {
|
|
IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
|
|
} else {
|
|
HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
|
|
}
|
|
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
*ppZStencilSurface = This->depthStencilBuffer;
|
|
TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
|
|
|
|
if(*ppZStencilSurface != NULL) {
|
|
/* Note inc ref on returned surface */
|
|
IWineD3DSurface_AddRef(*ppZStencilSurface);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void bind_fbo(IWineD3DDevice *iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
if (!This->fbo) {
|
|
GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
|
|
checkGLcall("glGenFramebuffersEXT()");
|
|
}
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
|
|
checkGLcall("glBindFramebuffer()");
|
|
}
|
|
|
|
/* TODO: Handle stencil attachments */
|
|
static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
|
|
|
|
This->depth_copy_state = WINED3D_DCS_NO_COPY;
|
|
|
|
bind_fbo(iface);
|
|
|
|
if (depth_stencil_impl) {
|
|
GLenum texttarget, target;
|
|
GLint old_binding = 0;
|
|
|
|
IWineD3DSurface_PreLoad(depth_stencil);
|
|
texttarget = depth_stencil_impl->glDescription.target;
|
|
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
|
|
glBindTexture(target, depth_stencil_impl->glDescription.textureName);
|
|
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
|
glBindTexture(target, old_binding);
|
|
|
|
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
|
|
checkGLcall("glFramebufferTexture2DEXT()");
|
|
} else {
|
|
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
|
|
checkGLcall("glFramebufferTexture2DEXT()");
|
|
}
|
|
|
|
if (!This->render_offscreen) {
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
checkGLcall("glBindFramebuffer()");
|
|
}
|
|
}
|
|
|
|
static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
|
|
|
|
if (idx >= GL_LIMITS(buffers)) {
|
|
ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
|
|
}
|
|
|
|
bind_fbo(iface);
|
|
|
|
if (rtimpl) {
|
|
GLenum texttarget, target;
|
|
GLint old_binding = 0;
|
|
|
|
IWineD3DSurface_PreLoad(render_target);
|
|
texttarget = rtimpl->glDescription.target;
|
|
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
|
|
glBindTexture(target, rtimpl->glDescription.textureName);
|
|
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glBindTexture(target, old_binding);
|
|
|
|
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, rtimpl->glDescription.textureName, 0));
|
|
checkGLcall("glFramebufferTexture2DEXT()");
|
|
|
|
This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
|
|
} else {
|
|
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
|
|
checkGLcall("glFramebufferTexture2DEXT()");
|
|
|
|
This->draw_buffers[idx] = GL_NONE;
|
|
}
|
|
|
|
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
|
|
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
|
|
checkGLcall("glDrawBuffers()");
|
|
}
|
|
|
|
if (!This->render_offscreen) {
|
|
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
checkGLcall("glBindFramebuffer()");
|
|
}
|
|
}
|
|
|
|
/* internal static helper functions */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
|
|
IWineD3DSurface *RenderSurface);
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
HRESULT hr = WINED3D_OK;
|
|
WINED3DVIEWPORT viewport;
|
|
|
|
TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
|
|
|
|
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
|
|
ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* MSDN says that null disables the render target
|
|
but a device must always be associated with a render target
|
|
nope MSDN says that we return invalid call to a null rendertarget with an index of 0
|
|
|
|
see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
|
|
for more details
|
|
*/
|
|
if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
|
|
FIXME("Trying to set render target 0 to NULL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/* TODO: replace Impl* usage with interface usage */
|
|
if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
|
|
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);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
/** TODO: check that the depth stencil format matches the render target, this is only done in debug
|
|
* builds, but I think wine counts as a 'debug' build for now.
|
|
******************************/
|
|
/* If we are trying to set what we already have, don't bother */
|
|
if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
} else {
|
|
/* Otherwise, set the render target up */
|
|
|
|
if (!This->sceneEnded) {
|
|
IWineD3DDevice_EndScene(iface);
|
|
}
|
|
TRACE("clearing renderer\n");
|
|
/* IWineD3DDeviceImpl_CleanRender(iface); */
|
|
/* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
|
|
depending on the renter target implementation being used.
|
|
A shared context implementation will share all buffers between all rendertargets (including swapchains),
|
|
implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
|
|
stencil buffer and incure an extra memory overhead */
|
|
if (RenderTargetIndex == 0) {
|
|
hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
|
|
} else {
|
|
hr = WINED3D_OK;
|
|
}
|
|
|
|
/* Replace the render target */
|
|
if (This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
|
|
This->render_targets[RenderTargetIndex] = pRenderTarget;
|
|
if (pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
|
|
}
|
|
}
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
/* Finally, reset the viewport as the MSDN states. */
|
|
/* TODO: Replace impl usage */
|
|
viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
|
|
viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
|
|
viewport.X = 0;
|
|
viewport.Y = 0;
|
|
viewport.MaxZ = 1.0f;
|
|
viewport.MinZ = 0.0f;
|
|
IWineD3DDeviceImpl_SetViewport(iface, &viewport);
|
|
} else {
|
|
FIXME("Unknown error setting the render target\n");
|
|
}
|
|
This->sceneEnded = FALSE;
|
|
return hr;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
HRESULT hr = WINED3D_OK;
|
|
IWineD3DSurface *tmp;
|
|
|
|
TRACE("(%p) Swapping z-buffer\n",This);
|
|
|
|
if (pNewZStencil == This->stencilBufferTarget) {
|
|
TRACE("Trying to do a NOP SetRenderTarget operation\n");
|
|
} else {
|
|
/** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
|
|
* depending on the renter target implementation being used.
|
|
* A shared context implementation will share all buffers between all rendertargets (including swapchains),
|
|
* implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
|
|
* stencil buffer and incure an extra memory overhead
|
|
******************************************************/
|
|
|
|
|
|
tmp = This->stencilBufferTarget;
|
|
This->stencilBufferTarget = pNewZStencil;
|
|
/* should we be calling the parent or the wined3d surface? */
|
|
if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
|
|
if (NULL != tmp) IWineD3DSurface_Release(tmp);
|
|
hr = WINED3D_OK;
|
|
/** TODO: glEnable/glDisable on depth/stencil depending on
|
|
* pNewZStencil is NULL and the depth/stencil is enabled in d3d
|
|
**********************************************************/
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
|
|
set_depth_stencil_fbo(iface, pNewZStencil);
|
|
}
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
#ifdef GL_VERSION_1_3
|
|
/* Internal functions not in DirectX */
|
|
/** TODO: move this off to the opengl context manager
|
|
*(the swapchain doesn't need to know anything about offscreen rendering!)
