wine/dlls/wined3d/device.c
Zebediah Figura 8c1c83dfdf wined3d: Cap the maximum reported VRAM, not the current reported VRAM.
That is, subtract the currently used memory from the capped maximum, so that
creating textures will report that available VRAM has decreased. Drivers on
Windows seem to match this behaviour (at least NVidia and WARP), although they
vary on where the cap is set.

This fixes test failures in test_vidmem_accounting() for cards with over 4 GiB
of VRAM.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2022-06-08 11:13:04 +02:00

6189 lines
228 KiB
C

/*
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006-2008 Stefan Dösinger for CodeWeavers
* Copyright 2006-2008 Henri Verbeet
* Copyright 2007 Andrew Riedi
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
struct wined3d_matrix_3x3
{
float _11, _12, _13;
float _21, _22, _23;
float _31, _32, _33;
};
struct light_transformed
{
struct wined3d_color diffuse, specular, ambient;
struct wined3d_vec4 position;
struct wined3d_vec3 direction;
float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
};
struct lights_settings
{
struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
struct wined3d_color ambient_light;
struct wined3d_matrix modelview_matrix;
struct wined3d_matrix_3x3 normal_matrix;
struct wined3d_vec4 position_transformed;
float fog_start, fog_end, fog_density;
uint32_t point_light_count : 8;
uint32_t spot_light_count : 8;
uint32_t directional_light_count : 8;
uint32_t parallel_point_light_count : 8;
uint32_t lighting : 1;
uint32_t legacy_lighting : 1;
uint32_t normalise : 1;
uint32_t localviewer : 1;
uint32_t fog_coord_mode : 2;
uint32_t fog_mode : 2;
uint32_t padding : 24;
};
/* Define the default light parameters as specified by MSDN. */
const struct wined3d_light WINED3D_default_light =
{
WINED3D_LIGHT_DIRECTIONAL, /* Type */
{ 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
{ 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
{ 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
0.0f, /* Range */
0.0f, /* Falloff */
0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
0.0f, /* Theta */
0.0f /* Phi */
};
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
TRACE("Adding context %p.\n", context);
if (!device->shader_backend->shader_allocate_context_data(context))
{
ERR("Failed to allocate shader backend context data.\n");
return FALSE;
}
device->shader_backend->shader_init_context_state(context);
if (!device->adapter->fragment_pipe->allocate_context_data(context))
{
ERR("Failed to allocate fragment pipeline context data.\n");
device->shader_backend->shader_free_context_data(context);
return FALSE;
}
if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
{
ERR("Failed to grow the context array.\n");
device->adapter->fragment_pipe->free_context_data(context);
device->shader_backend->shader_free_context_data(context);
return FALSE;
}
new_array[device->context_count++] = context;
device->contexts = new_array;
return TRUE;
}
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_context **new_array;
BOOL found = FALSE;
UINT i;
TRACE("Removing context %p.\n", context);
device->adapter->fragment_pipe->free_context_data(context);
device->shader_backend->shader_free_context_data(context);
for (i = 0; i < device->context_count; ++i)
{
if (device->contexts[i] == context)
{
found = TRUE;
break;
}
}
if (!found)
{
ERR("Context %p doesn't exist in context array.\n", context);
return;
}
if (!--device->context_count)
{
heap_free(device->contexts);
device->contexts = NULL;
return;
}
memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
{
ERR("Failed to shrink context array. Oh well.\n");
return;
}
device->contexts = new_array;
}
ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
{
ULONG refcount = InterlockedIncrement(&device->ref);
TRACE("%p increasing refcount to %u.\n", device, refcount);
return refcount;
}
static void device_free_so_desc(struct wine_rb_entry *entry, void *context)
{
struct wined3d_so_desc_entry *s = WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry);
heap_free(s);
}
static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
{
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
ERR("Leftover sampler %p.\n", sampler);
}
static void device_leftover_rasterizer_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
ERR("Leftover rasterizer state %p.\n", state);
}
static void device_leftover_blend_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
ERR("Leftover blend state %p.\n", blend_state);
}
static void device_leftover_depth_stencil_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
ERR("Leftover depth/stencil state %p.\n", state);
}
void wined3d_device_cleanup(struct wined3d_device *device)
{
unsigned int i;
if (device->swapchain_count)
wined3d_device_uninit_3d(device);
wined3d_cs_destroy(device->cs);
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);
device->multistate_funcs[i] = NULL;
}
if (!list_empty(&device->resources))
{
struct wined3d_resource *resource;
ERR("Device released with resources still bound.\n");
LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
{
ERR("Leftover resource %p with type %s (%#x).\n",
resource, debug_d3dresourcetype(resource->type), resource->type);
}
}
if (device->contexts)
ERR("Context array not freed!\n");
if (device->hardwareCursor)
DestroyCursor(device->hardwareCursor);
device->hardwareCursor = 0;
wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL);
wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL);
wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
wined3d_lock_cleanup(&device->bo_map_lock);
wined3d_decref(device->wined3d);
device->wined3d = NULL;
}
ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
{
ULONG refcount = InterlockedDecrement(&device->ref);
TRACE("%p decreasing refcount to %u.\n", device, refcount);
if (!refcount)
{
wined3d_mutex_lock();
device->adapter->adapter_ops->adapter_destroy_device(device);
TRACE("Destroyed device %p.\n", device);
wined3d_mutex_unlock();
}
return refcount;
}
UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->swapchain_count;
}
struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
{
TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
if (swapchain_idx >= device->swapchain_count)
{
WARN("swapchain_idx %u >= swapchain_count %u.\n",
swapchain_idx, device->swapchain_count);
return NULL;
}
return device->swapchains[swapchain_idx];
}
static void device_load_logo(struct wined3d_device *device, const char *filename)
{
struct wined3d_color_key color_key;
struct wined3d_resource_desc desc;
HBITMAP hbm;
BITMAP bm;
HRESULT hr;
HDC dcb = NULL, dcs = NULL;
if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
{
ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
return;
}
GetObjectA(hbm, sizeof(BITMAP), &bm);
if (!(dcb = CreateCompatibleDC(NULL)))
goto out;
SelectObject(dcb, hbm);
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = WINED3DFMT_B5G6R5_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = bm.bmWidth;
desc.height = bm.bmHeight;
desc.depth = 1;
desc.size = 0;
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC,
NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
{
ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
goto out;
}
if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
{
wined3d_texture_decref(device->logo_texture);
device->logo_texture = NULL;
goto out;
}
BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
wined3d_texture_release_dc(device->logo_texture, 0, dcs);
color_key.color_space_low_value = 0;
color_key.color_space_high_value = 0;
wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
out:
if (dcb) DeleteDC(dcb);
if (hbm) DeleteObject(hbm);
}
/* Context activation is done by the caller. */
static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl)
{
struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
unsigned int i;
DWORD color;
if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
color = 0x000000ff;
else
color = 0x00000000;
/* Under DirectX you can sample even if no texture is bound, whereas
* OpenGL will only allow that when a valid texture is bound.
* We emulate this by creating dummy textures and binding them
* to each texture stage when the currently set D3D texture is NULL. */
wined3d_context_gl_active_texture(context_gl, gl_info, 0);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
}
if (gl_info->supported[EXT_TEXTURE3D])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
{
gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
}
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
{
DWORD cube_array_data[6];
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
cube_array_data[i] = color;
GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
}
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
{
GLuint buffer;
GL_EXTCALL(glGenBuffers(1, &buffer));
GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
GL_EXTCALL(glDeleteBuffers(1, &buffer));
}
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
if (gl_info->supported[ARB_CLEAR_TEXTURE])
{
GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
}
else
{
WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
}
}
checkGLcall("create dummy textures");
wined3d_context_gl_bind_dummy_textures(context_gl);
}
/* Context activation is done by the caller. */
static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl)
{
struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
}
if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
if (gl_info->supported[EXT_TEXTURE_ARRAY])
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
}
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
if (gl_info->supported[EXT_TEXTURE3D])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
checkGLcall("delete dummy textures");
memset(dummy_textures, 0, sizeof(*dummy_textures));
}
/* Context activation is done by the caller. */
void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
{
struct wined3d_sampler_desc desc;
HRESULT hr;
desc.address_u = WINED3D_TADDRESS_WRAP;
desc.address_v = WINED3D_TADDRESS_WRAP;
desc.address_w = WINED3D_TADDRESS_WRAP;
memset(desc.border_color, 0, sizeof(desc.border_color));
desc.mag_filter = WINED3D_TEXF_POINT;
desc.min_filter = WINED3D_TEXF_POINT;
desc.mip_filter = WINED3D_TEXF_NONE;
desc.lod_bias = 0.0f;
desc.min_lod = -1000.0f;
desc.max_lod = 1000.0f;
desc.mip_base_level = 0;
desc.max_anisotropy = 1;
desc.compare = FALSE;
desc.comparison_func = WINED3D_CMP_NEVER;
desc.srgb_decode = TRUE;
/* In SM4+ shaders there is a separation between resources and samplers. Some shader
* instructions allow access to resources without using samplers.
* In GLSL, resources are always accessed through sampler or image variables. The default
* sampler object is used to emulate the direct resource access when there is no sampler state
* to use.
*/
if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
{
ERR("Failed to create default sampler, hr %#x.\n", hr);
device->default_sampler = NULL;
}
/* In D3D10+, a NULL sampler maps to the default sampler state. */
desc.address_u = WINED3D_TADDRESS_CLAMP;
desc.address_v = WINED3D_TADDRESS_CLAMP;
desc.address_w = WINED3D_TADDRESS_CLAMP;
desc.mag_filter = WINED3D_TEXF_LINEAR;
desc.min_filter = WINED3D_TEXF_LINEAR;
desc.mip_filter = WINED3D_TEXF_LINEAR;
if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
{
ERR("Failed to create null sampler, hr %#x.\n", hr);
device->null_sampler = NULL;
}
}
void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
{
wined3d_sampler_decref(device->default_sampler);
device->default_sampler = NULL;
wined3d_sampler_decref(device->null_sampler);
device->null_sampler = NULL;
}
static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
{
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
VkImageSubresourceRange range;
uint32_t flags = 0;
static const VkClearColorValue colour = {{0}};
TRACE("image %p, context_vk %p, vk_command_buffer %p, type %#x, layer_count %u, sample_count %u.\n",
image, context_vk, vk_command_buffer, type, layer_count, sample_count);
if (type == VK_IMAGE_TYPE_2D && layer_count >= 6)
flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
if (!wined3d_context_vk_create_image(context_vk, type,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_FORMAT_R8G8B8A8_UNORM,
1, 1, 1, sample_count, 1, layer_count, flags, image))
{
return false;
}
wined3d_context_vk_reference_image(context_vk, image);
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
range.baseMipLevel = 0;
range.levelCount = 1;
range.baseArrayLayer = 0;
range.layerCount = layer_count;
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, image->vk_image, &range);
VK_CALL(vkCmdClearColorImage(vk_command_buffer, image->vk_image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour, 1, &range));
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, image->vk_image, &range);
TRACE("Created NULL image 0x%s, memory 0x%s.\n",
wine_dbgstr_longlong(image->vk_image), wine_dbgstr_longlong(image->vk_memory));
return true;
}
bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk *device_vk,
struct wined3d_context_vk *context_vk)
{
struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
const struct wined3d_vk_info *vk_info;
const struct wined3d_format *format;
VkMemoryPropertyFlags memory_type;
VkCommandBuffer vk_command_buffer;
unsigned int sample_count = 2;
VkBufferUsageFlags usage;
format = wined3d_get_format(device_vk->d.adapter, WINED3DFMT_R8G8B8A8_UNORM, WINED3D_BIND_SHADER_RESOURCE);
while (sample_count && !(sample_count & format->multisample_types))
sample_count <<= 1;
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");
return false;
}
vk_info = context_vk->vk_info;
usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
| VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
if (!wined3d_context_vk_create_bo(context_vk, 16, usage, memory_type, &r->bo))
return false;
VK_CALL(vkCmdFillBuffer(vk_command_buffer, r->bo.vk_buffer, r->bo.b.buffer_offset, r->bo.size, 0x00000000u));
r->buffer_info.buffer = r->bo.vk_buffer;
r->buffer_info.offset = r->bo.b.buffer_offset;
r->buffer_info.range = r->bo.size;
if (!wined3d_null_image_vk_init(&r->image_1d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_1D, 1, 1))
{
ERR("Failed to create 1D image.\n");
goto fail;
}
if (!wined3d_null_image_vk_init(&r->image_2d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 6, 1))
{
ERR("Failed to create 2D image.\n");
goto fail;
}
if (!wined3d_null_image_vk_init(&r->image_2dms, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 1, sample_count))
{
ERR("Failed to create 2D MSAA image.\n");
goto fail;
}
if (!wined3d_null_image_vk_init(&r->image_3d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_3D, 1, 1))
{
ERR("Failed to create 3D image.\n");
goto fail;
}
return true;
fail:
if (r->image_2dms.vk_image)
wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
if (r->image_2d.vk_image)
wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
if (r->image_1d.vk_image)
wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
wined3d_context_vk_reference_bo(context_vk, &r->bo);
wined3d_context_vk_destroy_bo(context_vk, &r->bo);
return false;
}
void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk *device_vk,
struct wined3d_context_vk *context_vk)
{
struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
/* We don't track command buffer references to NULL resources. We easily
* could, but it doesn't seem worth it. */
wined3d_context_vk_reference_image(context_vk, &r->image_3d);
wined3d_context_vk_destroy_image(context_vk, &r->image_3d);
wined3d_context_vk_reference_image(context_vk, &r->image_2dms);
wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
wined3d_context_vk_reference_image(context_vk, &r->image_2d);
wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
wined3d_context_vk_reference_image(context_vk, &r->image_1d);
wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
wined3d_context_vk_reference_bo(context_vk, &r->bo);
wined3d_context_vk_destroy_bo(context_vk, &r->bo);
}
bool wined3d_device_vk_create_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
{
struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
VkBufferViewCreateInfo buffer_create_info;
const struct wined3d_vk_info *vk_info;
VkImageViewCreateInfo view_desc;
VkResult vr;
vk_info = context_vk->vk_info;
buffer_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
buffer_create_info.pNext = NULL;
buffer_create_info.flags = 0;
buffer_create_info.buffer = r->bo.vk_buffer;
buffer_create_info.format = VK_FORMAT_R32_UINT;
buffer_create_info.offset = r->bo.b.buffer_offset;
buffer_create_info.range = r->bo.size;
if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
&buffer_create_info, NULL, &v->vk_view_buffer_uint))) < 0)
{
ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
return false;
}
TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_uint));
buffer_create_info.format = VK_FORMAT_R32G32B32A32_SFLOAT;
if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
&buffer_create_info, NULL, &v->vk_view_buffer_float))) < 0)
{
ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_float));
view_desc.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_desc.pNext = NULL;
view_desc.flags = 0;
view_desc.image = r->image_1d.vk_image;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D;
view_desc.format = VK_FORMAT_R8G8B8A8_UNORM;
view_desc.components.r = VK_COMPONENT_SWIZZLE_ZERO;
view_desc.components.g = VK_COMPONENT_SWIZZLE_ZERO;
view_desc.components.b = VK_COMPONENT_SWIZZLE_ZERO;
view_desc.components.a = VK_COMPONENT_SWIZZLE_ZERO;
view_desc.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view_desc.subresourceRange.baseMipLevel = 0;
view_desc.subresourceRange.levelCount = 1;
view_desc.subresourceRange.baseArrayLayer = 0;
view_desc.subresourceRange.layerCount = 1;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d.imageView))) < 0)
{
ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_1d.sampler = VK_NULL_HANDLE;
v->vk_info_1d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 1D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d.imageView));
view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D_ARRAY;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d_array.imageView))) < 0)
{
ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_1d_array.sampler = VK_NULL_HANDLE;
v->vk_info_1d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 1D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d_array.imageView));
view_desc.image = r->image_2d.vk_image;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d.imageView))) < 0)
{
ERR("Failed to create 2D image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_2d.sampler = VK_NULL_HANDLE;
v->vk_info_2d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 2D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d.imageView));
