ReactOS 0.4.15-dev-7958-gcd0bb1a
device.c
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1/*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
11 *
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
16 *
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
21 *
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 */
26
27#include "config.h"
28#include "wine/port.h"
29
30#include <stdio.h>
31#ifdef HAVE_FLOAT_H
32# include <float.h>
33#endif
34
35#include "wined3d_private.h"
36
39
40/* Define the default light parameters as specified by MSDN. */
42{
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
54};
55
56/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
59{
60 switch (primitive_type)
61 {
63 return GL_POINTS;
64
66 return GL_LINES;
67
69 return GL_LINE_STRIP;
70
72 return GL_TRIANGLES;
73
75 return GL_TRIANGLE_STRIP;
76
78 return GL_TRIANGLE_FAN;
79
82
85
88
91
93 return GL_PATCHES;
94
95 default:
96 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
98 return ~0u;
99 }
100}
101
103{
104 switch (primitive_type)
105 {
106 case GL_POINTS:
108
109 case GL_LINES:
110 return WINED3D_PT_LINELIST;
111
112 case GL_LINE_STRIP:
114
115 case GL_TRIANGLES:
117
120
121 case GL_TRIANGLE_FAN:
123
126
129
132
135
136 case GL_PATCHES:
137 return WINED3D_PT_PATCH;
138
139 default:
140 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141 case ~0u:
143 }
144}
145
147{
148 struct wined3d_context **new_array;
149
150 TRACE("Adding context %p.\n", context);
151
152 if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
153 {
154 ERR("Failed to grow the context array.\n");
155 return FALSE;
156 }
157
158 new_array[device->context_count++] = context;
159 device->contexts = new_array;
160 return TRUE;
161}
162
164{
165 struct wined3d_context **new_array;
166 BOOL found = FALSE;
167 UINT i;
168
169 TRACE("Removing context %p.\n", context);
170
171 for (i = 0; i < device->context_count; ++i)
172 {
173 if (device->contexts[i] == context)
174 {
175 found = TRUE;
176 break;
177 }
178 }
179
180 if (!found)
181 {
182 ERR("Context %p doesn't exist in context array.\n", context);
183 return;
184 }
185
186 if (!--device->context_count)
187 {
188 heap_free(device->contexts);
189 device->contexts = NULL;
190 return;
191 }
192
193 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
194 if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
195 {
196 ERR("Failed to shrink context array. Oh well.\n");
197 return;
198 }
199
200 device->contexts = new_array;
201}
202
203static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx,
204 const RECT *draw_rect, const RECT *clear_rect)
205{
206 unsigned int width, height, level;
207
208 level = sub_resource_idx % texture->level_count;
211
212 /* partial draw rect */
213 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
214 return FALSE;
215
216 /* partial clear rect */
217 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
218 || clear_rect->right < width || clear_rect->bottom < height))
219 return FALSE;
220
221 return TRUE;
222}
223
225 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
226 float depth, DWORD stencil)
227{
228 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
231 struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
232 const struct wined3d_state *state = &device->cs->state;
233 const struct wined3d_gl_info *gl_info;
234 UINT drawable_width, drawable_height;
235 struct wined3d_color corrected_color;
236 struct wined3d_context *context;
237 GLbitfield clear_mask = 0;
239 unsigned int i;
240
241 if (target)
243 else
245 if (!context->valid)
246 {
248 WARN("Invalid context, skipping clear.\n");
249 return;
250 }
251 gl_info = context->gl_info;
252
253 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
254 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
255 * for the cleared parts, and the untouched parts.