|
|
****************************************************/
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
|
|
{
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
|
|
TRACE("(%p), %p\n", This, swapchain);
|
|
|
|
if (swapchain->win != swapchain->drawable) {
|
|
/* Set everything back the way it ws */
|
|
swapchain->render_ctx = swapchain->glCtx;
|
|
swapchain->drawable = swapchain->win;
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
/* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
int i;
|
|
unsigned int width;
|
|
unsigned int height;
|
|
WINED3DFORMAT format;
|
|
WINED3DSURFACE_DESC surfaceDesc;
|
|
memset(&surfaceDesc, 0, sizeof(surfaceDesc));
|
|
surfaceDesc.Width = &width;
|
|
surfaceDesc.Height = &height;
|
|
surfaceDesc.Format = &format;
|
|
IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
|
|
*context = NULL;
|
|
/* I need a get width/height function (and should do something with the format) */
|
|
for (i = 0; i < CONTEXT_CACHE; ++i) {
|
|
/** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
|
|
ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
|
|
the pSurface can be set to 0 allowing it to be reused from cache **/
|
|
if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
|
|
&& (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
|
|
*context = &This->contextCache[i];
|
|
break;
|
|
}
|
|
if (This->contextCache[i].Width == 0) {
|
|
This->contextCache[i].pSurface = pSurface;
|
|
This->contextCache[i].Width = width;
|
|
This->contextCache[i].Height = height;
|
|
*context = &This->contextCache[i];
|
|
break;
|
|
}
|
|
}
|
|
if (i == CONTEXT_CACHE) {
|
|
int minUsage = 0x7FFFFFFF; /* MAX_INT */
|
|
glContext *dropContext = 0;
|
|
for (i = 0; i < CONTEXT_CACHE; i++) {
|
|
if (This->contextCache[i].usedcount < minUsage) {
|
|
dropContext = &This->contextCache[i];
|
|
minUsage = This->contextCache[i].usedcount;
|
|
}
|
|
}
|
|
/* clean up the context (this doesn't work for ATI at the moment */
|
|
#if 0
|
|
glXDestroyContext(swapchain->display, dropContext->context);
|
|
glXDestroyPbuffer(swapchain->display, dropContext->drawable);
|
|
#endif
|
|
FIXME("Leak\n");
|
|
dropContext->Width = 0;
|
|
dropContext->pSurface = pSurface;
|
|
*context = dropContext;
|
|
} else {
|
|
if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
|
|
for (i = 0; i < CONTEXT_CACHE; i++) {
|
|
This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
|
|
}
|
|
}
|
|
}
|
|
if (*context != NULL)
|
|
return WINED3D_OK;
|
|
else
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
#endif
|
|
|
|
/* Reapply the device stateblock */
|
|
static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
|
|
|
|
BOOL oldRecording;
|
|
IWineD3DStateBlockImpl *oldUpdateStateBlock;
|
|
DWORD i;
|
|
|
|
/* Disable recording */
|
|
oldUpdateStateBlock = This->updateStateBlock;
|
|
oldRecording= This->isRecordingState;
|
|
This->isRecordingState = FALSE;
|
|
This->updateStateBlock = This->stateBlock;
|
|
|
|
/* Reapply the state block */
|
|
IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
|
|
|
|
/* Temporaryily mark all render states dirty to force reapplication
|
|
* until the context management for is integrated with the state management
|
|
* The same for the pixel shader, vertex declaration and vertex shader
|
|
* Sampler states and texture stage states are marked
|
|
* dirty my StateBlock::Apply already.
|
|
*/
|
|
for(i = 1; i < WINEHIGHEST_RENDER_STATE; i++) {
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(i));
|
|
}
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
|
|
|
|
/* Restore recording */
|
|
This->isRecordingState = oldRecording;
|
|
This->updateStateBlock = oldUpdateStateBlock;
|
|
}
|
|
|
|
/* Set offscreen rendering. When rendering offscreen the surface will be
|
|
* rendered upside down to compensate for the fact that D3D texture coordinates
|
|
* are flipped compared to GL texture coordinates. The cullmode is affected by
|
|
* this, so it must be updated. To update the cullmode stateblock recording has
|
|
* to be temporarily disabled. The new state management code will hopefully
|
|
* make this unnecessary */
|
|
static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
|
|
|
|
BOOL oldRecording;
|
|
IWineD3DStateBlockImpl *oldUpdateStateBlock;
|
|
|
|
/* Nothing to update, return. */
|
|
if (This->render_offscreen == isTexture) return;
|
|
|
|
/* Disable recording */
|
|
oldUpdateStateBlock = This->updateStateBlock;
|
|
oldRecording= This->isRecordingState;
|
|
This->isRecordingState = FALSE;
|
|
This->updateStateBlock = This->stateBlock;
|
|
|
|
This->render_offscreen = isTexture;
|
|
if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
|
|
This->depth_copy_state = WINED3D_DCS_COPY;
|
|
}
|
|
This->last_was_rhw = FALSE;
|
|
/* Viewport state will reapply the projection matrix for now */
|
|
IWineD3DDeviceImpl_MarkStateDirty(This, WINED3DRS_CULLMODE);
|
|
|
|
/* Restore recording */
|
|
This->isRecordingState = oldRecording;
|
|
This->updateStateBlock = oldUpdateStateBlock;
|
|
}
|
|
|
|
/* Returns an array of compatible FBconfig(s).