view_desc.image = r->image_2dms.vk_image;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms.imageView))) < 0)
{
ERR("Failed to create 2D MSAA image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_2dms.sampler = VK_NULL_HANDLE;
v->vk_info_2dms.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 2D MSAA image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms.imageView));
view_desc.image = r->image_3d.vk_image;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_3D;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_3d.imageView))) < 0)
{
ERR("Failed to create 3D image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_3d.sampler = VK_NULL_HANDLE;
v->vk_info_3d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 3D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_3d.imageView));
view_desc.image = r->image_2d.vk_image;
view_desc.subresourceRange.layerCount = 6;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_cube.imageView))) < 0)
{
ERR("Failed to create cube image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_cube.sampler = VK_NULL_HANDLE;
v->vk_info_cube.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created cube image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_cube.imageView));
view_desc.subresourceRange.layerCount = 1;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d_array.imageView))) < 0)
{
ERR("Failed to create 2D array image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_2d_array.sampler = VK_NULL_HANDLE;
v->vk_info_2d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 2D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d_array.imageView));
view_desc.image = r->image_2dms.vk_image;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms_array.imageView))) < 0)
{
ERR("Failed to create 2D MSAA array image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_2dms_array.sampler = VK_NULL_HANDLE;
v->vk_info_2dms_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created 2D MSAA array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms_array.imageView));
view_desc.image = r->image_2d.vk_image;
view_desc.subresourceRange.layerCount = 6;
view_desc.viewType = VK_IMAGE_VIEW_TYPE_CUBE_ARRAY;
if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_cube_array.imageView))) < 0)
{
ERR("Failed to create cube array image view, vr %s.\n", wined3d_debug_vkresult(vr));
goto fail;
}
v->vk_info_cube_array.sampler = VK_NULL_HANDLE;
v->vk_info_cube_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
TRACE("Created cube array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_cube_array.imageView));
return true;
fail:
if (v->vk_info_cube_array.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_cube_array.imageView, NULL));
if (v->vk_info_2d_array.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d_array.imageView, NULL));
if (v->vk_info_cube.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_cube.imageView, NULL));
if (v->vk_info_3d.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_3d.imageView, NULL));
if (v->vk_info_2dms.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2dms.imageView, NULL));
if (v->vk_info_2d.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d.imageView, NULL));
if (v->vk_info_1d_array.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d_array.imageView, NULL));
if (v->vk_info_1d.imageView)
VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d.imageView, NULL));
if (v->vk_view_buffer_float)
VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_float, NULL));
VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_uint, NULL));
return false;
}
void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
{
struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
uint64_t id = context_vk->current_command_buffer.id;
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_cube_array.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms_array.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d_array.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_cube.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_3d.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_1d_array.imageView, id);
wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_1d.imageView, id);
wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_float, id);
wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_uint, id);
}
HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
{
unsigned int screensaver_active;
TRACE("device %p, window %p.\n", device, window);
if (!wined3d_register_window(NULL, window, device, 0))
{
ERR("Failed to register window %p.\n", window);
return E_FAIL;
}
InterlockedExchangePointer((void **)&device->focus_window, window);
SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0);
if ((device->restore_screensaver = !!screensaver_active))
SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0);
return WINED3D_OK;
}
void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
if (device->focus_window) wined3d_unregister_window(device->focus_window);
InterlockedExchangePointer((void **)&device->focus_window, NULL);
if (device->restore_screensaver)
{
SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0);
device->restore_screensaver = FALSE;
}
}
static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
struct wined3d_rendertarget_view *views[WINED3D_MAX_RENDER_TARGETS] = {0};
BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil;
struct wined3d_device_context *context = &device->cs->c;
if (device->back_buffer_view)
views[0] = device->back_buffer_view;
wined3d_device_context_set_rendertarget_views(context, 0,
device->adapter->d3d_info.limits.max_rt_count, views, !!device->back_buffer_view);
wined3d_device_context_set_depth_stencil_view(context, ds_enable ? device->auto_depth_stencil_view : NULL);
}
static struct wined3d_allocator_chunk *wined3d_allocator_gl_create_chunk(struct wined3d_allocator *allocator,
struct wined3d_context *context, unsigned int memory_type, size_t chunk_size)
{
struct wined3d_allocator_chunk_gl *chunk_gl;
struct wined3d_context_gl *context_gl;
TRACE("allocator %p, context %p, memory_type %u, chunk_size %Iu.\n", allocator, context, memory_type, chunk_size);
if (!context)
return NULL;
context_gl = wined3d_context_gl(context);
if (!(chunk_gl = heap_alloc(sizeof(*chunk_gl))))
return NULL;
if (!wined3d_allocator_chunk_init(&chunk_gl->c, allocator))
{
heap_free(chunk_gl);
return NULL;
}
chunk_gl->memory_type = memory_type;
if (!(chunk_gl->gl_buffer = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, chunk_size)))
{
wined3d_allocator_chunk_cleanup(&chunk_gl->c);
heap_free(chunk_gl);
return NULL;
}
list_add_head(&allocator->pools[memory_type].chunks, &chunk_gl->c.entry);
return &chunk_gl->c;
}
static void wined3d_allocator_gl_destroy_chunk(struct wined3d_allocator_chunk *chunk)
{
struct wined3d_device_gl *device_gl = wined3d_device_gl_from_allocator(chunk->allocator);
struct wined3d_allocator_chunk_gl *chunk_gl = wined3d_allocator_chunk_gl(chunk);
const struct wined3d_gl_info *gl_info;
struct wined3d_context_gl *context_gl;
TRACE("chunk %p.\n", chunk);
context_gl = wined3d_context_gl(context_acquire(&device_gl->d, NULL, 0));
gl_info = context_gl->gl_info;
wined3d_context_gl_bind_bo(context_gl, GL_PIXEL_UNPACK_BUFFER, chunk_gl->gl_buffer);
if (chunk_gl->c.map_ptr)
GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
GL_EXTCALL(glDeleteBuffers(1, &chunk_gl->gl_buffer));
TRACE("Freed buffer %u.\n", chunk_gl->gl_buffer);
wined3d_allocator_chunk_cleanup(&chunk_gl->c);
heap_free(chunk_gl);
context_release(&context_gl->c);
}
static const struct wined3d_allocator_ops wined3d_allocator_gl_ops =
{
.allocator_create_chunk = wined3d_allocator_gl_create_chunk,
.allocator_destroy_chunk = wined3d_allocator_gl_destroy_chunk,
};
static const struct
{
GLbitfield flags;
}
gl_memory_types[] =
{
{0},
{GL_MAP_READ_BIT},
{GL_MAP_WRITE_BIT},
{GL_MAP_READ_BIT | GL_MAP_WRITE_BIT},
{GL_CLIENT_STORAGE_BIT},
{GL_CLIENT_STORAGE_BIT | GL_MAP_READ_BIT},
{GL_CLIENT_STORAGE_BIT | GL_MAP_WRITE_BIT},
{GL_CLIENT_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT},
};
static unsigned int wined3d_device_gl_find_memory_type(GLbitfield flags)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(gl_memory_types); ++i)
{
if (gl_memory_types[i].flags == flags)
return i;
}
assert(0);
return 0;
}
GLbitfield wined3d_device_gl_get_memory_type_flags(unsigned int memory_type_idx)
{
return gl_memory_types[memory_type_idx].flags;
}
static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl, unsigned int memory_type, GLsizeiptr size, GLuint *id)
{
struct wined3d_allocator *allocator = &device_gl->allocator;
struct wined3d_allocator_block *block;
wined3d_device_gl_allocator_lock(device_gl);
if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
{
if (context_gl)
*id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size);
wined3d_device_gl_allocator_unlock(device_gl);
return NULL;
}
if (!(block = wined3d_allocator_allocate(allocator, context_gl ? &context_gl->c : NULL, memory_type, size)))
{
wined3d_device_gl_allocator_unlock(device_gl);
*id = 0;
return NULL;
}
*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
wined3d_device_gl_allocator_unlock(device_gl);
TRACE("Allocated offset %Iu from buffer object %u.\n", block->offset, *id);
return block;
}
static bool use_buffer_chunk_suballocation(const struct wined3d_gl_info *gl_info, GLenum binding)
{
switch (binding)
{
case GL_ARRAY_BUFFER:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_DRAW_INDIRECT_BUFFER:
case GL_PIXEL_UNPACK_BUFFER:
case GL_UNIFORM_BUFFER:
return true;
case GL_TEXTURE_BUFFER:
return gl_info->supported[ARB_TEXTURE_BUFFER_RANGE];
default:
return false;
}
}
bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, struct wined3d_context_gl *context_gl,
GLsizeiptr size, GLenum binding, GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo)
{
unsigned int memory_type_idx = wined3d_device_gl_find_memory_type(flags);
const struct wined3d_gl_info *gl_info = &device_gl->d.adapter->gl_info;
struct wined3d_allocator_block *memory = NULL;
GLsizeiptr buffer_offset = 0;
GLuint id = 0;
TRACE("device_gl %p, context_gl %p, size %lu, binding %#x, usage %#x, coherent %#x, flags %#x, bo %p.\n",
device_gl, context_gl, size, binding, usage, coherent, flags, bo);
if (gl_info->supported[ARB_BUFFER_STORAGE])
{
if (use_buffer_chunk_suballocation(gl_info, binding))
{
if ((memory = wined3d_device_gl_allocate_memory(device_gl, context_gl, memory_type_idx, size, &id)))
buffer_offset = memory->offset;
}
else if (context_gl)
{
WARN_(d3d_perf)("Not allocating chunk memory for binding type %#x.\n", binding);
id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type_idx, size);
}
if (!id)
{
WARN("Failed to allocate buffer.\n");
return false;
}
}
else
{
if (!context_gl)
return false;
GL_EXTCALL(glGenBuffers(1, &id));
if (!id)
{
checkGLcall("buffer object creation");
return false;
}
TRACE("Created buffer object %u.\n", id);
wined3d_context_gl_bind_bo(context_gl, binding, id);
if (!coherent && gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
GL_EXTCALL(glBufferParameteriAPPLE(binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
}
GL_EXTCALL(glBufferData(binding, size, NULL, usage));
wined3d_context_gl_bind_bo(context_gl, binding, 0);
checkGLcall("buffer object creation");
}
bo->id = id;
bo->memory = memory;
bo->size = size;
bo->binding = binding;
bo->usage = usage;
bo->flags = flags;
bo->b.coherent = coherent;
list_init(&bo->b.users);
bo->command_fence_id = 0;
bo->b.buffer_offset = buffer_offset;
bo->b.memory_offset = bo->b.buffer_offset;
bo->b.map_ptr = NULL;
bo->b.client_map_count = 0;
return true;
}
void wined3d_device_gl_delete_opengl_contexts_cs(void *object)
{
struct wined3d_device_gl *device_gl = object;
struct wined3d_swapchain_gl *swapchain_gl;
struct wined3d_context_gl *context_gl;
struct wined3d_context *context;
struct wined3d_device *device;
struct wined3d_shader *shader;
TRACE("device %p.\n", device_gl);
device = &device_gl->d;
LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
{
device->shader_backend->shader_destroy(shader);
}
context = context_acquire(device, NULL, 0);
context_gl = wined3d_context_gl(context);
device->blitter->ops->blitter_destroy(device->blitter, context);
device->shader_backend->shader_free_private(device, context);
wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
if (context_gl->c.d3d_info->fences)
{
wined3d_context_gl_submit_command_fence(context_gl);
wined3d_context_gl_wait_command_fence(context_gl,
wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
}
wined3d_allocator_cleanup(&device_gl->allocator);
context_release(context);
while (device->context_count)
{
if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain)))
wined3d_swapchain_gl_destroy_contexts(swapchain_gl);
else
wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0]));
}
}
void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
{
struct wined3d_device_gl *device_gl = object;
struct wined3d_context_gl *context_gl;
struct wined3d_swapchain *swapchain;
struct wined3d_context *context;
struct wined3d_texture *target;
struct wined3d_device *device;
HRESULT hr;
TRACE("device %p.\n", device_gl);
device = &device_gl->d;
swapchain = device->swapchains[0];
target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
if (!(context = context_acquire(device, target, 0)))
{
WARN("Failed to acquire context.\n");
return;
}
if (!wined3d_allocator_init(&device_gl->allocator, ARRAY_SIZE(gl_memory_types), &wined3d_allocator_gl_ops))
{
WARN("Failed to initialise allocator.\n");
context_release(context);
return;
}
if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
{
ERR("Failed to allocate shader private data, hr %#x.\n", hr);
wined3d_allocator_cleanup(&device_gl->allocator);
context_release(context);
return;
}
if (!(device->blitter = wined3d_cpu_blitter_create()))
{
ERR("Failed to create CPU blitter.\n");
device->shader_backend->shader_free_private(device, NULL);
wined3d_allocator_cleanup(&device_gl->allocator);
context_release(context);
return;
}
context_gl = wined3d_context_gl(context);
wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
if (!wined3d_glsl_blitter_create(&device->blitter, device))
wined3d_arbfp_blitter_create(&device->blitter, device);
wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info);
wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info);
wined3d_device_gl_create_dummy_textures(device_gl, context_gl);
wined3d_device_create_default_samplers(device, context);
context_release(context);
}
HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
{
static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
const struct wined3d_swapchain_desc *swapchain_desc;
struct wined3d_fb_state *fb = &device->cs->c.state->fb;
DWORD clear_flags = 0;
unsigned int i;
HRESULT hr;
TRACE("device %p, swapchain %p.\n", device, swapchain);
if (device->d3d_initialized)
return WINED3DERR_INVALIDCALL;
device->swapchain_count = 1;
if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
{
ERR("Failed to allocate swapchain array.\n");
hr = E_OUTOFMEMORY;
goto err_out;
}
device->swapchains[0] = swapchain;
for (i = 0; i < ARRAY_SIZE(fb->render_targets); ++i)
{
if (fb->render_targets[i])
wined3d_rtv_bind_count_dec(fb->render_targets[i]);
}
memset(fb->render_targets, 0, sizeof(fb->render_targets));
if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device)))
goto err_out;
device->d3d_initialized = TRUE;
swapchain_desc = &swapchain->state.desc;
if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
{
struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
struct wined3d_view_desc view_desc;
view_desc.format_id = back_buffer->format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
device->adapter->adapter_ops->adapter_uninit_3d(device);
device->d3d_initialized = FALSE;
goto err_out;
}
}
device_init_swapchain_state(device, swapchain);
TRACE("All defaults now set up.\n");
/* Clear the screen. */
if (device->back_buffer_view)
clear_flags |= WINED3DCLEAR_TARGET;
if (swapchain_desc->enable_auto_depth_stencil)
clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
if (clear_flags)
wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
if (wined3d_settings.logo)
device_load_logo(device, wined3d_settings.logo);
return WINED3D_OK;
err_out:
heap_free(device->swapchains);
device->swapchains = NULL;
device->swapchain_count = 0;
return hr;
}
static void device_free_sampler(struct wine_rb_entry *entry, void *context)
{
struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
wined3d_sampler_decref(sampler);
}
static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
wined3d_rasterizer_state_decref(state);
}
static void device_free_blend_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
wined3d_blend_state_decref(blend_state);
}
static void device_free_depth_stencil_state(struct wine_rb_entry *entry, void *context)
{
struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
wined3d_depth_stencil_state_decref(state);
}
void wined3d_device_uninit_3d(struct wined3d_device *device)
{
struct wined3d_state *state = device->cs->c.state;
struct wined3d_resource *resource, *cursor;
struct wined3d_rendertarget_view *view;
struct wined3d_texture *texture;
TRACE("device %p.\n", device);
if (!device->d3d_initialized)
{
ERR("Called while 3D support was not initialised.\n");
return;
}
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
device->swapchain_count = 0;
if ((texture = device->logo_texture))
{
device->logo_texture = NULL;
wined3d_texture_decref(texture);
}
if ((texture = device->cursor_texture))
{
device->cursor_texture = NULL;
wined3d_texture_decref(texture);
}
wined3d_device_context_emit_reset_state(&device->cs->c, true);
state_cleanup(state);
wine_rb_destroy(&device->samplers, device_free_sampler, NULL);
wine_rb_destroy(&device->rasterizer_states, device_free_rasterizer_state, NULL);
wine_rb_destroy(&device->blend_states, device_free_blend_state, NULL);
wine_rb_destroy(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
device->adapter->adapter_ops->adapter_uninit_3d(device);
device->d3d_initialized = FALSE;
if ((view = device->auto_depth_stencil_view))
{
device->auto_depth_stencil_view = NULL;
if (wined3d_rendertarget_view_decref(view))
ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
}
if ((view = device->back_buffer_view))
{
device->back_buffer_view = NULL;
wined3d_rendertarget_view_decref(view);
}
heap_free(device->swapchains);
device->swapchains = NULL;
wined3d_state_reset(state, &device->adapter->d3d_info);
}
/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
* from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
* CreateDevice if D3DCREATE_MULTITHREADED is passed.
*
* There is no way to deactivate thread safety once it is enabled.