256 *
257 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
258 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
259 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
260 * checking all this if the dest surface is in the drawable anyway. */
261 for (i = 0; i < rt_count; ++i)
262 {
263 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
264
265 if (rtv && rtv->format->id != WINED3DFMT_NULL)
266 {
268
270 draw_rect, rect_count ? clear_rect : NULL))
271 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
272 else
274 }
275 }
276
277 if (target)
278 {
279 render_offscreen = context->render_offscreen;
280 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
281 }
282 else
283 {
284 unsigned int ds_level = dsv->sub_resource_idx % depth_stencil->container->level_count;
285
286 render_offscreen = TRUE;
287 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container, ds_level);
288 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container, ds_level);
289 }
290
291 if (depth_stencil)
292 {
293 DWORD ds_location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
295
297 && !is_full_clear(ds, dsv->sub_resource_idx, draw_rect, rect_count ? clear_rect : NULL))
299 else
301
303 {
306 }
307 }
308
309 if (!context_apply_clear_state(context, state, rt_count, fb))
310 {
312 WARN("Failed to apply clear state, skipping clear.\n");
313 return;
314 }
315
316 /* Only set the values up once, as they are not changing. */
318 {
319 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
320 {
321 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
323 }
324 gl_info->gl_ops.gl.p_glStencilMask(~0U);
326 gl_info->gl_ops.gl.p_glClearStencil(stencil);
327 checkGLcall("glClearStencil");
328 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
329 }
330
332 {
333 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
335 gl_info->gl_ops.gl.p_glClearDepth(depth);
336 checkGLcall("glClearDepth");
337 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
338 }
339
341 {
342 for (i = 0; i < rt_count; ++i)
343 {
344 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
345 struct wined3d_texture *texture;
346
347 if (!rtv)
348 continue;
349
350 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
351 {
352 FIXME("Not supported on buffer resources.\n");
353 continue;
354 }
355
359 }
360
362 {
363 if (rt_count > 1)
364 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
365 "support, this might cause graphical issues.\n");
366
367 corrected_color.r = color->r < wined3d_srgb_const1[0]
368 ? color->r * wined3d_srgb_const0[3]
371 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
372 corrected_color.g = color->g < wined3d_srgb_const1[0]
373 ? color->g * wined3d_srgb_const0[3]
376 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
377 corrected_color.b = color->b < wined3d_srgb_const1[0]
378 ? color->b * wined3d_srgb_const0[3]
381 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
382 color = &corrected_color;
383 }
384
385 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
386 for (i = 0; i < MAX_RENDER_TARGETS; ++i)
388 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
389 checkGLcall("glClearColor");
390 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
391 }
392
393 if (!rect_count)
394 {
395 if (render_offscreen)
396 {
397 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
398 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
399 }
400 else
401 {
402 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
403 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
404 }
405 checkGLcall("glScissor");
406 gl_info->gl_ops.gl.p_glClear(clear_mask);
407 checkGLcall("glClear");
408 }
409 else
410 {
411 RECT current_rect;
412
413 /* Now process each rect in turn. */
414 for (i = 0; i < rect_count; ++i)
415 {
416 /* Note that GL uses lower left, width/height. */
417 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
418
419 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
420 wine_dbgstr_rect(&clear_rect[i]),
421 wine_dbgstr_rect(&current_rect));
422
423 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
424 * The rectangle is not cleared, no error is returned, but further rectangles are
425 * still cleared if they are valid. */
426 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
427 {
428 TRACE("Rectangle with negative dimensions, ignoring.\n");
429 continue;
430 }
431
432 if (render_offscreen)
433 {
434 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
435 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
436 }
437 else
438 {
439 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
440 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
441 }
442 checkGLcall("glScissor");
443
444 gl_info->gl_ops.gl.p_glClear(clear_mask);
445 checkGLcall("glClear");
446 }
447 }
448
450 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
451 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
452
454}
455
457{
458 ULONG refcount = InterlockedIncrement(&device->ref);
459
460 TRACE("%p increasing refcount to %u.\n", device, refcount);
461
462 return refcount;
463}
464
466{
468
469 ERR("Leftover sampler %p.\n", sampler);
470}
471
473{
475
476 TRACE("%p decreasing refcount to %u.\n", device, refcount);
477
478 if (!refcount)
479 {
480 UINT i;
481
483