|
|
* The array must be freed with XFree. Requires ENTER_GL() */
|
|
|
|
static GLXFBConfig* device_find_fbconfigs(
|
|
IWineD3DDeviceImpl* This,
|
|
IWineD3DSwapChainImpl* implicitSwapchainImpl,
|
|
IWineD3DSurface* RenderSurface) {
|
|
|
|
GLXFBConfig* cfgs = NULL;
|
|
int nCfgs = 0;
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
|
|
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
|
|
WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
|
|
WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
|
|
|
|
/**TODO:
|
|
if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
|
|
it StencilSurface != NULL && zBufferTarget == NULL switch it on
|
|
*/
|
|
|
|
#define PUSH1(att) attribs[nAttribs++] = (att);
|
|
#define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
|
|
|
|
/* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
|
|
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
|
|
PUSH2(GLX_X_RENDERABLE, TRUE);
|
|
PUSH2(GLX_DOUBLEBUFFER, TRUE);
|
|
TRACE("calling makeglcfg\n");
|
|
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
|
|
PUSH1(None);
|
|
TRACE("calling chooseFGConfig\n");
|
|
cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
|
|
DefaultScreen(implicitSwapchainImpl->display),
|
|
attribs, &nCfgs);
|
|
if (cfgs == NULL) {
|
|
/* OK we didn't find the exact config, so use any reasonable match */
|
|
/* TODO: fill in the 'requested' and 'current' depths, and make sure that's
|
|
why we failed. */
|
|
static BOOL show_message = TRUE;
|
|
if (show_message) {
|
|
ERR("Failed to find exact match, finding alternative but you may "
|
|
"suffer performance issues, try changing xfree's depth to match the requested depth\n");
|
|
show_message = FALSE;
|
|
}
|
|
nAttribs = 0;
|
|
PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
|
|
/* PUSH2(GLX_X_RENDERABLE, TRUE); */
|
|
PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
|
|
PUSH2(GLX_DOUBLEBUFFER, FALSE);
|
|
TRACE("calling makeglcfg\n");
|
|
D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
|
|
PUSH1(None);
|
|
cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
|
|
DefaultScreen(implicitSwapchainImpl->display),
|
|
attribs, &nCfgs);
|
|
}
|
|
|
|
if (cfgs == NULL) {
|
|
ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
|
|
BackBufferFormat, debug_d3dformat(BackBufferFormat),
|
|
StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
|
|
} else {
|
|
#ifdef EXTRA_TRACES
|
|
int i;
|
|
for (i = 0; i < nCfgs; ++i) {
|
|
TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
|
|
debug_d3dformat(BackBufferFormat), StencilBufferFormat,
|
|
debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
|
|
}
|
|
if (NULL != This->renderTarget) {
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
/** This is only useful if the old render target was a swapchain,
|
|
* we need to supercede this with a function that displays
|
|
* the current buffer on the screen. This is easy to do in glx1.3 but
|
|
* we need to do copy-write pixels in glx 1.2.
|
|
************************************************/
|
|
glXSwapBuffers(implicitSwapChainImpl->display,
|
|
implicitSwapChainImpl->drawable);
|
|
printf("Hit Enter to get next frame ...\n");
|
|
getchar();
|
|
}
|
|
#endif
|
|
}
|
|
#undef PUSH1
|
|
#undef PUSH2
|
|
|
|
return cfgs;
|
|
}
|
|
|
|
/** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
|
|
* the functionality needs splitting up so that we don't do more than we should do.
|
|
* this only seems to impact performance a little.
|
|
******************************/
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
|
|
IWineD3DSurface *RenderSurface) {
|
|
|
|
/**
|
|
* Currently only active for GLX >= 1.3
|
|
* for others versions we'll have to use GLXPixmaps
|
|
*
|
|
* normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
|
|
* as they implement GLX 1.3 but only define GLX_VERSION_1_2
|
|
* so only check OpenGL version
|
|
* ..........................
|
|
* I don't believe that it is a problem with NVidia headers,
|
|
* XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
|
|
* in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
|
|
* ATI Note:
|
|
* Your application will report GLX version 1.2 on glXQueryVersion.
|
|
* However, it is safe to call the GLX 1.3 functions as described below.
|
|
*/
|
|
#if defined(GL_VERSION_1_3)
|
|
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
GLXFBConfig* cfgs = NULL;
|
|
IWineD3DSwapChain *currentSwapchain;
|
|
IWineD3DSwapChainImpl *currentSwapchainImpl;
|
|
IWineD3DSwapChain *implicitSwapchain;
|
|
IWineD3DSwapChainImpl *implicitSwapchainImpl;
|
|
IWineD3DSwapChain *renderSurfaceSwapchain;
|
|
IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
|
|
|
|
/* Obtain a reference to the device implicit swapchain,
|
|
* the swapchain of the current render target,
|
|
* and the swapchain of the new render target.
|
|
* Fallback to device implicit swapchain if the current render target doesn't have one */
|
|
IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
|
|
IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
|
|
IWineD3DSurface_GetContainer(This->render_targets[0], &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
|
|
if (currentSwapchain == NULL)
|
|
IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
|
|
|
|
currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
|
|
implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
|
|
renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
|
|
|
|
ENTER_GL();
|
|
|
|
/**
|
|
* TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
|
|
* renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
|
|
**********************************************************************/
|
|
if (renderSurfaceSwapchain != NULL) {
|
|
|
|
/* We also need to make sure that the lights &co are also in the context of the swapchains */
|
|
/* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
|
|
TRACE("making swapchain active\n");
|
|
if (RenderSurface != This->render_targets[0]) {
|
|
BOOL backbuf = FALSE;
|
|
int i;
|
|
|
|
for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
|
|
if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
|
|
backbuf = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (backbuf) {
|
|
} else {
|
|
/* This could be flagged so that some operations work directly with the front buffer */
|
|
FIXME("Attempting to set the renderTarget to the frontBuffer\n");
|
|
}
|
|
if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
|
|
renderSurfaceSwapchainImpl->win,
|
|
renderSurfaceSwapchainImpl->glCtx) == False) {
|
|
|
|
TRACE("Error in setting current context: context %p drawable %ld !\n",
|
|
implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
|
|
}
|
|
checkGLcall("glXMakeContextCurrent");
|
|
|
|
/* Clean up the old context */
|
|
IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
|
|
|
|
/* Reapply the stateblock, and set the device not to render to texture */
|
|
device_reapply_stateblock(This);
|
|
device_render_to_texture(This, FALSE);
|
|
}
|
|
|
|
/* Offscreen rendering: PBuffers (currently disabled).
|
|
* Also note that this path is never reached if FBOs are supported */
|
|
} else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
|
|
(cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
|
|
|
|
/** ********************************************************************
|
|
* This is a quickly hacked out implementation of offscreen textures.
|
|
* It will work in most cases but there may be problems if the client
|
|
* modifies the texture directly, or expects the contents of the rendertarget
|
|
* to be persistent.
|
|
*
|
|
* There are some real speed vs compatibility issues here:
|
|
* we should really use a new context for every texture, but that eats ram.