*/
void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
/* For now just store the flag (needed in case of ddraw). */
device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
}
UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
{
const struct wined3d_driver_info *driver_info;
TRACE("device %p.\n", device);
driver_info = &device->adapter->driver_info;
TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
wine_dbgstr_longlong(driver_info->vram_bytes),
wine_dbgstr_longlong(device->adapter->vram_bytes_used),
wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used));
return min(UINT_MAX, driver_info->vram_bytes) - device->adapter->vram_bytes_used;
}
struct wined3d_buffer * CDECL wined3d_device_context_get_stream_output(struct wined3d_device_context *context,
unsigned int idx, unsigned int *offset)
{
TRACE("context %p, idx %u, offset %p.\n", context, idx, offset);
if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
{
WARN("Invalid stream output %u.\n", idx);
return NULL;
}
if (offset)
*offset = context->state->stream_output[idx].offset;
return context->state->stream_output[idx].buffer;
}
HRESULT CDECL wined3d_device_context_get_stream_source(const struct wined3d_device_context *context,
unsigned int stream_idx, struct wined3d_buffer **buffer, unsigned int *offset, unsigned int *stride)
{
const struct wined3d_stream_state *stream;
TRACE("context %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
context, stream_idx, buffer, offset, stride);
if (stream_idx >= WINED3D_MAX_STREAMS)
{
WARN("Stream index %u out of range.\n", stream_idx);
return WINED3DERR_INVALIDCALL;
}
stream = &context->state->streams[stream_idx];
*buffer = stream->buffer;
if (offset)
*offset = stream->offset;
*stride = stream->stride;
return WINED3D_OK;
}
static void wined3d_device_set_transform(struct wined3d_device *device,
enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n",
device, debug_d3dtstype(state), matrix);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
/* 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(&device->cs->c.state->transforms[state], matrix, sizeof(*matrix)))
{
TRACE("The application is setting the same matrix over again.\n");
return;
}
device->cs->c.state->transforms[state] = *matrix;
wined3d_device_context_emit_set_transform(&device->cs->c, state, matrix);
}
static void wined3d_device_get_transform(const struct wined3d_device *device,
enum wined3d_transform_state state, struct wined3d_matrix *matrix)
{
TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
*matrix = device->cs->c.state->transforms[state];
}
/* Note lights are real special cases. Although the device caps state only
* e.g. 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
* indices can be anything, we need a hashmap of them. However, this causes
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
static void wined3d_device_context_set_light(struct wined3d_device_context *context,
unsigned int light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
float rho;
if (FAILED(wined3d_light_state_set_light(&context->state->light_state, light_idx, light, &object)))
return;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
"position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
"range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
light_idx, light->type, debug_color(&light->diffuse),
debug_color(&light->specular), debug_color(&light->ambient),
light->position.x, light->position.y, light->position.z,
light->direction.x, light->direction.y, light->direction.z,
light->range, light->falloff, light->theta, light->phi);
switch (light->type)
{
case WINED3D_LIGHT_POINT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
object->cutoff = 180.0f;
/* FIXME: Range */
break;
case WINED3D_LIGHT_DIRECTIONAL:
/* Direction */
object->direction.x = -light->direction.x;
object->direction.y = -light->direction.y;
object->direction.z = -light->direction.z;
object->direction.w = 0.0f;
object->exponent = 0.0f;
object->cutoff = 180.0f;
break;
case WINED3D_LIGHT_SPOT:
/* Position */
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
/* Direction */
object->direction.x = light->direction.x;
object->direction.y = light->direction.y;
object->direction.z = light->direction.z;
object->direction.w = 0.0f;
/* 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 (!light->falloff)
{
/* Falloff = 0 is easy, because d3d's and opengl's spot light
* equations have the falloff resp. exponent parameter as an
* exponent, so the spot light lighting will always be 1.0 for
* both of them, and we don't have to care for the rest of the
* rather complex calculation. */
object->exponent = 0.0f;
}
else
{
rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
if (rho < 0.0001f)
rho = 0.0001f;
object->exponent = -0.3f / logf(cosf(rho / 2));
}
if (object->exponent > 128.0f)
object->exponent = 128.0f;
object->cutoff = (float)(light->phi * 90 / M_PI);
/* FIXME: Range */
break;
case WINED3D_LIGHT_PARALLELPOINT:
object->position.x = light->position.x;
object->position.y = light->position.y;
object->position.z = light->position.z;
object->position.w = 1.0f;
break;
default:
FIXME("Unrecognized light type %#x.\n", light->type);
}
wined3d_device_context_emit_set_light(context, object);
}
static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
{
struct wined3d_light_state *light_state = &device->cs->c.state->light_state;
struct wined3d_light_info *light_info;
TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
/* Special case - enabling an undefined light creates one with a strict set of parameters. */
if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
{
TRACE("Light enabled requested but light not defined, so defining one!\n");
wined3d_device_context_set_light(&device->cs->c, light_idx, &WINED3D_default_light);
if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
{
FIXME("Adding default lights has failed dismally\n");
return;
}
}
wined3d_light_state_enable_light(light_state, &device->adapter->d3d_info, light_info, enable);
wined3d_device_context_emit_set_light_enable(&device->cs->c, light_idx, enable);
}
static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
UINT plane_idx, const struct wined3d_vec4 *plane)
{
struct wined3d_vec4 *clip_planes = device->cs->c.state->clip_planes;
TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances)
{
TRACE("Application has requested clipplane this device doesn't support.\n");
return WINED3DERR_INVALIDCALL;
}
if (!memcmp(&clip_planes[plane_idx], plane, sizeof(*plane)))
{
TRACE("Application is setting old values over, nothing to do.\n");
return WINED3D_OK;
}
clip_planes[plane_idx] = *plane;
wined3d_device_context_emit_set_clip_plane(&device->cs->c, plane_idx, plane);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
const struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
struct wined3d_clip_status *clip_status)
{
FIXME("device %p, clip_status %p stub!\n", device, clip_status);
if (!clip_status)
return WINED3DERR_INVALIDCALL;
return WINED3D_OK;
}
static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
device->cs->c.state->material = *material;
wined3d_device_context_emit_set_material(&device->cs->c, material);
}
struct wined3d_buffer * CDECL wined3d_device_context_get_index_buffer(const struct wined3d_device_context *context,
enum wined3d_format_id *format, unsigned int *offset)
{
const struct wined3d_state *state = context->state;
TRACE("context %p, format %p, offset %p.\n", context, format, offset);
*format = state->index_format;
if (offset)
*offset = state->index_offset;
return state->index_buffer;
}
static void wined3d_device_set_base_vertex_index(struct wined3d_device *device, int base_index)
{
TRACE("device %p, base_index %d.\n", device, base_index);
device->cs->c.state->base_vertex_index = base_index;
}
void CDECL wined3d_device_context_get_viewports(const struct wined3d_device_context *context,
unsigned int *viewport_count, struct wined3d_viewport *viewports)
{
const struct wined3d_state *state = context->state;
unsigned int count;
TRACE("context %p, viewport_count %p, viewports %p.\n", context, viewport_count, viewports);
count = viewport_count ? min(*viewport_count, state->viewport_count) : 1;
if (count && viewports)
memcpy(viewports, state->viewports, count * sizeof(*viewports));
if (viewport_count)
*viewport_count = state->viewport_count;
}
static void resolve_depth_buffer(struct wined3d_device *device)
{
const struct wined3d_state *state = device->cs->c.state;
struct wined3d_rendertarget_view *src_view;
struct wined3d_resource *dst_resource;
struct wined3d_texture *dst_texture;
if (!(dst_texture = state->textures[0]))
return;
dst_resource = &dst_texture->resource;
if (!dst_resource->format->depth_size)
return;
if (!(src_view = state->fb.depth_stencil))
return;
wined3d_device_context_resolve_sub_resource(&device->cs->c, dst_resource, 0,
src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
}
struct wined3d_blend_state * CDECL wined3d_device_context_get_blend_state(const struct wined3d_device_context *context,
struct wined3d_color *blend_factor, unsigned int *sample_mask)
{
const struct wined3d_state *state = context->state;
TRACE("context %p, blend_factor %p, sample_mask %p.\n", context, blend_factor, sample_mask);
*blend_factor = state->blend_factor;
*sample_mask = state->sample_mask;
return state->blend_state;
}
struct wined3d_depth_stencil_state * CDECL wined3d_device_context_get_depth_stencil_state(
const struct wined3d_device_context *context, unsigned int *stencil_ref)
{
const struct wined3d_state *state = context->state;
TRACE("context %p, stencil_ref %p.\n", context, stencil_ref);
*stencil_ref = state->stencil_ref;
return state->depth_stencil_state;
}
struct wined3d_rasterizer_state * CDECL wined3d_device_context_get_rasterizer_state(
struct wined3d_device_context *context)
{
TRACE("context %p.\n", context);
return context->state->rasterizer_state;
}
static void wined3d_device_set_render_state(struct wined3d_device *device,
enum wined3d_render_state state, DWORD value)
{
if (state > WINEHIGHEST_RENDER_STATE)
{
WARN("Unhandled render state %#x.\n", state);
return;
}
if (value == device->cs->c.state->render_states[state])
TRACE("Application is setting the old value over, nothing to do.\n");
else
{
device->cs->c.state->render_states[state] = value;
wined3d_device_context_emit_set_render_state(&device->cs->c, state, value);
}
if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
{
TRACE("RESZ multisampled depth buffer resolve triggered.\n");
resolve_depth_buffer(device);
}
}
static void wined3d_device_set_sampler_state(struct wined3d_device *device,
UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
{
TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
device, sampler_idx, debug_d3dsamplerstate(state), value);
if (value == device->cs->c.state->sampler_states[sampler_idx][state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
device->cs->c.state->sampler_states[sampler_idx][state] = value;
wined3d_device_context_emit_set_sampler_state(&device->cs->c, sampler_idx, state, value);
}
void CDECL wined3d_device_context_get_scissor_rects(const struct wined3d_device_context *context,
unsigned int *rect_count, RECT *rects)
{
const struct wined3d_state *state = context->state;
unsigned int count;
TRACE("context %p, rect_count %p, rects %p.\n", context, rect_count, rects);
if (rects && (count = rect_count ? min(*rect_count, state->scissor_rect_count) : 1))
memcpy(rects, state->scissor_rects, count * sizeof(*rects));
if (rect_count)
*rect_count = state->scissor_rect_count;
}
void CDECL wined3d_device_context_reset_state(struct wined3d_device_context *context)
{
TRACE("context %p.\n", context);
wined3d_device_context_lock(context);
state_cleanup(context->state);
wined3d_state_reset(context->state, &context->device->adapter->d3d_info);
wined3d_device_context_emit_reset_state(context, true);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_state(struct wined3d_device_context *context, struct wined3d_state *state)
{
const struct wined3d_light_info *light;
unsigned int i, j;
TRACE("context %p, state %p.\n", context, state);
wined3d_device_context_lock(context);
context->state = state;
wined3d_device_context_emit_set_feature_level(context, state->feature_level);
wined3d_device_context_emit_set_rendertarget_views(context, 0,
ARRAY_SIZE(state->fb.render_targets), state->fb.render_targets);
wined3d_device_context_emit_set_depth_stencil_view(context, state->fb.depth_stencil);
wined3d_device_context_emit_set_vertex_declaration(context, state->vertex_declaration);
wined3d_device_context_emit_set_stream_outputs(context, state->stream_output);
wined3d_device_context_emit_set_stream_sources(context, 0, WINED3D_MAX_STREAMS, state->streams);
wined3d_device_context_emit_set_index_buffer(context, state->index_buffer,
state->index_format, state->index_offset);
wined3d_device_context_emit_set_predication(context, state->predicate, state->predicate_value);
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
wined3d_device_context_emit_set_shader(context, i, state->shader[i]);
wined3d_device_context_emit_set_constant_buffers(context, i, 0, MAX_CONSTANT_BUFFERS, state->cb[i]);
wined3d_device_context_emit_set_samplers(context, i, 0, MAX_SAMPLER_OBJECTS, state->sampler[i]);
wined3d_device_context_emit_set_shader_resource_views(context, i, 0,
MAX_SHADER_RESOURCE_VIEWS, state->shader_resource_view[i]);
}
for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
wined3d_device_context_emit_set_unordered_access_views(context, i, 0, MAX_UNORDERED_ACCESS_VIEWS,
state->unordered_access_view[i], NULL);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_F,
0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_I,
0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_B,
0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_F,
0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_I,
0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_B,
0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
wined3d_device_context_emit_set_texture(context, i, state->textures[i]);
for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
{
wined3d_device_context_emit_set_sampler_state(context, i, j, state->sampler_states[i][j]);
}
}
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
{
wined3d_device_context_emit_set_texture_state(context, i, j, state->texture_states[i][j]);
}
}
for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
{
if (context->device->state_table[STATE_TRANSFORM(i)].representative)
wined3d_device_context_emit_set_transform(context, i, state->transforms + i);
}
for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
{
wined3d_device_context_emit_set_clip_plane(context, i, state->clip_planes + i);
}
wined3d_device_context_emit_set_material(context, &state->material);
wined3d_device_context_emit_set_viewports(context, state->viewport_count, state->viewports);
wined3d_device_context_emit_set_scissor_rects(context, state->scissor_rect_count, state->scissor_rects);
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
LIST_FOR_EACH_ENTRY(light, &state->light_state.light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_context_set_light(context, light->OriginalIndex, &light->OriginalParms);
wined3d_device_context_emit_set_light_enable(context, light->OriginalIndex, light->glIndex != -1);
}
}
for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
{
if (context->device->state_table[STATE_RENDER(i)].representative)
wined3d_device_context_emit_set_render_state(context, i, state->render_states[i]);
}
wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask);
wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref);
wined3d_device_context_emit_set_rasterizer_state(context, state->rasterizer_state);
wined3d_device_context_unlock(context);
}
struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->cs->c.state;
}
struct wined3d_device_context * CDECL wined3d_device_get_immediate_context(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return &device->cs->c;
}
struct wined3d_vertex_declaration * CDECL wined3d_device_context_get_vertex_declaration(
const struct wined3d_device_context *context)
{
TRACE("context %p.\n", context);
return context->state->vertex_declaration;
}
void CDECL wined3d_device_context_set_shader(struct wined3d_device_context *context,
enum wined3d_shader_type type, struct wined3d_shader *shader)
{
struct wined3d_state *state = context->state;
struct wined3d_shader *prev;
TRACE("context %p, type %#x, shader %p.\n", context, type, shader);
wined3d_device_context_lock(context);
prev = state->shader[type];
if (shader == prev)
goto out;
if (shader)
wined3d_shader_incref(shader);
state->shader[type] = shader;
wined3d_device_context_emit_set_shader(context, type, shader);
if (prev)
wined3d_shader_decref(prev);
out:
wined3d_device_context_unlock(context);
}
struct wined3d_shader * CDECL wined3d_device_context_get_shader(const struct wined3d_device_context *context,
enum wined3d_shader_type type)
{
TRACE("context %p, type %#x.\n", context, type);
return context->state->shader[type];
}
void CDECL wined3d_device_context_set_constant_buffers(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
const struct wined3d_constant_buffer_state *buffers)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, type %#x, start_idx %u, count %u, buffers %p.\n", context, type, start_idx, count, buffers);
if (!wined3d_bound_range(start_idx, count, MAX_CONSTANT_BUFFERS))
{
WARN("Invalid constant buffer index %u, count %u.\n", start_idx, count);
return;
}
wined3d_device_context_lock(context);
if (!memcmp(buffers, &state->cb[type][start_idx], count * sizeof(*buffers)))
goto out;
wined3d_device_context_emit_set_constant_buffers(context, type, start_idx, count, buffers);
for (i = 0; i < count; ++i)
{
struct wined3d_buffer *prev = state->cb[type][start_idx + i].buffer;
struct wined3d_buffer *buffer = buffers[i].buffer;
if (buffer)
wined3d_buffer_incref(buffer);
state->cb[type][start_idx + i] = buffers[i];
if (prev)
wined3d_buffer_decref(prev);
}
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_blend_state(struct wined3d_device_context *context,
struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
{
struct wined3d_state *state = context->state;
struct wined3d_blend_state *prev;
TRACE("context %p, blend_state %p, blend_factor %p, sample_mask %#x.\n",
context, blend_state, blend_factor, sample_mask);
wined3d_device_context_lock(context);
prev = state->blend_state;
if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor))
&& sample_mask == state->sample_mask)
goto out;
if (blend_state)
wined3d_blend_state_incref(blend_state);
state->blend_state = blend_state;
state->blend_factor = *blend_factor;
state->sample_mask = sample_mask;
wined3d_device_context_emit_set_blend_state(context, blend_state, blend_factor, sample_mask);
if (prev)
wined3d_blend_state_decref(prev);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_depth_stencil_state(struct wined3d_device_context *context,
struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref)
{
struct wined3d_state *state = context->state;