484 if (device->recording && wined3d_stateblock_decref(device->recording))
485 ERR("Something's still holding the recording stateblock.\n");
486 device->recording = NULL;
487
488 state_cleanup(&device->state);
489
490 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
491 {
492 heap_free(device->multistate_funcs[i]);
493 device->multistate_funcs[i] = NULL;
494 }
495
496 if (!list_empty(&device->resources))
497 {
499
500 ERR("Device released with resources still bound.\n");
501
503 {
504 ERR("Leftover resource %p with type %s (%#x).\n",
506 }
507 }
508
509 if (device->contexts)
510 ERR("Context array not freed!\n");
511 if (device->hardwareCursor)
512 DestroyCursor(device->hardwareCursor);
513 device->hardwareCursor = 0;
514
516
517 wined3d_decref(device->wined3d);
518 device->wined3d = NULL;
520 TRACE("Freed device %p.\n", device);
521 }
522
523 return refcount;
524}
525
527{
528 TRACE("device %p.\n", device);
529
530 return device->swapchain_count;
531}
532
534{
535 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
536
537 if (swapchain_idx >= device->swapchain_count)
538 {
539 WARN("swapchain_idx %u >= swapchain_count %u.\n",
540 swapchain_idx, device->swapchain_count);
541 return NULL;
542 }
543
544 return device->swapchains[swapchain_idx];
545}
546
547static void device_load_logo(struct wined3d_device *device, const char *filename)
548{
551 HBITMAP hbm;
552 BITMAP bm;
553 HRESULT hr;
554 HDC dcb = NULL, dcs = NULL;
555
557 {
558 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
559 return;
560 }
561 GetObjectA(hbm, sizeof(BITMAP), &bm);
562
563 if (!(dcb = CreateCompatibleDC(NULL)))
564 goto out;
565 SelectObject(dcb, hbm);
566
567 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
569 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
570 desc.multisample_quality = 0;
573 desc.width = bm.bmWidth;
574 desc.height = bm.bmHeight;
575 desc.depth = 1;
576 desc.size = 0;
579 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
580 {
581 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
582 goto out;
583 }
584
585 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
586 {
587 wined3d_texture_decref(device->logo_texture);
588 device->logo_texture = NULL;
589 goto out;
590 }
591 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
592 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
593
594 color_key.color_space_low_value = 0;
595 color_key.color_space_high_value = 0;
597
598out:
599 if (dcb) DeleteDC(dcb);
600 if (hbm) DeleteObject(hbm);
601}
602
603/* Context activation is done by the caller. */
605{
606 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
607 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
608 struct wined3d_dummy_textures *textures = &device->dummy_textures;
609 unsigned int i;
610 DWORD color;
611
613 color = 0x000000ff;
614 else
615 color = 0x00000000;
616
617 /* Under DirectX you can sample even if no texture is bound, whereas
618 * OpenGL will only allow that when a valid texture is bound.
619 * We emulate this by creating dummy textures and binding them
620 * to each texture stage when the currently set D3D texture is NULL. */
621 context_active_texture(context, gl_info, 0);
622
623 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
624 TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
625 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
626 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
628
629 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
630 TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
631 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
632 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
634
635 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
636 {
637 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
638 TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
639 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
640 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
642 }
643
644 if (gl_info->supported[EXT_TEXTURE3D])
645 {
646 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
647 TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
648 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
651 }
652
653 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
654 {
655 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
656 TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
657 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
659 {
660 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
662 }
663 }
664
666 {
667 DWORD cube_array_data[6];
668
669 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
670 TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
671 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
672 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
673 cube_array_data[i] = color;
675 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
676 }
677
678 if (gl_info->supported[EXT_TEXTURE_ARRAY])
679 {
680
681 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
682 TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
683 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
684 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
686
687 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