|
|
* we should also be restoring the texture to the pbuffer but that eats CPU
|
|
* we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
|
|
* but if this means reusing the display backbuffer then we need to make sure that
|
|
* states are correctly preserved.
|
|
* In many cases I would expect that we can 'skip' some functions, such as preserving states,
|
|
* and gain a good performance increase at the cost of compatibility.
|
|
* I would suggest that, when this is the case, a user configurable flag be made
|
|
* available, allowing the user to choose the best emulated experience for them.
|
|
*********************************************************************/
|
|
|
|
XVisualInfo *visinfo;
|
|
glContext *newContext;
|
|
|
|
/* Here were using a shared context model */
|
|
if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
|
|
FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
|
|
}
|
|
|
|
/* If the context doesn't exist then create a new one */
|
|
/* TODO: This should really be part of findGlContext */
|
|
if (NULL == newContext->context) {
|
|
|
|
int attribs[256];
|
|
int nAttribs = 0;
|
|
|
|
TRACE("making new buffer\n");
|
|
attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
|
|
attribs[nAttribs++] = newContext->Width;
|
|
attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
|
|
attribs[nAttribs++] = newContext->Height;
|
|
attribs[nAttribs++] = None;
|
|
|
|
newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
|
|
|
|
/** ****************************************
|
|
*GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
|
|
*they note:
|
|
* In future releases, we may provide the calls glXCreateNewContext,
|
|
* glXQueryDrawable and glXMakeContextCurrent.
|
|
* so until then we have to use glXGetVisualFromFBConfig &co..
|
|
********************************************/
|
|
|
|
visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
|
|
if (!visinfo) {
|
|
ERR("Error: couldn't get an RGBA, double-buffered visual\n");
|
|
} else {
|
|
newContext->context = glXCreateContext(
|
|
implicitSwapchainImpl->display, visinfo,
|
|
implicitSwapchainImpl->glCtx, GL_TRUE);
|
|
|
|
XFree(visinfo);
|
|
}
|
|
}
|
|
if (NULL == newContext || NULL == newContext->context) {
|
|
ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
|
|
} else {
|
|
/* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
|
|
if (glXMakeCurrent(implicitSwapchainImpl->display,
|
|
newContext->drawable, newContext->context) == False) {
|
|
|
|
TRACE("Error in setting current context: context %p drawable %ld\n",
|
|
newContext->context, newContext->drawable);
|
|
}
|
|
checkGLcall("glXMakeContextCurrent");
|
|
|
|
/* Clean up the old context */
|
|
IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
|
|
|
|
/* Reapply stateblock, and set device to render to a texture */
|
|
device_reapply_stateblock(This);
|
|
device_render_to_texture(This, TRUE);
|
|
|
|
/* Set the current context of the swapchain to the new context */
|
|
implicitSwapchainImpl->drawable = newContext->drawable;
|
|
implicitSwapchainImpl->render_ctx = newContext->context;
|
|
}
|
|
} else {
|
|
/* Same context, but update render_offscreen and cull mode */
|
|
device_render_to_texture(This, TRUE);
|
|
}
|
|
|
|
if (cfgs != NULL) XFree(cfgs);
|
|
if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
|
|
if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
|
|
if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
|
|
LEAVE_GL();
|
|
#endif
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
|
|
UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
/* TODO: the use of Impl is deprecated. */
|
|
IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
|
|
|
|
TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
|
|
|
|
/* some basic validation checks */
|
|
if(This->cursorTexture) {
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &This->cursorTexture);
|
|
LEAVE_GL();
|
|
This->cursorTexture = 0;
|
|
}
|
|
|
|
if(pCursorBitmap) {
|
|
/* MSDN: Cursor must be A8R8G8B8 */
|
|
if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
|
|
ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* MSDN: Cursor must be smaller than the display mode */
|
|
if(pSur->currentDesc.Width > This->ddraw_width ||
|
|
pSur->currentDesc.Height > This->ddraw_height) {
|
|
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);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* TODO: MSDN: Cursor sizes must be a power of 2 */
|
|
/* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
|
|
* Texture and Blitting code to draw the cursor
|
|
*/
|
|
pSur->Flags |= SFLAG_FORCELOAD;
|
|
IWineD3DSurface_PreLoad(pCursorBitmap);
|
|
pSur->Flags &= ~SFLAG_FORCELOAD;
|
|
/* Do not store the surface's pointer because the application may release
|
|
* it after setting the cursor image. Windows doesn't addref the set surface, so we can't
|
|
* do this either without creating circular refcount dependencies. Copy out the gl texture instead.
|
|
*/
|
|
This->cursorTexture = pSur->glDescription.textureName;
|
|
This->cursorWidth = pSur->currentDesc.Width;
|
|
This->cursorHeight = pSur->currentDesc.Height;
|
|
pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
|
|
}
|
|
|
|
This->xHotSpot = XHotSpot;
|
|
This->yHotSpot = YHotSpot;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
|
|
|
|
This->xScreenSpace = XScreenSpace;
|
|
This->yScreenSpace = YScreenSpace;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
BOOL oldVisible = This->bCursorVisible;
|
|
TRACE("(%p) : visible(%d)\n", This, bShow);
|
|
|
|
if(This->cursorTexture)
|
|
This->bCursorVisible = bShow;
|
|
|
|
return oldVisible;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) : state (%u)\n", This, This->state);
|
|
/* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
|
|
switch (This->state) {
|
|
case WINED3D_OK:
|
|
return WINED3D_OK;
|
|
case WINED3DERR_DEVICELOST:
|
|
{
|
|
ResourceList *resourceList = This->resources;
|
|
while (NULL != resourceList) {
|
|
if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
|
|
return WINED3DERR_DEVICENOTRESET;
|
|
resourceList = resourceList->next;
|
|
}
|
|
return WINED3DERR_DEVICELOST;
|
|
}
|
|
case WINED3DERR_DRIVERINTERNALERROR:
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
}
|
|
|
|
/* Unknown state */
|
|
return WINED3DERR_DRIVERINTERNALERROR;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
/** FIXME: Resource tracking needs to be done,
|
|
* The closes we can do to this is set the priorities of all managed textures low
|
|
* and then reset them.