struct wined3d_depth_stencil_state *prev;
TRACE("context %p, depth_stencil_state %p, stencil_ref %u.\n", context, depth_stencil_state, stencil_ref);
wined3d_device_context_lock(context);
prev = state->depth_stencil_state;
if (prev == depth_stencil_state && state->stencil_ref == stencil_ref)
goto out;
if (depth_stencil_state)
wined3d_depth_stencil_state_incref(depth_stencil_state);
state->depth_stencil_state = depth_stencil_state;
state->stencil_ref = stencil_ref;
wined3d_device_context_emit_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
if (prev)
wined3d_depth_stencil_state_decref(prev);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_rasterizer_state(struct wined3d_device_context *context,
struct wined3d_rasterizer_state *rasterizer_state)
{
struct wined3d_state *state = context->state;
struct wined3d_rasterizer_state *prev;
TRACE("context %p, rasterizer_state %p.\n", context, rasterizer_state);
wined3d_device_context_lock(context);
prev = state->rasterizer_state;
if (prev == rasterizer_state)
goto out;
if (rasterizer_state)
wined3d_rasterizer_state_incref(rasterizer_state);
state->rasterizer_state = rasterizer_state;
wined3d_device_context_emit_set_rasterizer_state(context, rasterizer_state);
if (prev)
wined3d_rasterizer_state_decref(prev);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
const struct wined3d_viewport *viewports)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, viewport_count %u, viewports %p.\n", context, viewport_count, viewports);
for (i = 0; i < viewport_count; ++i)
{
TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
}
wined3d_device_context_lock(context);
if (viewport_count)
memcpy(state->viewports, viewports, viewport_count * sizeof(*viewports));
else
memset(state->viewports, 0, sizeof(state->viewports));
state->viewport_count = viewport_count;
wined3d_device_context_emit_set_viewports(context, viewport_count, viewports);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count,
const RECT *rects)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, rect_count %u, rects %p.\n", context, rect_count, rects);
for (i = 0; i < rect_count; ++i)
{
TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
}
wined3d_device_context_lock(context);
if (state->scissor_rect_count == rect_count
&& !memcmp(state->scissor_rects, rects, rect_count * sizeof(*rects)))
{
TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
goto out;
}
if (rect_count)
memcpy(state->scissor_rects, rects, rect_count * sizeof(*rects));
else
memset(state->scissor_rects, 0, sizeof(state->scissor_rects));
state->scissor_rect_count = rect_count;
wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_shader_resource_views(struct wined3d_device_context *context,
enum wined3d_shader_type type, unsigned int start_idx, unsigned int count,
struct wined3d_shader_resource_view *const *const views)
{
struct wined3d_shader_resource_view *real_views[MAX_SHADER_RESOURCE_VIEWS];
struct wined3d_state *state = context->state;
const struct wined3d_rendertarget_view *dsv = state->fb.depth_stencil;
unsigned int i;
TRACE("context %p, type %#x, start_idx %u, count %u, views %p.\n", context, type, start_idx, count, views);
if (!wined3d_bound_range(start_idx, count, MAX_SHADER_RESOURCE_VIEWS))
{
WARN("Invalid view index %u, count %u.\n", start_idx, count);
return;
}
wined3d_device_context_lock(context);
if (!memcmp(views, &state->shader_resource_view[type][start_idx], count * sizeof(*views)))
goto out;
memcpy(real_views, views, count * sizeof(*views));
for (i = 0; i < count; ++i)
{
struct wined3d_shader_resource_view *view = real_views[i];
if (view && (wined3d_is_srv_rtv_bound(state, view)
|| (dsv && dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
{
WARN("Application is trying to bind resource which is attached as render target.\n");
real_views[i] = NULL;
}
}
wined3d_device_context_emit_set_shader_resource_views(context, type, start_idx, count, real_views);
for (i = 0; i < count; ++i)
{
struct wined3d_shader_resource_view *prev = state->shader_resource_view[type][start_idx + i];
struct wined3d_shader_resource_view *view = real_views[i];
if (view)
{
wined3d_shader_resource_view_incref(view);
wined3d_srv_bind_count_inc(view);
}
state->shader_resource_view[type][start_idx + i] = view;
if (prev)
{
wined3d_srv_bind_count_dec(prev);
wined3d_shader_resource_view_decref(prev);
}
}
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_samplers(struct wined3d_device_context *context, enum wined3d_shader_type type,
unsigned int start_idx, unsigned int count, struct wined3d_sampler *const *samplers)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, type %#x, start_idx %u, count %u, samplers %p.\n", context, type, start_idx, count, samplers);
if (!wined3d_bound_range(start_idx, count, MAX_SAMPLER_OBJECTS))
{
WARN("Invalid sampler index %u, count %u.\n", start_idx, count);
return;
}
wined3d_device_context_lock(context);
if (!memcmp(samplers, &state->sampler[type][start_idx], count * sizeof(*samplers)))
goto out;
wined3d_device_context_emit_set_samplers(context, type, start_idx, count, samplers);
for (i = 0; i < count; ++i)
{
struct wined3d_sampler *prev = state->sampler[type][start_idx + i];
struct wined3d_sampler *sampler = samplers[i];
if (sampler)
wined3d_sampler_incref(sampler);
state->sampler[type][start_idx + i] = sampler;
if (prev)
wined3d_sampler_decref(prev);
}
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_unordered_access_views(struct wined3d_device_context *context,
enum wined3d_pipeline pipeline, unsigned int start_idx, unsigned int count,
struct wined3d_unordered_access_view *const *uavs, const unsigned int *initial_counts)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, pipeline %#x, start_idx %u, count %u, uavs %p, initial_counts %p.\n",
context, pipeline, start_idx, count, uavs, initial_counts);
if (!wined3d_bound_range(start_idx, count, MAX_UNORDERED_ACCESS_VIEWS))
{
WARN("Invalid UAV index %u, count %u.\n", start_idx, count);
return;
}
wined3d_device_context_lock(context);
if (!memcmp(uavs, &state->unordered_access_view[pipeline][start_idx], count * sizeof(*uavs)) && !initial_counts)
goto out;
wined3d_device_context_emit_set_unordered_access_views(context, pipeline, start_idx, count, uavs, initial_counts);
for (i = 0; i < count; ++i)
{
struct wined3d_unordered_access_view *prev = state->unordered_access_view[pipeline][start_idx + i];
struct wined3d_unordered_access_view *uav = uavs[i];
if (uav)
wined3d_unordered_access_view_incref(uav);
state->unordered_access_view[pipeline][start_idx + i] = uav;
if (prev)
wined3d_unordered_access_view_decref(prev);
}
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_render_targets_and_unordered_access_views(struct wined3d_device_context *context,
unsigned int rtv_count, struct wined3d_rendertarget_view *const *render_target_views,
struct wined3d_rendertarget_view *depth_stencil_view, UINT uav_count,
struct wined3d_unordered_access_view *const *unordered_access_views, const unsigned int *initial_counts)
{
wined3d_device_context_lock(context);
if (rtv_count != ~0u)
{
if (depth_stencil_view && !(depth_stencil_view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
{
WARN("View resource %p has incompatible %s bind flags.\n",
depth_stencil_view->resource, wined3d_debug_bind_flags(depth_stencil_view->resource->bind_flags));
goto out;
}
if (FAILED(wined3d_device_context_set_rendertarget_views(context, 0, rtv_count,
render_target_views, FALSE)))
goto out;
wined3d_device_context_set_depth_stencil_view(context, depth_stencil_view);
}
if (uav_count != ~0u)
{
wined3d_device_context_set_unordered_access_views(context, WINED3D_PIPELINE_GRAPHICS, 0, uav_count,
unordered_access_views, initial_counts);
}
out:
wined3d_device_context_unlock(context);
}
static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context *context,
const struct wined3d_rendertarget_view *view, BOOL dsv)
{
const struct wined3d_state *state = context->state;
const struct wined3d_resource *resource;
if (!view)
return;
resource = view->resource;
if (resource->srv_bind_count_device)
{
const struct wined3d_shader_resource_view *srv;
unsigned int i, j;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
{
for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
{
if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
&& ((!dsv && wined3d_is_srv_rtv_bound(state, srv))
|| (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
{
static struct wined3d_shader_resource_view *const null_srv;
WARN("Application sets bound resource as render target.\n");
wined3d_device_context_set_shader_resource_views(context, i, j, 1, &null_srv);
}
}
}
}
}
HRESULT CDECL wined3d_device_context_set_rendertarget_views(struct wined3d_device_context *context,
unsigned int start_idx, unsigned int count, struct wined3d_rendertarget_view *const *views, BOOL set_viewport)
{
struct wined3d_state *state = context->state;
unsigned int i, max_rt_count;
TRACE("context %p, start_idx %u, count %u, views %p, set_viewport %#x.\n",
context, start_idx, count, views, set_viewport);
max_rt_count = context->device->adapter->d3d_info.limits.max_rt_count;
if (start_idx >= max_rt_count)
{
WARN("Only %u render targets are supported.\n", max_rt_count);
return WINED3DERR_INVALIDCALL;
}
count = min(count, max_rt_count - start_idx);
for (i = 0; i < count; ++i)
{
if (views[i] && !(views[i]->resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
{
WARN("View resource %p doesn't have render target bind flags.\n", views[i]->resource);
return WINED3DERR_INVALIDCALL;
}
}
wined3d_device_context_lock(context);
/* Set the viewport and scissor rectangles, if requested. Tests show that
* stateblock recording is ignored, the change goes directly into the
* primary stateblock. */
if (!start_idx && set_viewport)
{
state->viewports[0].x = 0;
state->viewports[0].y = 0;
state->viewports[0].width = views[0]->width;
state->viewports[0].height = views[0]->height;
state->viewports[0].min_z = 0.0f;
state->viewports[0].max_z = 1.0f;
state->viewport_count = 1;
wined3d_device_context_emit_set_viewports(context, 1, state->viewports);
SetRect(&state->scissor_rects[0], 0, 0, views[0]->width, views[0]->height);
state->scissor_rect_count = 1;
wined3d_device_context_emit_set_scissor_rects(context, 1, state->scissor_rects);
}
if (!memcmp(views, &state->fb.render_targets[start_idx], count * sizeof(*views)))
goto out;
wined3d_device_context_emit_set_rendertarget_views(context, start_idx, count, views);
for (i = 0; i < count; ++i)
{
struct wined3d_rendertarget_view *prev = state->fb.render_targets[start_idx + i];
struct wined3d_rendertarget_view *view = views[i];
if (view)
{
wined3d_rendertarget_view_incref(view);
wined3d_rtv_bind_count_inc(view);
}
state->fb.render_targets[start_idx + i] = view;
/* Release after the assignment, to prevent device_resource_released()
* from seeing the resource as still in use. */
if (prev)
{
wined3d_rtv_bind_count_dec(prev);
wined3d_rendertarget_view_decref(prev);
}
wined3d_device_context_unbind_srv_for_rtv(context, view, FALSE);
}
out:
wined3d_device_context_unlock(context);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_context_set_depth_stencil_view(struct wined3d_device_context *context,
struct wined3d_rendertarget_view *view)
{
struct wined3d_fb_state *fb = &context->state->fb;
struct wined3d_rendertarget_view *prev;
TRACE("context %p, view %p.\n", context, view);
if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
{
WARN("View resource %p has incompatible %s bind flags.\n",
view->resource, wined3d_debug_bind_flags(view->resource->bind_flags));
return WINED3DERR_INVALIDCALL;
}
wined3d_device_context_lock(context);
prev = fb->depth_stencil;
if (prev == view)
{
TRACE("Trying to do a NOP SetRenderTarget operation.\n");
goto out;
}
if ((fb->depth_stencil = view))
wined3d_rendertarget_view_incref(view);
wined3d_device_context_emit_set_depth_stencil_view(context, view);
if (prev)
wined3d_rendertarget_view_decref(prev);
wined3d_device_context_unbind_srv_for_rtv(context, view, TRUE);
out:
wined3d_device_context_unlock(context);
return WINED3D_OK;
}
void CDECL wined3d_device_context_set_predication(struct wined3d_device_context *context,
struct wined3d_query *predicate, BOOL value)
{
struct wined3d_state *state = context->state;
struct wined3d_query *prev;
TRACE("context %p, predicate %p, value %#x.\n", context, predicate, value);
wined3d_device_context_lock(context);
prev = state->predicate;
if (predicate)
{
FIXME("Predicated rendering not implemented.\n");
wined3d_query_incref(predicate);
}
state->predicate = predicate;
state->predicate_value = value;
wined3d_device_context_emit_set_predication(context, predicate, value);
if (prev)
wined3d_query_decref(prev);
wined3d_device_context_unlock(context);
}
HRESULT CDECL wined3d_device_context_set_stream_sources(struct wined3d_device_context *context,
unsigned int start_idx, unsigned int count, const struct wined3d_stream_state *streams)
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, start_idx %u, count %u, streams %p.\n", context, start_idx, count, streams);
if (start_idx >= WINED3D_MAX_STREAMS)
{
WARN("Start index %u is out of range.\n", start_idx);
return WINED3DERR_INVALIDCALL;
}
count = min(count, WINED3D_MAX_STREAMS - start_idx);
for (i = 0; i < count; ++i)
{
if (streams[i].offset & 0x3)
{
WARN("Offset %u is not 4 byte aligned.\n", streams[i].offset);
return WINED3DERR_INVALIDCALL;
}
}
wined3d_device_context_lock(context);
if (!memcmp(streams, &state->streams[start_idx], count * sizeof(*streams)))
goto out;
wined3d_device_context_emit_set_stream_sources(context, start_idx, count, streams);
for (i = 0; i < count; ++i)
{
struct wined3d_buffer *prev = state->streams[start_idx + i].buffer;
struct wined3d_buffer *buffer = streams[i].buffer;
state->streams[start_idx + i] = streams[i];
if (buffer)
wined3d_buffer_incref(buffer);
if (prev)
wined3d_buffer_decref(prev);
}
out:
wined3d_device_context_unlock(context);
return WINED3D_OK;
}
void CDECL wined3d_device_context_set_index_buffer(struct wined3d_device_context *context,
struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
{
struct wined3d_state *state = context->state;
enum wined3d_format_id prev_format;
struct wined3d_buffer *prev_buffer;
unsigned int prev_offset;
TRACE("context %p, buffer %p, format %s, offset %u.\n",
context, buffer, debug_d3dformat(format_id), offset);
wined3d_device_context_lock(context);
prev_buffer = state->index_buffer;
prev_format = state->index_format;
prev_offset = state->index_offset;
if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
goto out;
if (buffer)
wined3d_buffer_incref(buffer);
state->index_buffer = buffer;
state->index_format = format_id;
state->index_offset = offset;
wined3d_device_context_emit_set_index_buffer(context, buffer, format_id, offset);
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_vertex_declaration(struct wined3d_device_context *context,
struct wined3d_vertex_declaration *declaration)
{
struct wined3d_state *state = context->state;
struct wined3d_vertex_declaration *prev;
TRACE("context %p, declaration %p.\n", context, declaration);
wined3d_device_context_lock(context);
prev = state->vertex_declaration;
if (declaration == prev)
goto out;
if (declaration)
wined3d_vertex_declaration_incref(declaration);
state->vertex_declaration = declaration;
wined3d_device_context_emit_set_vertex_declaration(context, declaration);
if (prev)
wined3d_vertex_declaration_decref(prev);
out:
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_set_stream_outputs(struct wined3d_device_context *context,
const struct wined3d_stream_output outputs[WINED3D_MAX_STREAM_OUTPUT_BUFFERS])
{
struct wined3d_state *state = context->state;
unsigned int i;
TRACE("context %p, outputs %p.\n", context, outputs);
wined3d_device_context_lock(context);
wined3d_device_context_emit_set_stream_outputs(context, outputs);
for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
{
struct wined3d_buffer *prev_buffer = state->stream_output[i].buffer;
struct wined3d_buffer *buffer = outputs[i].buffer;
if (buffer)
wined3d_buffer_incref(buffer);
state->stream_output[i] = outputs[i];
if (prev_buffer)
wined3d_buffer_decref(prev_buffer);
}
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_draw(struct wined3d_device_context *context, unsigned int start_vertex,
unsigned int vertex_count, unsigned int start_instance, unsigned int instance_count)
{
struct wined3d_state *state = context->state;
TRACE("context %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
context, start_vertex, vertex_count, start_instance, instance_count);
wined3d_device_context_lock(context);
wined3d_device_context_emit_draw(context, state->primitive_type, state->patch_vertex_count,
0, start_vertex, vertex_count, start_instance, instance_count, false);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_draw_indexed(struct wined3d_device_context *context, int base_vertex_index,
unsigned int start_index, unsigned int index_count, unsigned int start_instance, unsigned int instance_count)
{
struct wined3d_state *state = context->state;
TRACE("context %p, base_vertex_index %d, start_index %u, index_count %u, start_instance %u, instance_count %u.\n",
context, base_vertex_index, start_index, index_count, start_instance, instance_count);
wined3d_device_context_lock(context);
wined3d_device_context_emit_draw(context, state->primitive_type, state->patch_vertex_count,
base_vertex_index, start_index, index_count, start_instance, instance_count, true);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx, struct wined3d_constant_buffer_state *state)
{
TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
if (idx >= MAX_CONSTANT_BUFFERS)
{
WARN("Invalid constant buffer index %u.\n", idx);
return;
}
*state = context->state->cb[shader_type][idx];
}
struct wined3d_shader_resource_view * CDECL wined3d_device_context_get_shader_resource_view(
const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx)
{
if (idx >= MAX_SHADER_RESOURCE_VIEWS)
{
WARN("Invalid view index %u.\n", idx);
return NULL;
}
return context->state->shader_resource_view[shader_type][idx];
}
struct wined3d_sampler * CDECL wined3d_device_context_get_sampler(const struct wined3d_device_context *context,
enum wined3d_shader_type shader_type, unsigned int idx)
{
TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
if (idx >= MAX_SAMPLER_OBJECTS)
{
WARN("Invalid sampler index %u.\n", idx);
return NULL;
}
return context->state->sampler[shader_type][idx];
}
static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
}
static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
}
static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
{
unsigned int i;
TRACE("device %p, start_idx %u, count %u, constants %p.\n",
device, start_idx, count, constants);
memcpy(&device->cs->c.state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
if (TRACE_ON(d3d))
{
for (i = 0; i < count; ++i)
TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
}
wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
}
struct wined3d_unordered_access_view * CDECL wined3d_device_context_get_unordered_access_view(
const struct wined3d_device_context *context, enum wined3d_pipeline pipeline, unsigned int idx)
{
TRACE("context %p, pipeline %#x, idx %u.\n", context, pipeline, idx);
if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
{
WARN("Invalid UAV index %u.\n", idx);
return NULL;
}
return context->state->unordered_access_view[pipeline][idx];
}
void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
{
unsigned int i;
if (!latency)
latency = 3;
device->max_frame_latency = latency;
for (i = 0; i < device->swapchain_count; ++i)
swapchain_set_max_frame_latency(device->swapchains[i], device);
}
unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
{
return device->max_frame_latency;
}
static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
{
unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
unsigned int i, size = 0;
if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (fvf & WINED3DFVF_POSITION_MASK)
{
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK);
}
for (i = 0; i < texcoord_count; ++i)
{
size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float);
}
return size;
}
static void wined3d_format_get_colour(const struct wined3d_format *format,
const void *data, struct wined3d_color *colour)
{
float *output = &colour->r;
const uint32_t *u32_data;
const uint16_t *u16_data;
const float *f32_data;
unsigned int i;
static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f};
static unsigned int warned;
switch (format->id)
{
case WINED3DFMT_B8G8R8A8_UNORM:
u32_data = data;
wined3d_color_from_d3dcolor(colour, *u32_data);
break;
case WINED3DFMT_R8G8B8A8_UNORM:
u32_data = data;
colour->r = (*u32_data & 0xffu) / 255.0f;
colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f;
colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f;
colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f;
break;
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_R16G16B16A16_UNORM:
u16_data = data;
*colour = default_colour;
for (i = 0; i < format->component_count; ++i)
output[i] = u16_data[i] / 65535.0f;
break;
case WINED3DFMT_R32_FLOAT:
case WINED3DFMT_R32G32_FLOAT:
case WINED3DFMT_R32G32B32_FLOAT:
case WINED3DFMT_R32G32B32A32_FLOAT:
f32_data = data;
*colour = default_colour;
for (i = 0; i < format->component_count; ++i)
output[i] = f32_data[i];
break;
default:
*colour = default_colour;
if (!warned++)
FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id));
break;
}
}
static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs,
const struct wined3d_color *material_colour, unsigned int index,
const struct wined3d_stream_info *stream_info)
{
const struct wined3d_stream_info_element *element = NULL;
switch (mcs)
{
case WINED3D_MCS_MATERIAL:
*colour = *material_colour;
return;
case WINED3D_MCS_COLOR1:
if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
{
colour->r = colour->g = colour->b = colour->a = 1.0f;
return;
}
element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
break;
case WINED3D_MCS_COLOR2:
if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
{
colour->r = colour->g = colour->b = colour->a = 0.0f;
return;
}
element = &stream_info->elements[WINED3D_FFP_SPECULAR];
break;
default:
colour->r = colour->g = colour->b = colour->a = 0.0f;
ERR("Invalid material colour source %#x.\n", mcs);
return;
}
wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour);
}
static float wined3d_clamp(float value, float min_value, float max_value)
{
return value < min_value ? min_value : value > max_value ? max_value : value;
}
static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
}
static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
{
v0->x -= v1->x;
v0->y -= v1->y;
v0->z -= v1->z;
}
static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
{
v->x *= s;
v->y *= s;
v->z *= s;
}
static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
{
float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
if (isfinite(rnorm))
wined3d_vec3_scale(v, rnorm);
}
static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
{
struct wined3d_vec3 tmp;
tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
*dst = tmp;
}
static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
float min_value, float max_value)
{
dst->r = wined3d_clamp(src->r, min_value, max_value);
dst->g = wined3d_clamp(src->g, min_value, max_value);
dst->b = wined3d_clamp(src->b, min_value, max_value);
dst->a = wined3d_clamp(src->a, min_value, max_value);
}
static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
{
dst->r += src->r * c;
dst->g += src->g * c;
dst->b += src->b * c;
}
static void init_transformed_lights(struct lights_settings *ls,
const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting)
{
const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
const struct wined3d_light_info *light_info;
struct light_transformed *light;
struct wined3d_vec4 vec4;
unsigned int light_count;
unsigned int i, index;
memset(ls, 0, sizeof(*ls));
ls->lighting = !!compute_lighting;
ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE];
ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE]
? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH;
ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART);
ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND);
ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY);
if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting)
return;
multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
&state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
if (!compute_lighting)
return;
compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
ls->legacy_lighting = !!legacy_lighting;
ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
{
LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
{
if (!light_info->enabled)
continue;
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_DIRECTIONAL:
++ls->directional_light_count;
break;
case WINED3D_LIGHT_POINT:
++ls->point_light_count;
break;
case WINED3D_LIGHT_SPOT:
++ls->spot_light_count;
break;
case WINED3D_LIGHT_PARALLELPOINT:
++ls->parallel_point_light_count;
break;
default:
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
continue;
}
lights[index++] = light_info;
if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
break;
}
}
light_count = index;
for (i = 0, index = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
light->range = light_info->OriginalParms.range;
light->c_att = light_info->OriginalParms.attenuation0;
light->l_att = light_info->OriginalParms.attenuation1;
light->q_att = light_info->OriginalParms.attenuation2;
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
light->direction = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise(&light->direction);
light->range = light_info->OriginalParms.range;
light->falloff = light_info->OriginalParms.falloff;
light->c_att = light_info->OriginalParms.attenuation0;
light->l_att = light_info->OriginalParms.attenuation1;
light->q_att = light_info->OriginalParms.attenuation2;
light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
for (i = 0; i < light_count; ++i)
{
light_info = lights[i];
if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
continue;
light = &ls->lights[index];
wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
*(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4;
wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position);
light->diffuse = light_info->OriginalParms.diffuse;
light->ambient = light_info->OriginalParms.ambient;
light->specular = light_info->OriginalParms.specular;
++index;
}
}
static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
const struct wined3d_vec3 *dir, float att, float material_shininess,
const struct wined3d_vec3 *normal_transformed,
const struct wined3d_vec3 *position_transformed_normalised,
const struct light_transformed *light, const struct lights_settings *ls)
{
struct wined3d_vec3 vec3;
float t, c;
c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
vec3 = *dir;
if (ls->localviewer)
wined3d_vec3_subtract(&vec3, position_transformed_normalised);
else
vec3.z -= 1.0f;
wined3d_vec3_normalise(&vec3);
t = wined3d_vec3_dot(normal_transformed, &vec3);
if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
&& wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
}
static void light_set_vertex_data(struct lights_settings *ls,
const struct wined3d_vec4 *position)
{
if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting)
return;
wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix);
wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w);
}
static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal,
float material_shininess)
{
struct wined3d_vec3 position_transformed_normalised;
struct wined3d_vec3 normal_transformed = {0.0f};
const struct light_transformed *light;
struct wined3d_vec3 dir, dst;
unsigned int i, index;
float att;
position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed;
wined3d_vec3_normalise(&position_transformed_normalised);
if (normal)
{
wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
if (ls->normalise)
wined3d_vec3_normalise(&normal_transformed);
}
diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
*specular = *diffuse;
*ambient = ls->ambient_light;
index = 0;
for (i = 0; i < ls->directional_light_count; ++i, ++index)
{
light = &ls->lights[index];
wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
if (normal)
update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
for (i = 0; i < ls->point_light_count; ++i, ++index)
{
light = &ls->lights[index];
dir.x = light->position.x - ls->position_transformed.x;
dir.y = light->position.y - ls->position_transformed.y;
dir.z = light->position.z - ls->position_transformed.z;
dst.z = wined3d_vec3_dot(&dir, &dir);
dst.y = sqrtf(dst.z);
dst.x = 1.0f;
if (ls->legacy_lighting)
{
dst.y = (light->range - dst.y) / light->range;
if (!(dst.y > 0.0f))
continue;
dst.z = dst.y * dst.y;
}
else
{
if (!(dst.y <= light->range))
continue;
}
att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
if (!ls->legacy_lighting)
att = 1.0f / att;
wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
if (normal)
{
wined3d_vec3_normalise(&dir);
update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
}
for (i = 0; i < ls->spot_light_count; ++i, ++index)
{
float t;
light = &ls->lights[index];
dir.x = light->position.x - ls->position_transformed.x;
dir.y = light->position.y - ls->position_transformed.y;
dir.z = light->position.z - ls->position_transformed.z;
dst.z = wined3d_vec3_dot(&dir, &dir);
dst.y = sqrtf(dst.z);
dst.x = 1.0f;
if (ls->legacy_lighting)
{
dst.y = (light->range - dst.y) / light->range;
if (!(dst.y > 0.0f))
continue;
dst.z = dst.y * dst.y;
}
else
{
if (!(dst.y <= light->range))
continue;
}
wined3d_vec3_normalise(&dir);
t = -wined3d_vec3_dot(&dir, &light->direction);
if (t > light->cos_htheta)
att = 1.0f;
else if (t <= light->cos_hphi)
att = 0.0f;
else
att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
if (ls->legacy_lighting)
att *= t;
else
att /= t;
wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
if (normal)
update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
&normal_transformed, &position_transformed_normalised, light, ls);
}
for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
{
light = &ls->lights[index];
wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
if (normal)
update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls);
}
}
static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls)
{
switch (ls->fog_mode)
{
case WINED3D_FOG_NONE:
return fog_coord;
case WINED3D_FOG_LINEAR:
return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start);
case WINED3D_FOG_EXP:
return expf(-fog_coord * ls->fog_density);
case WINED3D_FOG_EXP2:
return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density);
default:
ERR("Unhandled fog mode %#x.\n", ls->fog_mode);
return 0.0f;
}
}
static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
{
float fog_coord;
if (ls->fog_mode == WINED3D_FOG_NONE)
return;
switch (ls->fog_coord_mode)
{
case WINED3D_FFP_VS_FOG_RANGE:
fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed,
(const struct wined3d_vec3 *)&ls->position_transformed));
break;
case WINED3D_FFP_VS_FOG_DEPTH:
fog_coord = fabsf(ls->position_transformed.z);
break;
default:
ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode);
return;
}
*fog_factor = wined3d_calculate_fog_factor(fog_coord, ls);
}
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf)
{
enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
const struct wined3d_color *material_specular_state_colour;
struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
const struct wined3d_state *state = device->cs->c.state;
const struct wined3d_format *output_colour_format;
static const struct wined3d_color black;
struct wined3d_map_desc map_desc;
struct wined3d_box box = {0};
struct wined3d_viewport vp;
unsigned int texture_count;
struct lights_settings ls;
unsigned int vertex_size;
BOOL do_clip, lighting;
float min_z, max_z;
unsigned int i;
BYTE *dest_ptr;
HRESULT hr;
if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
{
ERR("Source has no position mask.\n");
return WINED3DERR_INVALIDCALL;
}
if (state->render_states[WINED3D_RS_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)
do_clip = TRUE;
*/
do_clip = FALSE;
if (!warned)
{
warned = TRUE;
FIXME("Clipping is broken and disabled for now\n");
}
}
else
do_clip = FALSE;
vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
box.left = dwDestIndex * vertex_size;
box.right = box.left + dwCount * vertex_size;
if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
{
WARN("Failed to map buffer, hr %#x.\n", hr);
return hr;
}
dest_ptr = map_desc.data;
wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
TRACE("View mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
TRACE("Proj mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
TRACE("World mat:\n");
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
/* Get the viewport */
wined3d_device_context_get_viewports(&device->cs->c, NULL, &vp);
TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
multiply_matrix(&mat,&view_mat,&world_mat);
multiply_matrix(&mat,&proj_mat,&mat);
texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
lighting = state->render_states[WINED3D_RS_LIGHTING]
&& (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
&ambient_source, &specular_source, state, stream_info);
output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
? &state->material.specular : &black;
init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING, lighting);
wined3d_viewport_get_z_range(&vp, &min_z, &max_z);
for (i = 0; i < dwCount; ++i)
{
const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
struct wined3d_color ambient, diffuse, specular;
struct wined3d_vec4 position;
unsigned int tex_index;
position.x = p[0];
position.y = p[1];
position.z = p[2];
position.w = 1.0f;
light_set_vertex_data(&ls, &position);
if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
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._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._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 msdn
*
* 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 (!do_clip || (-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 *= max_z - min_z;
x += vp.width / 2 + vp.x;
y += vp.height / 2 + vp.y;
z += min_z;
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 ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
dest_ptr += sizeof(float);
}
if (dst_fvf & WINED3DFVF_PSIZE)
dest_ptr += sizeof(DWORD);
if (dst_fvf & WINED3DFVF_NORMAL)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
const float *normal = (const float *)(element->data.addr + i * element->stride);
/* 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 (lighting)
{
const struct wined3d_stream_info_element *element;
struct wined3d_vec3 *normal;
if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
{
element = &stream_info->elements[WINED3D_FFP_NORMAL];
normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
}
else
{
normal = NULL;
}
compute_light(&ambient, &diffuse, &specular, &ls, normal,
state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
}
if (dst_fvf & WINED3DFVF_DIFFUSE)
{
struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
&state->material.diffuse, i, stream_info);
if (lighting)
{
wined3d_colour_from_mcs(&material_ambient, ambient_source,
&state->material.ambient, i, stream_info);
wined3d_colour_from_mcs(&material_emissive, emissive_source,
&state->material.emissive, i, stream_info);
diffuse_colour.r = ambient.r * material_ambient.r
+ diffuse.r * material_diffuse.r + material_emissive.r;
diffuse_colour.g = ambient.g * material_ambient.g
+ diffuse.g * material_diffuse.g + material_emissive.g;
diffuse_colour.b = ambient.b * material_ambient.b
+ diffuse.b * material_diffuse.b + material_emissive.b;
diffuse_colour.a = material_diffuse.a;
}
else
{
diffuse_colour = material_diffuse;
}
wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
wined3d_format_convert_from_float(output_colour_format, &diffuse_colour, dest_ptr);
dest_ptr += sizeof(DWORD);
}
if (dst_fvf & WINED3DFVF_SPECULAR)
{
struct wined3d_color material_specular, specular_colour;
wined3d_colour_from_mcs(&material_specular, specular_source,
material_specular_state_colour, i, stream_info);
if (lighting)
{
specular_colour.r = specular.r * material_specular.r;
specular_colour.g = specular.g * material_specular.g;
specular_colour.b = specular.b * material_specular.b;
specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a;
}
else
{
specular_colour = material_specular;
}
update_fog_factor(&specular_colour.a, &ls);
wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
wined3d_format_convert_from_float(output_colour_format, &specular_colour, dest_ptr);
dest_ptr += sizeof(DWORD);
}
for (tex_index = 0; tex_index < texture_count; ++tex_index)
{
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
{
ERR("No source texture, but destination requests one\n");
dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float);
}
else
{
copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float));
}
}
}
wined3d_resource_unmap(&dest->resource, 0);
return WINED3D_OK;
}
#undef copy_and_next
HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
{
struct wined3d_state *state = device->cs->c.state;
struct wined3d_stream_info stream_info;
struct wined3d_resource *resource;
struct wined3d_box box = {0};
struct wined3d_shader *vs;
unsigned int i, j;
uint32_t map;
HRESULT hr;
TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
"dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
device, src_start_idx, dst_idx, vertex_count,
dst_buffer, declaration, flags, dst_fvf);
if (declaration)
FIXME("Output vertex declaration not implemented yet.\n");
vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info);
state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
/* We can't convert FROM a VBO, and vertex buffers used to source into
* process_vertices() are unlikely to ever be used for drawing. Release
* VBOs in those buffers and fix up the stream_info structure.