|
|
***********************************************************/
|
|
FIXME("(%p) : stub\n", This);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
|
|
/* Reallocate proper memory for the front and back buffer and adjust their sizes */
|
|
if(surface->Flags & SFLAG_DIBSECTION) {
|
|
/* Release the DC */
|
|
SelectObject(surface->hDC, surface->dib.holdbitmap);
|
|
DeleteDC(surface->hDC);
|
|
/* Release the DIB section */
|
|
DeleteObject(surface->dib.DIBsection);
|
|
surface->dib.bitmap_data = NULL;
|
|
surface->resource.allocatedMemory = NULL;
|
|
surface->Flags &= ~SFLAG_DIBSECTION;
|
|
}
|
|
surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
|
|
surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
|
|
if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
|
|
surface->pow2Width = *pPresentationParameters->BackBufferWidth;
|
|
surface->pow2Height = *pPresentationParameters->BackBufferHeight;
|
|
} else {
|
|
surface->pow2Width = surface->pow2Height = 1;
|
|
while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
|
|
while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
|
|
}
|
|
if(surface->glDescription.textureName) {
|
|
ENTER_GL();
|
|
glDeleteTextures(1, &surface->glDescription.textureName);
|
|
LEAVE_GL();
|
|
surface->glDescription.textureName = 0;
|
|
}
|
|
if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
|
|
surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
|
|
surface->Flags |= SFLAG_NONPOW2;
|
|
} else {
|
|
surface->Flags &= ~SFLAG_NONPOW2;
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
|
|
surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
IWineD3DSwapChainImpl *swapchain;
|
|
HRESULT hr;
|
|
BOOL DisplayModeChanged = FALSE;
|
|
WINED3DDISPLAYMODE mode;
|
|
TRACE("(%p)\n", This);
|
|
|
|
hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
|
|
if(FAILED(hr)) {
|
|
ERR("Failed to get the first implicit swapchain\n");
|
|
return hr;
|
|
}
|
|
|
|
/* Is it necessary to recreate the gl context? Actually every setting can be changed
|
|
* on an existing gl context, so there's no real need for recreation.
|
|
*
|
|
* TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
|
|
*
|
|
* TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
|
|
*/
|
|
TRACE("New params:\n");
|
|
TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
|
|
TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
|
|
TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
|
|
TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
|
|
TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
|
|
TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
|
|
TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
|
|
TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
|
|
TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
|
|
TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
|
|
TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
|
|
TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
|
|
TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
|
|
|
|
/* No special treatment of these parameters. Just store them */
|
|
swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
|
|
swapchain->presentParms.Flags = *pPresentationParameters->Flags;
|
|
swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
|
|
swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
|
|
|
|
/* What to do about these? */
|
|
if(*pPresentationParameters->BackBufferCount != 0 &&
|
|
*pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
|
|
ERR("Cannot change the back buffer count yet\n");
|
|
}
|
|
if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
|
|
*pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
|
|
ERR("Cannot change the back buffer format yet\n");
|
|
}
|
|
if(*pPresentationParameters->hDeviceWindow != NULL &&
|
|
*pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
|
|
ERR("Cannot change the device window yet\n");
|
|
}
|
|
if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
|
|
ERR("What do do about a changed auto depth stencil parameter?\n");
|
|
}
|
|
|
|
if(*pPresentationParameters->Windowed) {
|
|
mode.Width = swapchain->orig_width;
|
|
mode.Height = swapchain->orig_height;
|
|
mode.RefreshRate = 0;
|
|
mode.Format = swapchain->presentParms.BackBufferFormat;
|
|
} else {
|
|
mode.Width = *pPresentationParameters->BackBufferWidth;
|
|
mode.Height = *pPresentationParameters->BackBufferHeight;
|
|
mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
|
|
mode.Format = swapchain->presentParms.BackBufferFormat;
|
|
}
|
|
|
|
/* Should Width == 800 && Height == 0 set 800x600? */
|
|
if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
|
|
(*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
|
|
*pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
|
|
{
|
|
WINED3DVIEWPORT vp;
|
|
int i;
|
|
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = *pPresentationParameters->BackBufferWidth;
|
|
vp.Height = *pPresentationParameters->BackBufferHeight;
|
|
vp.MinZ = 0;
|
|
vp.MaxZ = 1;
|
|
|
|
if(!*pPresentationParameters->Windowed) {
|
|
DisplayModeChanged = TRUE;
|
|
}
|
|
swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
|
|
swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
|
|
|
|
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
|
|
for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
|
|
updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
|
|
}
|
|
|
|
/* Now set the new viewport */
|
|
IWineD3DDevice_SetViewport(iface, &vp);
|
|
}
|
|
|
|
if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
|
|
(swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
|
|
DisplayModeChanged) {
|
|
IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
|
|
}
|
|
|
|
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
/** FIXME: always true at the moment **/
|
|
if(!bEnableDialogs) {
|
|
FIXME("(%p) Dialogs cannot be disabled yet\n", This);
|
|
}
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
|
|
static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
TRACE("(%p) : pParameters %p\n", This, pParameters);
|
|
|
|
*pParameters = This->createParms;
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
|
|
IWineD3DSwapChain *swapchain;
|
|
HRESULT hrc = WINED3D_OK;
|
|
|
|
TRACE("Relaying to swapchain\n");
|
|
|
|
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
|
|
IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
}
|
|
return;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
|
|
IWineD3DSwapChain *swapchain;
|
|
HRESULT hrc = WINED3D_OK;
|
|
|
|
TRACE("Relaying to swapchain\n");
|
|
|
|
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
|
|
hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
|
|
IWineD3DSwapChain_Release(swapchain);
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
/** ********************************************************
|
|
* Notification functions
|
|
** ********************************************************/
|
|
/** This function must be called in the release of a resource when ref == 0,
|
|
* the contents of resource must still be correct,
|
|
* any handels to other resource held by the caller must be closed
|
|
* (e.g. a texture should release all held surfaces because telling the device that it's been released.)