*
* Also apply the start index. */
map = stream_info.use_map;
while (map)
{
struct wined3d_stream_info_element *e;
struct wined3d_map_desc map_desc;
i = wined3d_bit_scan(&map);
e = &stream_info.elements[i];
resource = &state->streams[e->stream_idx].buffer->resource;
box.left = src_start_idx * e->stride;
box.right = box.left + vertex_count * e->stride;
if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
{
ERR("Failed to map resource.\n");
map = stream_info.use_map;
while (map)
{
j = wined3d_bit_scan(&map);
if (j >= i)
break;
e = &stream_info.elements[j];
resource = &state->streams[e->stream_idx].buffer->resource;
if (FAILED(wined3d_resource_unmap(resource, 0)))
ERR("Failed to unmap resource.\n");
}
return WINED3DERR_INVALIDCALL;
}
e->data.buffer_object = 0;
e->data.addr += (ULONG_PTR)map_desc.data;
}
hr = process_vertices_strided(device, dst_idx, vertex_count,
&stream_info, dst_buffer, flags, dst_fvf);
map = stream_info.use_map;
while (map)
{
i = wined3d_bit_scan(&map);
resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
if (FAILED(wined3d_resource_unmap(resource, 0)))
ERR("Failed to unmap resource.\n");
}
return hr;
}
static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
UINT stage, enum wined3d_texture_stage_state state, DWORD value)
{
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
TRACE("device %p, stage %u, state %s, value %#x.\n",
device, stage, debug_d3dtexturestate(state), value);
if (stage >= d3d_info->limits.ffp_blend_stages)
{
WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
stage, d3d_info->limits.ffp_blend_stages - 1);
return;
}
if (value == device->cs->c.state->texture_states[stage][state])
{
TRACE("Application is setting the old value over, nothing to do.\n");
return;
}
device->cs->c.state->texture_states[stage][state] = value;
wined3d_device_context_emit_set_texture_state(&device->cs->c, stage, state, value);
}
static void wined3d_device_set_texture(struct wined3d_device *device,
UINT stage, struct wined3d_texture *texture)
{
struct wined3d_state *state = device->cs->c.state;
struct wined3d_texture *prev;
TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
/* Windows accepts overflowing this array... we do not. */
if (stage >= ARRAY_SIZE(state->textures))
{
WARN("Ignoring invalid stage %u.\n", stage);
return;
}
prev = state->textures[stage];
TRACE("Previous texture %p.\n", prev);
if (texture == prev)
{
TRACE("App is setting the same texture again, nothing to do.\n");
return;
}
TRACE("Setting new texture to %p.\n", texture);
state->textures[stage] = texture;
if (texture)
wined3d_texture_incref(texture);
wined3d_device_context_emit_set_texture(&device->cs->c, stage, texture);
if (prev)
wined3d_texture_decref(prev);
return;
}
void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
struct wined3d_stateblock *stateblock)
{
BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE;
const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
const struct wined3d_saved_states *changed = &stateblock->changed;
const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
struct wined3d_device_context *context = &device->cs->c;
unsigned int i, j, start, idx;
struct wined3d_range range;
uint32_t map;
TRACE("device %p, stateblock %p.\n", device, stateblock);
if (changed->vertexShader)
wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_VERTEX, state->vs);
if (changed->pixelShader)
wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_PIXEL, state->ps);
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
break;
wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
}
map = changed->vertexShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
}
map = changed->vertexShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
}
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
break;
wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
}
map = changed->pixelShaderConstantsI;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
break;
wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
}
map = changed->pixelShaderConstantsB;
for (start = 0; ; start = range.offset + range.size)
{
if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
break;
wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
}
if (changed->lights)
{
for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
{
const struct wined3d_light_info *light;
LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
{
wined3d_device_context_set_light(context, light->OriginalIndex, &light->OriginalParms);
wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
}
}
}
for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
{
map = changed->renderState[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
switch (idx)
{
case WINED3D_RS_BLENDFACTOR:
case WINED3D_RS_MULTISAMPLEMASK:
case WINED3D_RS_ALPHABLENDENABLE:
case WINED3D_RS_SRCBLEND:
case WINED3D_RS_DESTBLEND:
case WINED3D_RS_BLENDOP:
case WINED3D_RS_SEPARATEALPHABLENDENABLE:
case WINED3D_RS_SRCBLENDALPHA:
case WINED3D_RS_DESTBLENDALPHA:
case WINED3D_RS_BLENDOPALPHA:
case WINED3D_RS_COLORWRITEENABLE:
case WINED3D_RS_COLORWRITEENABLE1:
case WINED3D_RS_COLORWRITEENABLE2:
case WINED3D_RS_COLORWRITEENABLE3:
set_blend_state = TRUE;
break;
case WINED3D_RS_BACK_STENCILFAIL:
case WINED3D_RS_BACK_STENCILFUNC:
case WINED3D_RS_BACK_STENCILPASS:
case WINED3D_RS_BACK_STENCILZFAIL:
case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILFAIL:
case WINED3D_RS_STENCILFUNC:
case WINED3D_RS_STENCILREF:
case WINED3D_RS_STENCILMASK:
case WINED3D_RS_STENCILPASS:
case WINED3D_RS_STENCILWRITEMASK:
case WINED3D_RS_STENCILZFAIL:
case WINED3D_RS_TWOSIDEDSTENCILMODE:
case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZFUNC:
case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = TRUE;
break;
case WINED3D_RS_FILLMODE:
case WINED3D_RS_CULLMODE:
case WINED3D_RS_SLOPESCALEDEPTHBIAS:
case WINED3D_RS_DEPTHBIAS:
case WINED3D_RS_SCISSORTESTENABLE:
case WINED3D_RS_ANTIALIASEDLINEENABLE:
set_rasterizer_state = TRUE;
break;
default:
wined3d_device_set_render_state(device, idx, state->rs[idx]);
break;
}
}
}
if (set_rasterizer_state)
{
struct wined3d_rasterizer_state *rasterizer_state;
struct wined3d_rasterizer_state_desc desc;
struct wine_rb_entry *entry;
union
{
DWORD d;
float f;
} bias;
memset(&desc, 0, sizeof(desc));
desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
desc.depth_bias = bias.f;
bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
desc.scale_bias = bias.f;
desc.depth_clip = TRUE;
desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
{
rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
}
else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &rasterizer_state)))
{
wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
{
ERR("Failed to insert rasterizer state.\n");
wined3d_rasterizer_state_decref(rasterizer_state);
}
}
}
if (set_blend_state || changed->alpha_to_coverage
|| wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
{
struct wined3d_blend_state *blend_state;
struct wined3d_blend_state_desc desc;
struct wine_rb_entry *entry;
struct wined3d_color colour;
unsigned int sample_mask;
memset(&desc, 0, sizeof(desc));
desc.alpha_to_coverage = state->alpha_to_coverage;
desc.independent = FALSE;
if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
desc.alpha_to_coverage = TRUE;
desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
}
else
{
desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
}
desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
if (desc.rt[1].writemask != desc.rt[0].writemask
|| desc.rt[2].writemask != desc.rt[0].writemask
|| desc.rt[3].writemask != desc.rt[0].writemask)
{
desc.independent = TRUE;
for (i = 1; i < 4; ++i)
{
desc.rt[i].enable = desc.rt[0].enable;
desc.rt[i].src = desc.rt[0].src;
desc.rt[i].dst = desc.rt[0].dst;
desc.rt[i].op = desc.rt[0].op;
desc.rt[i].src_alpha = desc.rt[0].src_alpha;
desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
desc.rt[i].op_alpha = desc.rt[0].op_alpha;
}
}
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
else
wined3d_device_context_get_blend_state(context, &colour, &sample_mask);
if ((entry = wine_rb_get(&device->blend_states, &desc)))
{
blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
wined3d_device_context_set_blend_state(context, blend_state, &colour,
state->rs[WINED3D_RS_MULTISAMPLEMASK]);
}
else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &blend_state)))
{
wined3d_device_context_set_blend_state(context, blend_state, &colour,
state->rs[WINED3D_RS_MULTISAMPLEMASK]);
if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
{
ERR("Failed to insert blend state.\n");
wined3d_blend_state_decref(blend_state);
}
}
}
if (set_depth_stencil_state)
{
struct wined3d_depth_stencil_state *depth_stencil_state;
struct wined3d_depth_stencil_state_desc desc;
struct wine_rb_entry *entry;
unsigned int stencil_ref;
memset(&desc, 0, sizeof(desc));
switch (state->rs[WINED3D_RS_ZENABLE])
{
case WINED3D_ZB_FALSE:
desc.depth = FALSE;
break;
case WINED3D_ZB_USEW:
FIXME("W buffer is not well handled.\n");
case WINED3D_ZB_TRUE:
desc.depth = TRUE;
break;
default:
FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
}
desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
desc.depth_func = state->rs[WINED3D_RS_ZFUNC];
desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
desc.front.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
desc.front.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
{
desc.back.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
desc.back.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
}
else
{
desc.back = desc.front;
}
if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
stencil_ref = state->rs[WINED3D_RS_STENCILREF];
else
wined3d_device_context_get_depth_stencil_state(context, &stencil_ref);
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{
depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
}
else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
&wined3d_null_parent_ops, &depth_stencil_state)))
{
wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
{
ERR("Failed to insert depth/stencil state.\n");
wined3d_depth_stencil_state_decref(depth_stencil_state);
}
}
}
for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
{
map = changed->textureState[i];
while (map)
{
j = wined3d_bit_scan(&map);
wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
}
}
for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
{
map = changed->samplerState[i];
while (map)
{
j = wined3d_bit_scan(&map);
wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
}
}
if (changed->transforms)
{
for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
{
map = changed->transform[i];
while (map)
{
j = wined3d_bit_scan(&map);
idx = i * word_bit_count + j;
wined3d_device_set_transform(device, idx, &state->transforms[idx]);
}
}
}
if (changed->indices)
wined3d_device_context_set_index_buffer(context, state->index_buffer, state->index_format, 0);
wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
if (changed->vertexDecl)
wined3d_device_context_set_vertex_declaration(context, state->vertex_declaration);
if (changed->material)
wined3d_device_set_material(device, &state->material);
if (changed->viewport)
wined3d_device_context_set_viewports(context, 1, &state->viewport);
if (changed->scissorRect)
wined3d_device_context_set_scissor_rects(context, 1, &state->scissor_rect);
map = changed->streamSource | changed->streamFreq;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_context_set_stream_sources(context, i, 1, &state->streams[i]);
}
map = changed->textures;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_texture(device, i, state->textures[i]);
}
map = changed->clipplane;
while (map)
{
i = wined3d_bit_scan(&map);
wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
}
memset(&stateblock->changed, 0, sizeof(stateblock->changed));
TRACE("Applied stateblock %p.\n", stateblock);
}
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
{
TRACE("device %p, caps %p.\n", device, caps);
return wined3d_get_device_caps(device->adapter, device->create_parms.device_type, caps);
}
HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
device, swapchain_idx, mode, rotation);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
}
HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
{
/* At the moment we have no need for any functionality at the beginning
* of a scene. */
TRACE("device %p.\n", device);
if (device->inScene)
{
WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
device->inScene = TRUE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
{
TRACE("device %p.\n", device);
if (!device->inScene)
{
WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
device->inScene = FALSE;
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
{
struct wined3d_fb_state *fb = &device->cs->c.state->fb;
TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
device, rect_count, rects, flags, debug_color(color), depth, stencil);
if (!rect_count && rects)
{
WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
return WINED3D_OK;
}
if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
{
struct wined3d_rendertarget_view *ds = fb->depth_stencil;
if (!ds)
{
WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
/* TODO: What about depth stencil buffers without stencil bits? */
return WINED3DERR_INVALIDCALL;
}
else if (flags & WINED3DCLEAR_TARGET)
{
if (ds->width < fb->render_targets[0]->width
|| ds->height < fb->render_targets[0]->height)
{
WARN("Silently ignoring depth and target clear with mismatching sizes\n");
return WINED3D_OK;
}
}
}
wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
return WINED3D_OK;
}
struct wined3d_query * CDECL wined3d_device_context_get_predication(struct wined3d_device_context *context, BOOL *value)
{
struct wined3d_state *state = context->state;
TRACE("context %p, value %p.\n", context, value);
if (value)
*value = state->predicate_value;
return state->predicate;
}
void CDECL wined3d_device_context_set_primitive_type(struct wined3d_device_context *context,
enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
{
struct wined3d_state *state = context->state;
TRACE("context %p, primitive_type %s, patch_vertex_count %u.\n",
context, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
wined3d_device_context_lock(context);
state->primitive_type = primitive_type;
state->patch_vertex_count = patch_vertex_count;
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_get_primitive_type(const struct wined3d_device_context *context,
enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
{
const struct wined3d_state *state = context->state;
TRACE("context %p, primitive_type %p, patch_vertex_count %p.\n",
context, primitive_type, patch_vertex_count);
*primitive_type = state->primitive_type;
if (patch_vertex_count)
*patch_vertex_count = state->patch_vertex_count;
TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
}
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
{
unsigned int src_size, dst_size, src_skip_levels = 0;
unsigned int src_level_count, dst_level_count;
const struct wined3d_dirty_regions *regions;
unsigned int layer_count, level_count, i, j;
enum wined3d_resource_type type;
BOOL entire_texture = TRUE;
struct wined3d_box box;
TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
/* Verify that the source and destination textures are non-NULL. */
if (!src_texture || !dst_texture)
{
WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
|| src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
{
WARN("Source resource is GPU accessible or a scratch resource.\n");
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
{
WARN("Destination resource is CPU accessible.\n");
return WINED3DERR_INVALIDCALL;
}
/* Verify that the source and destination textures are the same type. */
type = src_texture->resource.type;
if (dst_texture->resource.type != type)
{
WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
layer_count = src_texture->layer_count;
if (layer_count != dst_texture->layer_count)
{
WARN("Source and destination have different layer counts.\n");
return WINED3DERR_INVALIDCALL;
}
if (src_texture->resource.format != dst_texture->resource.format)
{
WARN("Source and destination formats do not match.\n");
return WINED3DERR_INVALIDCALL;
}
src_level_count = src_texture->level_count;
dst_level_count = dst_texture->level_count;
level_count = min(src_level_count, dst_level_count);
src_size = max(src_texture->resource.width, src_texture->resource.height);
src_size = max(src_size, src_texture->resource.depth);
dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
dst_size = max(dst_size, dst_texture->resource.depth);
while (src_size > dst_size)
{
src_size >>= 1;
++src_skip_levels;
}
if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
|| wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
|| wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
{
WARN("Source and destination dimensions do not match.\n");
return WINED3DERR_INVALIDCALL;
}
if ((regions = src_texture->dirty_regions))
{
for (i = 0; i < layer_count && entire_texture; ++i)
{
if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
continue;
entire_texture = FALSE;
break;
}
}
/* Update every surface level of the texture. */
if (entire_texture)
{
for (i = 0; i < level_count; ++i)
{
wined3d_texture_get_level_box(dst_texture, i, &box);
for (j = 0; j < layer_count; ++j)
{
wined3d_device_context_emit_blt_sub_resource(&device->cs->c,
&dst_texture->resource, j * dst_level_count + i, &box,
&src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
0, NULL, WINED3D_TEXF_POINT);
}
}
}
else
{
unsigned int src_level, box_count, k;
const struct wined3d_box *boxes;
struct wined3d_box b;
for (i = 0; i < layer_count; ++i)
{
boxes = regions[i].boxes;
box_count = regions[i].box_count;
if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
{
boxes = &b;
box_count = 1;
wined3d_texture_get_level_box(dst_texture, i, &b);
}
for (j = 0; j < level_count; ++j)
{
src_level = j + src_skip_levels;
/* TODO: We could pass an array of boxes here to avoid
* multiple context acquisitions for the same resource. */
for (k = 0; k < box_count; ++k)
{
box = boxes[k];
if (src_level)
{
box.left >>= src_level;
box.top >>= src_level;
box.right = min((box.right + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_width(src_texture, src_level));
box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_height(src_texture, src_level));
box.front >>= src_level;
box.back = min((box.back + (1u << src_level) - 1) >> src_level,
wined3d_texture_get_level_depth(src_texture, src_level));
}
wined3d_device_context_emit_blt_sub_resource(&device->cs->c,
&dst_texture->resource, i * dst_level_count + j, &box,
&src_texture->resource, i * src_level_count + src_level, &box,
0, NULL, WINED3D_TEXF_POINT);
}
}
}
}
wined3d_texture_clear_dirty_regions(src_texture);
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
{
const struct wined3d_state *state = device->cs->c.state;
struct wined3d_texture *texture;
DWORD i;
TRACE("device %p, num_passes %p.\n", device, num_passes);
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
{
WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
}
texture = state->textures[i];
if (!texture || texture->resource.format_caps & WINED3D_FORMAT_CAP_FILTERING)
continue;
if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
&& state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
{
WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
return E_FAIL;
}
}
if (wined3d_state_uses_depth_buffer(state)
|| (state->depth_stencil_state && state->depth_stencil_state->desc.stencil))
{
struct wined3d_rendertarget_view *rt = state->fb.render_targets[0];
struct wined3d_rendertarget_view *ds = state->fb.depth_stencil;
if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
{
WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
return WINED3DERR_CONFLICTINGRENDERSTATE;
}
}
/* return a sensible default */
*num_passes = 1;
TRACE("returning D3D_OK\n");
return WINED3D_OK;
}
void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
{
static BOOL warned;
TRACE("device %p, software %#x.\n", device, software);
if (!warned)
{
FIXME("device %p, software %#x stub!\n", device, software);
warned = TRUE;
}
device->softwareVertexProcessing = software;
}
BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
TRACE("device %p stub!\n", device);
warned = TRUE;
}
return device->softwareVertexProcessing;
}
HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_raster_status *raster_status)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
device, swapchain_idx, raster_status);
if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
return WINED3DERR_INVALIDCALL;
return wined3d_swapchain_get_raster_status(swapchain, raster_status);
}
HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
{
static BOOL warned;
TRACE("device %p, segments %.8e.\n", device, segments);
if (segments != 0.0f)
{
if (!warned)
{
FIXME("device %p, segments %.8e stub!\n", device, segments);
warned = TRUE;
}
}
return WINED3D_OK;
}
float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
{
static BOOL warned;
TRACE("device %p.\n", device);
if (!warned)
{
FIXME("device %p stub!\n", device);
warned = TRUE;
}
return 0.0f;
}
void CDECL wined3d_device_context_copy_uav_counter(struct wined3d_device_context *context,
struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
{
TRACE("context %p, dst_buffer %p, offset %u, uav %p.\n",
context, dst_buffer, offset, uav);
wined3d_device_context_lock(context);
wined3d_device_context_emit_copy_uav_counter(context, dst_buffer, offset, uav);
wined3d_device_context_unlock(context);
}
static bool resources_format_compatible(const struct wined3d_resource *src_resource,
const struct wined3d_resource *dst_resource)
{
if (src_resource->format->id == dst_resource->format->id)
return true;
if (src_resource->format->typeless_id && src_resource->format->typeless_id == dst_resource->format->typeless_id)
return true;
if (src_resource->device->cs->c.state->feature_level < WINED3D_FEATURE_LEVEL_10_1)
return false;
if ((src_resource->format_attrs & WINED3D_FORMAT_ATTR_BLOCKS)
&& (dst_resource->format_attrs & WINED3D_FORMAT_ATTR_CAST_TO_BLOCK))
return src_resource->format->block_byte_count == dst_resource->format->byte_count;
if ((src_resource->format_attrs & WINED3D_FORMAT_ATTR_CAST_TO_BLOCK)
&& (dst_resource->format_attrs & WINED3D_FORMAT_ATTR_BLOCKS))
return src_resource->format->byte_count == dst_resource->format->block_byte_count;
return false;
}
void CDECL wined3d_device_context_copy_resource(struct wined3d_device_context *context,
struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
{
unsigned int src_row_block_count, dst_row_block_count;
struct wined3d_texture *dst_texture, *src_texture;
unsigned int src_row_count, dst_row_count;
struct wined3d_box src_box, dst_box;
unsigned int i, j;
TRACE("context %p, dst_resource %p, src_resource %p.\n", context, dst_resource, src_resource);
if (src_resource == dst_resource)
{
WARN("Source and destination are the same resource.\n");
return;
}
if (src_resource->type != dst_resource->type)
{
WARN("Resource types (%s / %s) don't match.\n",
debug_d3dresourcetype(dst_resource->type),
debug_d3dresourcetype(src_resource->type));
return;
}
if (!resources_format_compatible(src_resource, dst_resource))
{
WARN("Resource formats %s and %s are incompatible.\n",
debug_d3dformat(dst_resource->format->id),
debug_d3dformat(src_resource->format->id));
return;
}
src_row_block_count = (src_resource->width + (src_resource->format->block_width - 1))
/ src_resource->format->block_width;
dst_row_block_count = (dst_resource->width + (dst_resource->format->block_width - 1))
/ dst_resource->format->block_width;
src_row_count = (src_resource->height + (src_resource->format->block_height - 1))
/ src_resource->format->block_height;
dst_row_count = (dst_resource->height + (dst_resource->format->block_height - 1))
/ dst_resource->format->block_height;
if (src_row_block_count != dst_row_block_count || src_row_count != dst_row_count
|| src_resource->depth != dst_resource->depth)
{
WARN("Resource block dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
dst_row_block_count, dst_row_count, dst_resource->depth,
src_row_block_count, src_row_count, src_resource->depth);
return;
}
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
{
wined3d_box_set(&src_box, 0, 0, src_resource->size, 1, 0, 1);
wined3d_device_context_lock(context);
wined3d_device_context_emit_blt_sub_resource(context, dst_resource, 0, &src_box,
src_resource, 0, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
wined3d_device_context_unlock(context);
return;
}
dst_texture = texture_from_resource(dst_resource);
src_texture = texture_from_resource(src_resource);
if (src_texture->layer_count != dst_texture->layer_count
|| src_texture->level_count != dst_texture->level_count)
{
WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
dst_texture->layer_count, dst_texture->level_count,
src_texture->layer_count, src_texture->level_count);
return;
}
wined3d_device_context_lock(context);
for (i = 0; i < dst_texture->level_count; ++i)
{
wined3d_texture_get_level_box(src_texture, i, &src_box);
wined3d_texture_get_level_box(dst_texture, i, &dst_box);
for (j = 0; j < dst_texture->layer_count; ++j)
{
unsigned int idx = j * dst_texture->level_count + i;
wined3d_device_context_emit_blt_sub_resource(context, dst_resource, idx, &dst_box,
src_resource, idx, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
}
}
wined3d_device_context_unlock(context);
}
HRESULT CDECL wined3d_device_context_copy_sub_resource_region(struct wined3d_device_context *context,
struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags)
{
struct wined3d_box dst_box, b;
TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
context, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
src_resource, src_sub_resource_idx, debug_box(src_box), flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
{
WARN("Source and destination are the same sub-resource.\n");
return WINED3DERR_INVALIDCALL;
}
if (!resources_format_compatible(src_resource, dst_resource))
{
WARN("Resource formats %s and %s are incompatible.\n",
debug_d3dformat(dst_resource->format->id),
debug_d3dformat(src_resource->format->id));
return WINED3DERR_INVALIDCALL;
}
if (dst_resource->type == WINED3D_RTYPE_BUFFER)
{
if (src_resource->type != WINED3D_RTYPE_BUFFER)
{
WARN("Resource types (%s / %s) don't match.\n",
debug_d3dresourcetype(dst_resource->type),
debug_d3dresourcetype(src_resource->type));
return WINED3DERR_INVALIDCALL;
}
if (dst_sub_resource_idx)
{
WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_sub_resource_idx)
{
WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (!src_box)
{
unsigned int dst_w;
dst_w = dst_resource->size - dst_x;
wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
src_box = &b;
}
else if ((src_box->left >= src_box->right
|| src_box->top >= src_box->bottom
|| src_box->front >= src_box->back))
{
WARN("Invalid box %s specified.\n", debug_box(src_box));
return WINED3DERR_INVALIDCALL;
}
if (src_box->right > src_resource->size || dst_x >= dst_resource->size
|| src_box->right - src_box->left > dst_resource->size - dst_x)
{
WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
dst_x, src_box->left, src_box->right - src_box->left);
return WINED3DERR_INVALIDCALL;
}
wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
}
else
{
struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
struct wined3d_texture *src_texture = texture_from_resource(src_resource);
unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
unsigned int src_row_block_count, src_row_count;
if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
{
WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
{
WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
{
WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (src_texture->sub_resources[src_sub_resource_idx].map_count)
{
WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
return WINED3DERR_INVALIDCALL;
}
if (!src_box)
{
unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
src_w = wined3d_texture_get_level_width(src_texture, src_level);
src_h = wined3d_texture_get_level_height(src_texture, src_level);
src_d = wined3d_texture_get_level_depth(src_texture, src_level);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
src_box = &b;
}
else if (FAILED(wined3d_resource_check_box_dimensions(src_resource, src_sub_resource_idx, src_box)))
{
WARN("Invalid source box %s.\n", debug_box(src_box));
return WINED3DERR_INVALIDCALL;
}
if (src_resource->format->block_width == dst_resource->format->block_width
&& src_resource->format->block_height == dst_resource->format->block_height)
{
wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
}
else
{
src_row_block_count = (src_box->right - src_box->left + src_resource->format->block_width - 1)
/ src_resource->format->block_width;
src_row_count = (src_box->bottom - src_box->top + src_resource->format->block_height - 1)
/ src_resource->format->block_height;
wined3d_box_set(&dst_box, dst_x, dst_y,
dst_x + (src_row_block_count * dst_resource->format->block_width),
dst_y + (src_row_count * dst_resource->format->block_height),
dst_z, dst_z + (src_box->back - src_box->front));
}
if (FAILED(wined3d_resource_check_box_dimensions(dst_resource, dst_sub_resource_idx, &dst_box)))
{
WARN("Invalid destination box %s.\n", debug_box(&dst_box));
return WINED3DERR_INVALIDCALL;
}
}
wined3d_device_context_lock(context);
wined3d_device_context_emit_blt_sub_resource(context, dst_resource, dst_sub_resource_idx, &dst_box,
src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
wined3d_device_context_unlock(context);
return WINED3D_OK;
}
void CDECL wined3d_device_context_update_sub_resource(struct wined3d_device_context *context,
struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box,
const void *data, unsigned int row_pitch, unsigned int depth_pitch, unsigned int flags)
{
struct wined3d_sub_resource_desc desc;
struct wined3d_box b;
TRACE("context %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, flags %#x.\n",
context, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags);
if (flags)
FIXME("Ignoring flags %#x.\n", flags);
if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
WARN("Resource %p is not GPU accessible.\n", resource);
return;
}
if (FAILED(wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc)))
return;
if (!box)
{
wined3d_box_set(&b, 0, 0, desc.width, desc.height, 0, desc.depth);
box = &b;
}
else if (box->left >= box->right || box->right > desc.width
|| box->top >= box->bottom || box->bottom > desc.height
|| box->front >= box->back || box->back > desc.depth)
{
WARN("Invalid box %s specified.\n", debug_box(box));
return;
}
wined3d_device_context_lock(context);
wined3d_device_context_emit_update_sub_resource(context, resource,
sub_resource_idx, box, data, row_pitch, depth_pitch);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_resolve_sub_resource(struct wined3d_device_context *context,
struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
enum wined3d_format_id format_id)
{
struct wined3d_texture *dst_texture, *src_texture;
unsigned int dst_level, src_level;
struct wined3d_blt_fx fx = {0};
RECT dst_rect, src_rect;
TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, "
"src_resource %p, src_sub_resource_idx %u, format %s.\n",
context, dst_resource, dst_sub_resource_idx,
src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
if (wined3d_format_is_typeless(dst_resource->format)
|| wined3d_format_is_typeless(src_resource->format))
{
FIXME("Multisample resolve is not fully supported for typeless formats "
"(dst_format %s, src_format %s, format %s).\n",
debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
debug_d3dformat(format_id));
}
if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
return;
}
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
{
WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
return;
}
wined3d_device_context_lock(context);
fx.resolve_format_id = format_id;
dst_texture = texture_from_resource(dst_resource);
src_texture = texture_from_resource(src_resource);
dst_level = dst_sub_resource_idx % dst_texture->level_count;
SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
wined3d_texture_get_level_height(dst_texture, dst_level));
src_level = src_sub_resource_idx % src_texture->level_count;
SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
wined3d_texture_get_level_height(src_texture, src_level));
wined3d_device_context_blt(context, dst_texture, dst_sub_resource_idx, &dst_rect,
src_texture, src_sub_resource_idx, &src_rect, 0, &fx, WINED3D_TEXF_POINT);
wined3d_device_context_unlock(context);
}
HRESULT CDECL wined3d_device_context_clear_rendertarget_view(struct wined3d_device_context *context,
struct wined3d_rendertarget_view *view, const RECT *rect, unsigned int flags,
const struct wined3d_color *color, float depth, unsigned int stencil)
{
struct wined3d_resource *resource;
RECT r;
TRACE("context %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
context, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
if (!flags)
return WINED3D_OK;
resource = view->resource;
if (resource->type == WINED3D_RTYPE_BUFFER)
{
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
return WINED3DERR_INVALIDCALL;
}
if (!rect)
{
SetRect(&r, 0, 0, view->width, view->height);
rect = &r;
}
else
{
struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
HRESULT hr;
if (FAILED(hr = wined3d_resource_check_box_dimensions(resource, view->sub_resource_idx, &b)))
return hr;
}
wined3d_device_context_lock(context);
wined3d_device_context_emit_clear_rendertarget_view(context, view, rect, flags, color, depth, stencil);
wined3d_device_context_unlock(context);
return WINED3D_OK;
}
void CDECL wined3d_device_context_clear_uav_float(struct wined3d_device_context *context,
struct wined3d_unordered_access_view *view, const struct wined3d_vec4 *clear_value)
{
TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_vec4(clear_value));
if (!(view->format->attrs & (WINED3D_FORMAT_ATTR_FLOAT | WINED3D_FORMAT_ATTR_NORMALISED)))
{
WARN("Not supported for view format %s.\n", debug_d3dformat(view->format->id));
return;
}
wined3d_device_context_lock(context);
wined3d_device_context_emit_clear_uav(context, view, (const struct wined3d_uvec4 *)clear_value, true);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_clear_uav_uint(struct wined3d_device_context *context,
struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
{
TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
wined3d_device_context_lock(context);
wined3d_device_context_emit_clear_uav(context, view, clear_value, false);
wined3d_device_context_unlock(context);
}
static unsigned int sanitise_map_flags(const struct wined3d_resource *resource, unsigned int flags)
{
/* Not all flags make sense together, but Windows never returns an error.
* Catch the cases that could cause issues. */
if (flags & WINED3D_MAP_READ)
{
if (flags & WINED3D_MAP_DISCARD)
{
WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
}
if (flags & WINED3D_MAP_NOOVERWRITE)
{
WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
}
}
else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
{
if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
{
WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
}
if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
== (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
{
WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
flags &= ~WINED3D_MAP_DISCARD;
}
}
return flags;
}
HRESULT CDECL wined3d_device_context_map(struct wined3d_device_context *context,
struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
{
struct wined3d_sub_resource_desc desc;
struct wined3d_box b;
HRESULT hr;
TRACE("context %p, resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
context, resource, sub_resource_idx, map_desc, debug_box(box), flags);
if (!(flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)))
{
WARN("No read/write flags specified.\n");
return E_INVALIDARG;
}
if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R))
{
WARN("Resource does not have MAP_R access.\n");
return E_INVALIDARG;
}
if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W))
{
WARN("Resource does not have MAP_W access.\n");
return E_INVALIDARG;
}
flags = sanitise_map_flags(resource, flags);
if (FAILED(wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc)))
return E_INVALIDARG;
if (!box)
{
wined3d_box_set(&b, 0, 0, desc.width, desc.height, 0, desc.depth);
box = &b;
}
else if (FAILED(wined3d_resource_check_box_dimensions(resource, sub_resource_idx, box)))
{
WARN("Map box is invalid.\n");
if (resource->type != WINED3D_RTYPE_BUFFER && resource->type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if ((resource->format_attrs & WINED3D_FORMAT_ATTR_BLOCKS) &&
!(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
return WINED3DERR_INVALIDCALL;
}
wined3d_device_context_lock(context);
hr = wined3d_device_context_emit_map(context, resource, sub_resource_idx, map_desc, box, flags);
wined3d_device_context_unlock(context);
return hr;
}
HRESULT CDECL wined3d_device_context_unmap(struct wined3d_device_context *context,
struct wined3d_resource *resource, unsigned int sub_resource_idx)
{
HRESULT hr;
TRACE("context %p, resource %p, sub_resource_idx %u.\n", context, resource, sub_resource_idx);
wined3d_device_context_lock(context);
hr = wined3d_device_context_emit_unmap(context, resource, sub_resource_idx);
wined3d_device_context_unlock(context);
return hr;
}
void CDECL wined3d_device_context_issue_query(struct wined3d_device_context *context,
struct wined3d_query *query, unsigned int flags)
{
TRACE("context %p, query %p, flags %#x.\n", context, query, flags);
wined3d_device_context_lock(context);
context->ops->issue_query(context, query, flags);
wined3d_device_context_unlock(context);
}
void CDECL wined3d_device_context_execute_command_list(struct wined3d_device_context *context,
struct wined3d_command_list *list, bool restore_state)
{
TRACE("context %p, list %p, restore_state %d.\n", context, list, restore_state);
wined3d_device_context_lock(context);
wined3d_device_context_emit_execute_command_list(context, list, restore_state);
wined3d_device_context_unlock(context);
}
struct wined3d_rendertarget_view * CDECL wined3d_device_context_get_rendertarget_view(
const struct wined3d_device_context *context, unsigned int view_idx)
{
unsigned int max_rt_count;
TRACE("context %p, view_idx %u.\n", context, view_idx);
max_rt_count = context->device->adapter->d3d_info.limits.max_rt_count;
if (view_idx >= max_rt_count)
{
WARN("Only %u render targets are supported.\n", max_rt_count);
return NULL;
}
return context->state->fb.render_targets[view_idx];
}
struct wined3d_rendertarget_view * CDECL wined3d_device_context_get_depth_stencil_view(
const struct wined3d_device_context *context)
{
TRACE("context %p.\n", context);
return context->state->fb.depth_stencil;
}
void CDECL wined3d_device_context_generate_mipmaps(struct wined3d_device_context *context,
struct wined3d_shader_resource_view *view)
{
struct wined3d_texture *texture;
TRACE("context %p, view %p.\n", context, view);
if (view->resource->type == WINED3D_RTYPE_BUFFER)
{
WARN("Called on buffer resource %p.\n", view->resource);
return;
}
texture = texture_from_resource(view->resource);
if (!(texture->flags & WINED3D_TEXTURE_GENERATE_MIPMAPS))
{
WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n");
return;
}
wined3d_device_context_lock(context);
wined3d_device_context_emit_generate_mipmaps(context, view);
wined3d_device_context_unlock(context);
}
static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
{
unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
struct wined3d_sub_resource_data data;
struct wined3d_resource_desc desc;
struct wined3d_map_desc map_desc;
struct wined3d_texture *texture;
HRESULT hr;
if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
{
ERR("Failed to map source texture.\n");
return NULL;
}
data.data = map_desc.data;
data.row_pitch = map_desc.row_pitch;
data.slice_pitch = map_desc.slice_pitch;
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
desc.format = WINED3DFMT_B8G8R8A8_UNORM;
desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
desc.multisample_quality = 0;
desc.usage = WINED3DUSAGE_DYNAMIC;
desc.bind_flags = 0;
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
desc.depth = 1;
desc.size = 0;
hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture);
wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
if (FAILED(hr))
{
ERR("Failed to create cursor texture.\n");
return NULL;
}
return texture;
}
HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
{
unsigned int texture_level = sub_resource_idx % texture->level_count;
unsigned int cursor_width, cursor_height;
struct wined3d_map_desc map_desc;
TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
device, x_hotspot, y_hotspot, texture, sub_resource_idx);
if (sub_resource_idx >= texture->level_count * texture->layer_count
|| texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
return WINED3DERR_INVALIDCALL;
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
{
WARN("Texture %p has invalid format %s.\n",
texture, debug_d3dformat(texture->resource.format->id));
return WINED3DERR_INVALIDCALL;
}
/* Cursor width and height must all be powers of two */
cursor_width = wined3d_texture_get_level_width(texture, texture_level);
cursor_height = wined3d_texture_get_level_height(texture, texture_level);
if ((cursor_width & (cursor_width - 1)) || (cursor_height & (cursor_height - 1)))
{
WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width, cursor_height);
return WINED3DERR_INVALIDCALL;
}
/* 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. */
if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
{
ERR("Failed to create cursor texture.\n");
return WINED3DERR_INVALIDCALL;
}
if (cursor_width == 32 && cursor_height == 32)
{
UINT mask_size = cursor_width * cursor_height / 8;
ICONINFO cursor_info;
DWORD *mask_bits;
HCURSOR cursor;
/* 32-bit user32 cursors ignore the alpha channel if it's all
* zeroes, and use the mask instead. Fill the mask with all ones
* to ensure we still get a fully transparent cursor. */
if (!(mask_bits = heap_alloc(mask_size)))
return E_OUTOFMEMORY;
memset(mask_bits, 0xff, mask_size);
wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
cursor_info.fIcon = FALSE;
cursor_info.xHotspot = x_hotspot;
cursor_info.yHotspot = y_hotspot;
cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
wined3d_resource_unmap(&texture->resource, sub_resource_idx);
/* Create our cursor and clean up. */
cursor = CreateIconIndirect(&cursor_info);
if (cursor_info.hbmMask)
DeleteObject(cursor_info.hbmMask);
if (cursor_info.hbmColor)
DeleteObject(cursor_info.hbmColor);
if (device->hardwareCursor)
DestroyCursor(device->hardwareCursor);
device->hardwareCursor = cursor;
if (device->bCursorVisible)
SetCursor(cursor);
heap_free(mask_bits);
}
TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
device->cursorWidth = cursor_width;
device->cursorHeight = cursor_height;
device->xHotSpot = x_hotspot;
device->yHotSpot = y_hotspot;
return WINED3D_OK;
}
void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
int x_screen_space, int y_screen_space, DWORD flags)
{
TRACE("device %p, x %d, y %d, flags %#x.\n",
device, x_screen_space, y_screen_space, flags);
device->xScreenSpace = x_screen_space;
device->yScreenSpace = y_screen_space;
if (device->hardwareCursor)
{
POINT pt;
GetCursorPos( &pt );
if (x_screen_space == pt.x && y_screen_space == pt.y)
return;
SetCursorPos( x_screen_space, y_screen_space );
/* Switch to the software cursor if position diverges from the hardware one. */
GetCursorPos( &pt );
if (x_screen_space != pt.x || y_screen_space != pt.y)
{
if (device->bCursorVisible) SetCursor( NULL );
DestroyCursor( device->hardwareCursor );
device->hardwareCursor = 0;
}
}
}
BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
{
BOOL oldVisible = device->bCursorVisible;
TRACE("device %p, show %#x.\n", device, show);
/*
* When ShowCursor is first called it should make the cursor appear at the OS's last
* known cursor position.