|
|
*****************************************************/
|
|
static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
ResourceList* resourceList;
|
|
|
|
TRACE("(%p) : resource %p\n", This, resource);
|
|
#if 0
|
|
EnterCriticalSection(&resourceStoreCriticalSection);
|
|
#endif
|
|
/* add a new texture to the frot of the linked list */
|
|
resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
|
|
resourceList->resource = resource;
|
|
|
|
/* Get the old head */
|
|
resourceList->next = This->resources;
|
|
|
|
This->resources = resourceList;
|
|
TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
|
|
|
|
#if 0
|
|
LeaveCriticalSection(&resourceStoreCriticalSection);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
|
ResourceList* resourceList = NULL;
|
|
ResourceList* previousResourceList = NULL;
|
|
|
|
TRACE("(%p) : resource %p\n", This, resource);
|
|
|
|
#if 0
|
|
EnterCriticalSection(&resourceStoreCriticalSection);
|
|
#endif
|
|
resourceList = This->resources;
|
|
|
|
while (resourceList != NULL) {
|
|
if(resourceList->resource == resource) break;
|
|
previousResourceList = resourceList;
|
|
resourceList = resourceList->next;
|
|
}
|
|
|
|
if (resourceList == NULL) {
|
|
FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
|
|
#if 0
|
|
LeaveCriticalSection(&resourceStoreCriticalSection);
|
|
#endif
|
|
return;
|
|
} else {
|
|
TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
|
|
}
|
|
/* make sure we don't leave a hole in the list */
|
|
if (previousResourceList != NULL) {
|
|
previousResourceList->next = resourceList->next;
|
|
} else {
|
|
This->resources = resourceList->next;
|
|
}
|
|
|
|
#if 0
|
|
LeaveCriticalSection(&resourceStoreCriticalSection);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
|
|
static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
|
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
|
int counter;
|
|
|
|
TRACE("(%p) : resource %p\n", This, resource);
|
|
switch(IWineD3DResource_GetType(resource)){
|
|
case WINED3DRTYPE_SURFACE:
|
|
/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
|
|
break;
|
|
case WINED3DRTYPE_TEXTURE:
|
|
case WINED3DRTYPE_CUBETEXTURE:
|
|
case WINED3DRTYPE_VOLUMETEXTURE:
|
|
for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
|
|
if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
|
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
|
This->stateBlock->textures[counter] = NULL;
|
|
}
|
|
if (This->updateStateBlock != This->stateBlock ){
|
|
if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
|
|
WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
|
|
This->updateStateBlock->textures[counter] = NULL;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DRTYPE_VOLUME:
|
|
/* TODO: nothing really? */
|
|
break;
|
|
case WINED3DRTYPE_VERTEXBUFFER:
|
|
/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
|
|
{
|
|
int streamNumber;
|
|
TRACE("Cleaning up stream pointers\n");
|
|
|
|
for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
|
|
/* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
|
|
FINDOUT: should changes.streamSource[StreamNumber] be set ?
|
|
*/
|
|
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
|
|
FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
|
This->updateStateBlock->streamSource[streamNumber] = 0;
|
|
/* Set changed flag? */
|
|
}
|
|
}
|
|
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) */
|
|
if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
|
|
TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
|
|
This->stateBlock->streamSource[streamNumber] = 0;
|
|
}
|
|
}
|
|
#if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
|
|
else { /* This shouldn't happen */
|
|
FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
|
|
}
|
|
#endif
|
|
|
|
}
|
|
}
|
|
break;
|
|
case WINED3DRTYPE_INDEXBUFFER:
|
|
/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
|
|
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
|
|
This->updateStateBlock->pIndexData = NULL;
|
|
}
|
|
}
|
|
if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
|
|
if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
|
|
This->stateBlock->pIndexData = NULL;
|
|
}
|
|
}
|
|
|
|
break;
|
|
default:
|
|
FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
|
|
break;
|
|
}
|
|
|
|
|
|
/* Remove the resoruce from the resourceStore */
|
|
IWineD3DDeviceImpl_RemoveResource(iface, resource);
|
|
|
|
TRACE("Resource released\n");
|
|
|
|
}
|
|
|
|
/**********************************************************
|
|
* IWineD3DDevice VTbl follows
|
|
**********************************************************/
|
|
|
|
const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
|
|
{
|
|
/*** IUnknown methods ***/
|
|
IWineD3DDeviceImpl_QueryInterface,
|
|
IWineD3DDeviceImpl_AddRef,
|
|
IWineD3DDeviceImpl_Release,
|
|
/*** IWineD3DDevice methods ***/
|
|
IWineD3DDeviceImpl_GetParent,
|
|
/*** Creation methods**/
|
|
IWineD3DDeviceImpl_CreateVertexBuffer,
|
|
IWineD3DDeviceImpl_CreateIndexBuffer,
|
|
IWineD3DDeviceImpl_CreateStateBlock,
|
|
IWineD3DDeviceImpl_CreateSurface,
|
|
IWineD3DDeviceImpl_CreateTexture,
|
|
IWineD3DDeviceImpl_CreateVolumeTexture,
|
|
IWineD3DDeviceImpl_CreateVolume,
|
|
IWineD3DDeviceImpl_CreateCubeTexture,
|
|
IWineD3DDeviceImpl_CreateQuery,
|
|
IWineD3DDeviceImpl_CreateAdditionalSwapChain,
|
|
IWineD3DDeviceImpl_CreateVertexDeclaration,
|
|
IWineD3DDeviceImpl_CreateVertexShader,
|
|
IWineD3DDeviceImpl_CreatePixelShader,
|
|
IWineD3DDeviceImpl_CreatePalette,
|
|
/*** Odd functions **/
|
|
IWineD3DDeviceImpl_Init3D,
|
|
IWineD3DDeviceImpl_Uninit3D,
|
|
IWineD3DDeviceImpl_SetFullscreen,
|
|
IWineD3DDeviceImpl_EnumDisplayModes,
|
|
IWineD3DDeviceImpl_EvictManagedResources,
|
|
IWineD3DDeviceImpl_GetAvailableTextureMem,
|
|
IWineD3DDeviceImpl_GetBackBuffer,
|
|
IWineD3DDeviceImpl_GetCreationParameters,
|
|
IWineD3DDeviceImpl_GetDeviceCaps,
|
|
IWineD3DDeviceImpl_GetDirect3D,
|
|
IWineD3DDeviceImpl_GetDisplayMode,
|
|
IWineD3DDeviceImpl_SetDisplayMode,
|
|
IWineD3DDeviceImpl_GetHWND,
|
|
IWineD3DDeviceImpl_SetHWND,
|
|
IWineD3DDeviceImpl_GetNumberOfSwapChains,
|
|
IWineD3DDeviceImpl_GetRasterStatus,
|
|
IWineD3DDeviceImpl_GetSwapChain,
|
|
IWineD3DDeviceImpl_Reset,
|
|
IWineD3DDeviceImpl_SetDialogBoxMode,
|
|
IWineD3DDeviceImpl_SetCursorProperties,
|
|
IWineD3DDeviceImpl_SetCursorPosition,
|
|
IWineD3DDeviceImpl_ShowCursor,
|
|
IWineD3DDeviceImpl_TestCooperativeLevel,
|
|
/*** Getters and setters **/
|
|
IWineD3DDeviceImpl_SetClipPlane,
|
|
IWineD3DDeviceImpl_GetClipPlane,
|
|
IWineD3DDeviceImpl_SetClipStatus,
|
|
IWineD3DDeviceImpl_GetClipStatus,
|
|
IWineD3DDeviceImpl_SetCurrentTexturePalette,
|
|
IWineD3DDeviceImpl_GetCurrentTexturePalette,
|
|
IWineD3DDeviceImpl_SetDepthStencilSurface,
|
|
IWineD3DDeviceImpl_GetDepthStencilSurface,
|
|
IWineD3DDeviceImpl_SetFVF,
|
|
IWineD3DDeviceImpl_GetFVF,
|
|
IWineD3DDeviceImpl_SetGammaRamp,
|
|
IWineD3DDeviceImpl_GetGammaRamp,
|
|
IWineD3DDeviceImpl_SetIndices,
|
|
IWineD3DDeviceImpl_GetIndices,
|
|
IWineD3DDeviceImpl_SetBasevertexIndex,
|
|
IWineD3DDeviceImpl_SetLight,
|
|
IWineD3DDeviceImpl_GetLight,
|
|
IWineD3DDeviceImpl_SetLightEnable,
|
|
IWineD3DDeviceImpl_GetLightEnable,
|
|
IWineD3DDeviceImpl_SetMaterial,
|
|
IWineD3DDeviceImpl_GetMaterial,
|
|
IWineD3DDeviceImpl_SetNPatchMode,
|
|
IWineD3DDeviceImpl_GetNPatchMode,
|
|
IWineD3DDeviceImpl_SetPaletteEntries,
|
|
IWineD3DDeviceImpl_GetPaletteEntries,
|
|
IWineD3DDeviceImpl_SetPixelShader,
|
|
IWineD3DDeviceImpl_GetPixelShader,
|
|
IWineD3DDeviceImpl_SetPixelShaderConstantB,
|
|
IWineD3DDeviceImpl_GetPixelShaderConstantB,
|
|
IWineD3DDeviceImpl_SetPixelShaderConstantI,
|
|
IWineD3DDeviceImpl_GetPixelShaderConstantI,
|
|
IWineD3DDeviceImpl_SetPixelShaderConstantF,
|
|
IWineD3DDeviceImpl_GetPixelShaderConstantF,
|
|
IWineD3DDeviceImpl_SetRenderState,
|
|
IWineD3DDeviceImpl_GetRenderState,
|
|
IWineD3DDeviceImpl_SetRenderTarget,
|
|
IWineD3DDeviceImpl_GetRenderTarget,
|
|
IWineD3DDeviceImpl_SetFrontBackBuffers,
|
|
IWineD3DDeviceImpl_SetSamplerState,
|
|
IWineD3DDeviceImpl_GetSamplerState,
|
|
IWineD3DDeviceImpl_SetScissorRect,
|
|
IWineD3DDeviceImpl_GetScissorRect,
|
|
IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
|
|
IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
|
|
IWineD3DDeviceImpl_SetStreamSource,
|
|
IWineD3DDeviceImpl_GetStreamSource,
|
|
IWineD3DDeviceImpl_SetStreamSourceFreq,
|
|
IWineD3DDeviceImpl_GetStreamSourceFreq,
|
|
IWineD3DDeviceImpl_SetTexture,
|
|
IWineD3DDeviceImpl_GetTexture,
|
|
IWineD3DDeviceImpl_SetTextureStageState,
|
|
IWineD3DDeviceImpl_GetTextureStageState,
|
|
IWineD3DDeviceImpl_SetTransform,
|
|
IWineD3DDeviceImpl_GetTransform,
|
|
IWineD3DDeviceImpl_SetVertexDeclaration,
|
|
IWineD3DDeviceImpl_GetVertexDeclaration,
|
|
IWineD3DDeviceImpl_SetVertexShader,
|
|
IWineD3DDeviceImpl_GetVertexShader,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantB,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantB,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantI,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantI,
|
|
IWineD3DDeviceImpl_SetVertexShaderConstantF,
|
|
IWineD3DDeviceImpl_GetVertexShaderConstantF,
|
|
IWineD3DDeviceImpl_SetViewport,
|
|
IWineD3DDeviceImpl_GetViewport,
|
|
IWineD3DDeviceImpl_MultiplyTransform,
|
|