*/
if (show && !oldVisible)
{
POINT pt;
GetCursorPos(&pt);
device->xScreenSpace = pt.x;
device->yScreenSpace = pt.y;
}
if (device->hardwareCursor)
{
device->bCursorVisible = show;
if (show)
SetCursor(device->hardwareCursor);
else
SetCursor(NULL);
}
else if (device->cursor_texture)
{
device->bCursorVisible = show;
}
return oldVisible;
}
void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
{
struct wined3d_resource *resource, *cursor;
TRACE("device %p.\n", device);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Checking resource %p for eviction.\n", resource);
if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
{
TRACE("Evicting %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
}
}
void CDECL wined3d_device_context_flush(struct wined3d_device_context *context)
{
TRACE("context %p.\n", context);
wined3d_device_context_lock(context);
context->ops->flush(context);
wined3d_device_context_unlock(context);
}
static void update_swapchain_flags(struct wined3d_texture *texture)
{
unsigned int flags = texture->swapchain->state.desc.flags;
if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
else
texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W);
if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
texture->flags |= WINED3D_TEXTURE_GET_DC;
else
texture->flags &= ~WINED3D_TEXTURE_GET_DC;
}
HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
wined3d_device_reset_cb callback, BOOL reset_state)
{
static struct wined3d_rendertarget_view *const views[WINED3D_MAX_RENDER_TARGETS];
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
struct wined3d_device_context *context = &device->cs->c;
struct wined3d_swapchain_state *swapchain_state;
struct wined3d_state *state = context->state;
struct wined3d_swapchain_desc *current_desc;
struct wined3d_resource *resource, *cursor;
struct wined3d_rendertarget_view *view;
struct wined3d_swapchain *swapchain;
struct wined3d_view_desc view_desc;
BOOL backbuffer_resized, windowed;
HRESULT hr = WINED3D_OK;
unsigned int i;
TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
device, swapchain_desc, mode, callback, reset_state);
wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
{
ERR("Failed to get the first implicit swapchain.\n");
return WINED3DERR_INVALIDCALL;
}
swapchain_state = &swapchain->state;
current_desc = &swapchain_state->desc;
if (reset_state)
{
if (device->logo_texture)
{
wined3d_texture_decref(device->logo_texture);
device->logo_texture = NULL;
}
if (device->cursor_texture)
{
wined3d_texture_decref(device->cursor_texture);
device->cursor_texture = NULL;
}
state_unbind_resources(state);
}
wined3d_device_context_set_rendertarget_views(context, 0, d3d_info->limits.max_rt_count, views, FALSE);
wined3d_device_context_set_depth_stencil_view(context, NULL);
if (reset_state)
{
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Enumerating resource %p.\n", resource);
if (FAILED(hr = callback(resource)))
return hr;
}
}
TRACE("New params:\n");
TRACE("output %p\n", swapchain_desc->output);
TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
TRACE("device_window %p\n", swapchain_desc->device_window);
TRACE("windowed %#x\n", swapchain_desc->windowed);
TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
if (swapchain_desc->enable_auto_depth_stencil)
TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
TRACE("flags %#x\n", swapchain_desc->flags);
TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET)
FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags);
if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
&& swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
&& swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
/* No special treatment of these parameters. Just store them */
current_desc->swap_effect = swapchain_desc->swap_effect;
current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
current_desc->refresh_rate = swapchain_desc->refresh_rate;
current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window)
{
TRACE("Changing the device window from %p to %p.\n",
current_desc->device_window, swapchain_desc->device_window);
current_desc->device_window = swapchain_desc->device_window;
swapchain_state->device_window = swapchain_desc->device_window;
wined3d_swapchain_set_window(swapchain, NULL);
}
backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width
|| swapchain_desc->backbuffer_height != current_desc->backbuffer_height;
windowed = current_desc->windowed;
if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode
|| mode || (!swapchain_desc->windowed && backbuffer_resized))
{
/* Switch from windowed to fullscreen. */
if (windowed && !swapchain_desc->windowed)
{
HWND focus_window = device->create_parms.focus_window;
if (!focus_window)
focus_window = swapchain->state.device_window;
if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
{
ERR("Failed to acquire focus window, hr %#x.\n", hr);
return hr;
}
}
if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state,
swapchain_desc, mode)))
return hr;
/* Switch from fullscreen to windowed. */
if (!windowed && swapchain_desc->windowed)
wined3d_device_release_focus_window(device);
}
else if (!swapchain_desc->windowed)
{
DWORD style = swapchain_state->style;
DWORD exstyle = swapchain_state->exstyle;
struct wined3d_output_desc output_desc;
/* If we're in fullscreen, and the mode wasn't changed, we have to get
* the window back into the right position. Some applications
* (Battlefield 2, Guild Wars) move it and then call Reset() to clean
* up their mess. Guild Wars also loses the device during that. */
if (FAILED(hr = wined3d_output_get_desc(swapchain_desc->output, &output_desc)))
{
ERR("Failed to get output description, hr %#x.\n", hr);
return hr;
}
swapchain_state->style = 0;
swapchain_state->exstyle = 0;
wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window,
output_desc.desktop_rect.left, output_desc.desktop_rect.top,
swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height);
swapchain_state->style = style;
swapchain_state->exstyle = exstyle;
}
if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
return hr;
if (swapchain_desc->flags != current_desc->flags)
{
current_desc->flags = swapchain_desc->flags;
update_swapchain_flags(swapchain->front_buffer);
for (i = 0; i < current_desc->backbuffer_count; ++i)
{
update_swapchain_flags(swapchain->back_buffers[i]);
}
}
if ((view = device->auto_depth_stencil_view))
{
device->auto_depth_stencil_view = NULL;
wined3d_rendertarget_view_decref(view);
}
if (current_desc->enable_auto_depth_stencil)
{
struct wined3d_resource_desc texture_desc;
struct wined3d_texture *texture;
TRACE("Creating the depth stencil buffer.\n");
texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
texture_desc.format = current_desc->auto_depth_stencil_format;
texture_desc.multisample_type = current_desc->multisample_type;
texture_desc.multisample_quality = current_desc->multisample_quality;
texture_desc.usage = 0;
texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
texture_desc.width = current_desc->backbuffer_width;
texture_desc.height = current_desc->backbuffer_height;
texture_desc.depth = 1;
texture_desc.size = 0;
if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
device->device_parent, &texture_desc, 0, &texture)))
{
ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
return WINED3DERR_INVALIDCALL;
}
view_desc.format_id = texture->resource.format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
wined3d_texture_decref(texture);
if (FAILED(hr))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
}
if ((view = device->back_buffer_view))
{
device->back_buffer_view = NULL;
wined3d_rendertarget_view_decref(view);
}
if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
{
struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
view_desc.format_id = back_buffer->format->id;
view_desc.flags = 0;
view_desc.u.texture.level_idx = 0;
view_desc.u.texture.level_count = 1;
view_desc.u.texture.layer_idx = 0;
view_desc.u.texture.layer_count = 1;
if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
{
ERR("Failed to create rendertarget view, hr %#x.\n", hr);
return hr;
}
}
wine_rb_destroy(&device->samplers, device_free_sampler, NULL);
wine_rb_destroy(&device->rasterizer_states, device_free_rasterizer_state, NULL);
wine_rb_destroy(&device->blend_states, device_free_blend_state, NULL);
wine_rb_destroy(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
if (reset_state)
{
TRACE("Resetting state.\n");
wined3d_device_context_emit_reset_state(&device->cs->c, false);
state_cleanup(state);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
{
TRACE("Unloading resource %p.\n", resource);
wined3d_cs_emit_unload_resource(device->cs, resource);
}
device->adapter->adapter_ops->adapter_uninit_3d(device);
wined3d_state_reset(state, &device->adapter->d3d_info);
device_init_swapchain_state(device, swapchain);
if (wined3d_settings.logo)
device_load_logo(device, wined3d_settings.logo);
}
else
{
if ((view = device->back_buffer_view))
wined3d_device_context_set_rendertarget_views(context, 0, 1, &view, FALSE);
if ((view = device->auto_depth_stencil_view))
wined3d_device_context_set_depth_stencil_view(context, view);
}
if (reset_state)
hr = device->adapter->adapter_ops->adapter_init_3d(device);
/* All done. There is no need to reload resources or shaders, this will happen automatically on the
* first use
*/
return hr;
}
HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
{
TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
return WINED3D_OK;
}
void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
struct wined3d_device_creation_parameters *parameters)
{
TRACE("device %p, parameters %p.\n", device, parameters);
*parameters = device->create_parms;
}
struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
{
TRACE("device %p.\n", device);
return device->wined3d;
}
void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
device, swapchain_idx, flags, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
}
void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
{
struct wined3d_swapchain *swapchain;
TRACE("device %p, swapchain_idx %u, ramp %p.\n",
device, swapchain_idx, ramp);
if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
}
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
wined3d_not_from_cs(device->cs);
list_add_head(&device->resources, &resource->resource_list_entry);
}
static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
{
TRACE("device %p, resource %p.\n", device, resource);
wined3d_not_from_cs(device->cs);
list_remove(&resource->resource_list_entry);
}
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
{
enum wined3d_resource_type type = resource->type;
struct wined3d_state *state = device->cs->c.state;
struct wined3d_rendertarget_view *rtv;
unsigned int i;
TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
{
if ((rtv = state->fb.render_targets[i]) && rtv->resource == resource)
ERR("Resource %p is still in use as render target %u.\n", resource, i);
}
if ((rtv = state->fb.depth_stencil) && rtv->resource == resource)
ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
switch (type)
{
case WINED3D_RTYPE_TEXTURE_1D:
case WINED3D_RTYPE_TEXTURE_2D:
case WINED3D_RTYPE_TEXTURE_3D:
for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
{
if (&state->textures[i]->resource == resource)
{
ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
state->textures[i] = NULL;
}
}
break;
case WINED3D_RTYPE_BUFFER:
for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
{
if (&state->streams[i].buffer->resource == resource)
{
ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
state->streams[i].buffer = NULL;
}
}
if (&state->index_buffer->resource == resource)
{
ERR("Buffer resource %p is still in use as index buffer.\n", resource);
state->index_buffer = NULL;
}
break;
default:
break;
}
/* Remove the resource from the resourceStore */
device_resource_remove(device, resource);
TRACE("Resource released.\n");
}
static int wined3d_so_desc_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_stream_output_desc *desc = &WINE_RB_ENTRY_VALUE(entry,
struct wined3d_so_desc_entry, entry)->desc;
const struct wined3d_stream_output_desc *k = key;
unsigned int i;
int ret;
if ((ret = wined3d_uint32_compare(k->element_count, desc->element_count)))
return ret;
if ((ret = wined3d_uint32_compare(k->buffer_stride_count, desc->buffer_stride_count)))
return ret;
if ((ret = wined3d_uint32_compare(k->rasterizer_stream_idx, desc->rasterizer_stream_idx)))
return ret;
for (i = 0; i < k->element_count; ++i)
{
const struct wined3d_stream_output_element *b = &desc->elements[i];
const struct wined3d_stream_output_element *a = &k->elements[i];
if ((ret = wined3d_uint32_compare(a->stream_idx, b->stream_idx)))
return ret;
if ((ret = (!a->semantic_name - !b->semantic_name)))
return ret;
if (a->semantic_name && (ret = strcmp(a->semantic_name, b->semantic_name)))
return ret;
if ((ret = wined3d_uint32_compare(a->semantic_idx, b->semantic_idx)))
return ret;
if ((ret = wined3d_uint32_compare(a->component_idx, b->component_idx)))
return ret;
if ((ret = wined3d_uint32_compare(a->component_count, b->component_count)))
return ret;
if ((ret = wined3d_uint32_compare(a->output_slot, b->output_slot)))
return ret;
}
for (i = 0; i < k->buffer_stride_count; ++i)
{
if ((ret = wined3d_uint32_compare(k->buffer_strides[i], desc->buffer_strides[i])))
return ret;
}
return 0;
}
static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
return memcmp(&sampler->desc, key, sizeof(sampler->desc));
}
static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
return memcmp(&state->desc, key, sizeof(state->desc));
}
static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
return memcmp(&state->desc, key, sizeof(state->desc));
}
static int wined3d_depth_stencil_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct wined3d_depth_stencil_state *state
= WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
return memcmp(&state->desc, key, sizeof(state->desc));
}
HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
const BOOL *supported_extensions, struct wined3d_device_parent *device_parent)
{
struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx];
const struct wined3d_fragment_pipe_ops *fragment_pipeline;
const struct wined3d_vertex_pipe_ops *vertex_pipeline;
unsigned int i;
HRESULT hr;
device->ref = 1;
device->wined3d = wined3d;
wined3d_incref(device->wined3d);
device->adapter = adapter;
device->device_parent = device_parent;
list_init(&device->resources);
list_init(&device->shaders);
device->surface_alignment = surface_alignment;
/* Save the creation parameters. */
device->create_parms.adapter_idx = adapter_idx;
device->create_parms.device_type = device_type;
device->create_parms.focus_window = focus_window;
device->create_parms.flags = flags;
device->shader_backend = adapter->shader_backend;
vertex_pipeline = adapter->vertex_pipe;
fragment_pipeline = adapter->fragment_pipe;
wine_rb_init(&device->so_descs, wined3d_so_desc_compare);
wine_rb_init(&device->samplers, wined3d_sampler_compare);
wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare);
wine_rb_init(&device->blend_states, wined3d_blend_state_compare);
wine_rb_init(&device->depth_stencil_states, wined3d_depth_stencil_state_compare);
if (vertex_pipeline->vp_states && fragment_pipeline->states
&& FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs,
&adapter->d3d_info, supported_extensions, vertex_pipeline,
fragment_pipeline, adapter->misc_state_template)))
{
ERR("Failed to compile state table, hr %#x.\n", hr);
wine_rb_destroy(&device->samplers, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
wine_rb_destroy(&device->so_descs, NULL, NULL);
wined3d_decref(device->wined3d);
return hr;
}
device->max_frame_latency = 3;
if (!(device->cs = wined3d_cs_create(device, levels, level_count)))
{
WARN("Failed to create command stream.\n");
hr = E_FAIL;
goto err;
}
wined3d_lock_init(&device->bo_map_lock, "wined3d_device.bo_map_lock");
return WINED3D_OK;
err:
for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
{
heap_free(device->multistate_funcs[i]);
}
wine_rb_destroy(&device->samplers, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
wine_rb_destroy(&device->so_descs, NULL, NULL);
wined3d_decref(device->wined3d);
return hr;
}
void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
{
unsigned int representative, i, idx, shift;
struct wined3d_context *context;
wined3d_from_cs(device->cs);
if (STATE_IS_COMPUTE(state_id))
{
for (i = 0; i < device->context_count; ++i)
context_invalidate_compute_state(device->contexts[i], state_id);
return;
}
representative = device->state_table[state_id].representative;
idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
}
}
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
{
if (message == WM_DESTROY)
{
TRACE("unregister window %p.\n", window);
wined3d_unregister_window(window);
if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
ERR("Window %p is not the focus window for device %p.\n", window, device);
}
else if (message == WM_DISPLAYCHANGE)
{
device->device_parent->ops->mode_changed(device->device_parent);
}
else if (message == WM_ACTIVATEAPP)
{
unsigned int i = device->swapchain_count;
/* Deactivating the implicit swapchain may cause the application
* (e.g. Deus Ex: GOTY) to destroy the device, so take care to
* deactivate the implicit swapchain last, and to avoid accessing the
* "device" pointer afterwards. */
while (i--)
wined3d_swapchain_activate(device->swapchains[i], wparam);
}
else if (message == WM_SYSCOMMAND)
{
if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
{
if (unicode)
DefWindowProcW(window, message, wparam, lparam);
else
DefWindowProcA(window, message, wparam, lparam);
}
}
if (unicode)
return CallWindowProcW(proc, window, message, wparam, lparam);
else
return CallWindowProcA(proc, window, message, wparam, lparam);
}