IWineD3DDeviceImpl_ValidateDevice,
|
|
IWineD3DDeviceImpl_ProcessVertices,
|
|
/*** State block ***/
|
|
IWineD3DDeviceImpl_BeginStateBlock,
|
|
IWineD3DDeviceImpl_EndStateBlock,
|
|
/*** Scene management ***/
|
|
IWineD3DDeviceImpl_BeginScene,
|
|
IWineD3DDeviceImpl_EndScene,
|
|
IWineD3DDeviceImpl_Present,
|
|
IWineD3DDeviceImpl_Clear,
|
|
/*** Drawing ***/
|
|
IWineD3DDeviceImpl_DrawPrimitive,
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitive,
|
|
IWineD3DDeviceImpl_DrawPrimitiveUP,
|
|
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
|
|
IWineD3DDeviceImpl_DrawPrimitiveStrided,
|
|
IWineD3DDeviceImpl_DrawRectPatch,
|
|
IWineD3DDeviceImpl_DrawTriPatch,
|
|
IWineD3DDeviceImpl_DeletePatch,
|
|
IWineD3DDeviceImpl_ColorFill,
|
|
IWineD3DDeviceImpl_UpdateTexture,
|
|
IWineD3DDeviceImpl_UpdateSurface,
|
|
IWineD3DDeviceImpl_GetRenderTargetData,
|
|
IWineD3DDeviceImpl_GetFrontBufferData,
|
|
/*** object tracking ***/
|
|
IWineD3DDeviceImpl_ResourceReleased
|
|
};
|
|
|
|
|
|
const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
|
|
WINED3DRS_ALPHABLENDENABLE ,
|
|
WINED3DRS_ALPHAFUNC ,
|
|
WINED3DRS_ALPHAREF ,
|
|
WINED3DRS_ALPHATESTENABLE ,
|
|
WINED3DRS_BLENDOP ,
|
|
WINED3DRS_COLORWRITEENABLE ,
|
|
WINED3DRS_DESTBLEND ,
|
|
WINED3DRS_DITHERENABLE ,
|
|
WINED3DRS_FILLMODE ,
|
|
WINED3DRS_FOGDENSITY ,
|
|
WINED3DRS_FOGEND ,
|
|
WINED3DRS_FOGSTART ,
|
|
WINED3DRS_LASTPIXEL ,
|
|
WINED3DRS_SHADEMODE ,
|
|
WINED3DRS_SRCBLEND ,
|
|
WINED3DRS_STENCILENABLE ,
|
|
WINED3DRS_STENCILFAIL ,
|
|
WINED3DRS_STENCILFUNC ,
|
|
WINED3DRS_STENCILMASK ,
|
|
WINED3DRS_STENCILPASS ,
|
|
WINED3DRS_STENCILREF ,
|
|
WINED3DRS_STENCILWRITEMASK ,
|
|
WINED3DRS_STENCILZFAIL ,
|
|
WINED3DRS_TEXTUREFACTOR ,
|
|
WINED3DRS_WRAP0 ,
|
|
WINED3DRS_WRAP1 ,
|
|
WINED3DRS_WRAP2 ,
|
|
WINED3DRS_WRAP3 ,
|
|
WINED3DRS_WRAP4 ,
|
|
WINED3DRS_WRAP5 ,
|
|
WINED3DRS_WRAP6 ,
|
|
WINED3DRS_WRAP7 ,
|
|
WINED3DRS_ZENABLE ,
|
|
WINED3DRS_ZFUNC ,
|
|
WINED3DRS_ZWRITEENABLE
|
|
};
|
|
|
|
const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
|
|
WINED3DTSS_ADDRESSW ,
|
|
WINED3DTSS_ALPHAARG0 ,
|
|
WINED3DTSS_ALPHAARG1 ,
|
|
WINED3DTSS_ALPHAARG2 ,
|
|
WINED3DTSS_ALPHAOP ,
|
|
WINED3DTSS_BUMPENVLOFFSET ,
|
|
WINED3DTSS_BUMPENVLSCALE ,
|
|
WINED3DTSS_BUMPENVMAT00 ,
|
|
WINED3DTSS_BUMPENVMAT01 ,
|
|
WINED3DTSS_BUMPENVMAT10 ,
|
|
WINED3DTSS_BUMPENVMAT11 ,
|
|
WINED3DTSS_COLORARG0 ,
|
|
WINED3DTSS_COLORARG1 ,
|
|
WINED3DTSS_COLORARG2 ,
|
|
WINED3DTSS_COLOROP ,
|
|
WINED3DTSS_RESULTARG ,
|
|
WINED3DTSS_TEXCOORDINDEX ,
|
|
WINED3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|
|
|
|
const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
|
|
WINED3DSAMP_ADDRESSU ,
|
|
WINED3DSAMP_ADDRESSV ,
|
|
WINED3DSAMP_ADDRESSW ,
|
|
WINED3DSAMP_BORDERCOLOR ,
|
|
WINED3DSAMP_MAGFILTER ,
|
|
WINED3DSAMP_MINFILTER ,
|
|
WINED3DSAMP_MIPFILTER ,
|
|
WINED3DSAMP_MIPMAPLODBIAS ,
|
|
WINED3DSAMP_MAXMIPLEVEL ,
|
|
WINED3DSAMP_MAXANISOTROPY ,
|
|
WINED3DSAMP_SRGBTEXTURE ,
|
|
WINED3DSAMP_ELEMENTINDEX
|
|
};
|
|
|
|
const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
|
|
WINED3DRS_AMBIENT ,
|
|
WINED3DRS_AMBIENTMATERIALSOURCE ,
|
|
WINED3DRS_CLIPPING ,
|
|
WINED3DRS_CLIPPLANEENABLE ,
|
|
WINED3DRS_COLORVERTEX ,
|
|
WINED3DRS_DIFFUSEMATERIALSOURCE ,
|
|
WINED3DRS_EMISSIVEMATERIALSOURCE ,
|
|
WINED3DRS_FOGDENSITY ,
|
|
WINED3DRS_FOGEND ,
|
|
WINED3DRS_FOGSTART ,
|
|
WINED3DRS_FOGTABLEMODE ,
|
|
WINED3DRS_FOGVERTEXMODE ,
|
|
WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
|
|
WINED3DRS_LIGHTING ,
|
|
WINED3DRS_LOCALVIEWER ,
|
|
WINED3DRS_MULTISAMPLEANTIALIAS ,
|
|
WINED3DRS_MULTISAMPLEMASK ,
|
|
WINED3DRS_NORMALIZENORMALS ,
|
|
WINED3DRS_PATCHEDGESTYLE ,
|
|
WINED3DRS_POINTSCALE_A ,
|
|
WINED3DRS_POINTSCALE_B ,
|
|
WINED3DRS_POINTSCALE_C ,
|
|
WINED3DRS_POINTSCALEENABLE ,
|
|
WINED3DRS_POINTSIZE ,
|
|
WINED3DRS_POINTSIZE_MAX ,
|
|
WINED3DRS_POINTSIZE_MIN ,
|
|
WINED3DRS_POINTSPRITEENABLE ,
|
|
WINED3DRS_RANGEFOGENABLE ,
|
|
WINED3DRS_SPECULARMATERIALSOURCE ,
|
|
WINED3DRS_TWEENFACTOR ,
|
|
WINED3DRS_VERTEXBLEND
|
|
};
|
|
|
|
const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
|
|
WINED3DTSS_TEXCOORDINDEX ,
|
|
WINED3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|
|
|
|
const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
|
|
WINED3DSAMP_DMAPOFFSET
|
|
};
|
|
|
|
void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
|
|
DWORD rep = StateTable[state].representative;
|
|
DWORD idx;
|
|
BYTE shift;
|
|
|
|
if(!rep || isStateDirty(This, rep)) return;
|
|
|
|
This->dirtyArray[This->numDirtyEntries++] = rep;
|
|
idx = rep >> 5;
|
|
shift = rep & 0x1f;
|
|
This->isStateDirty[idx] |= (1 << shift);
|
|
}
|