688 TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
689 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
692 }
693
695 {
697
698 GL_EXTCALL(glGenBuffers(1, &buffer));
699 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
700 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
701 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
702
703 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
704 TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
705 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
707 GL_EXTCALL(glDeleteBuffers(1, &buffer));
708 }
709
711 {
712 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
713 TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
714 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
715 GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
716
717 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
718 TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
719 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
720 GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
721
722 if (gl_info->supported[ARB_CLEAR_TEXTURE])
723 {
724 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
725 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
726 }
727 else
728 {
729 WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
730 }
731 }
732
733 checkGLcall("create dummy textures");
734
736}
737
738/* Context activation is done by the caller. */
740{
741 struct wined3d_dummy_textures *dummy_textures = &device->dummy_textures;
742 const struct wined3d_gl_info *gl_info = context->gl_info;
743
745 {
746 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
747 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
748 }
749
751 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
752
753 if (gl_info->supported[EXT_TEXTURE_ARRAY])
754 {
755 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
756 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
757 }
758
760 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
761
762 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
763 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
764
765 if (gl_info->supported[EXT_TEXTURE3D])
766 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
767
768 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
769 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
770
771 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
772 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
773
774 checkGLcall("delete dummy textures");
775
776 memset(dummy_textures, 0, sizeof(*dummy_textures));
777}
778
779/* Context activation is done by the caller. */
781{
783 HRESULT hr;
784
785 desc.address_u = WINED3D_TADDRESS_WRAP;
786 desc.address_v = WINED3D_TADDRESS_WRAP;
787 desc.address_w = WINED3D_TADDRESS_WRAP;
788 memset(desc.border_color, 0, sizeof(desc.border_color));
789 desc.mag_filter = WINED3D_TEXF_POINT;
790 desc.min_filter = WINED3D_TEXF_POINT;
791 desc.mip_filter = WINED3D_TEXF_NONE;
792 desc.lod_bias = 0.0f;
793 desc.min_lod = -1000.0f;
794 desc.max_lod = 1000.0f;
795 desc.mip_base_level = 0;
796 desc.max_anisotropy = 1;
797 desc.compare = FALSE;
798 desc.comparison_func = WINED3D_CMP_NEVER;
799 desc.srgb_decode = TRUE;
800
801 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
802 * instructions allow access to resources without using samplers.
803 * In GLSL, resources are always accessed through sampler or image variables. The default
804 * sampler object is used to emulate the direct resource access when there is no sampler state
805 * to use.
806 */
808 {
809 ERR("Failed to create default sampler, hr %#x.\n", hr);
810 device->default_sampler = NULL;
811 }
812
813 /* In D3D10+, a NULL sampler maps to the default sampler state. */
814 desc.address_u = WINED3D_TADDRESS_CLAMP;
815 desc.address_v = WINED3D_TADDRESS_CLAMP;
816 desc.address_w = WINED3D_TADDRESS_CLAMP;
817 desc.mag_filter = WINED3D_TEXF_LINEAR;
818 desc.min_filter = WINED3D_TEXF_LINEAR;
819 desc.mip_filter = WINED3D_TEXF_LINEAR;
821 {
822 ERR("Failed to create null sampler, hr %#x.\n", hr);
823 device->null_sampler = NULL;
824 }
825}
826
827/* Context activation is done by the caller. */
829{
830 wined3d_sampler_decref(device->default_sampler);
831 device->default_sampler = NULL;
832 wined3d_sampler_decref(device->null_sampler);
833 device->null_sampler = NULL;
834}
835
837{
838 /* Make sure the window is managed, otherwise we won't get keyboard input. */
841
842 return style;
843}
844
846{
847 /* Filter out window decorations. */
848 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
849
850 return exstyle;
851}
852
854{
855 BOOL filter_messages;
856 LONG style, exstyle;
857
858 TRACE("Setting up window %p for fullscreen mode.\n", window);
859
860 if (device->style || device->exStyle)
861 {
862 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
863 window, device->style, device->exStyle);
864 }
865
868
869 style = fullscreen_style(device->style);
870 exstyle = fullscreen_exstyle(device->exStyle);
871
872 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
873 device->style, device->exStyle, style, exstyle);
874
875 filter_messages = device->filter_messages;
876 device->filter_messages = TRUE;
877
881
882 device->filter_messages = filter_messages;
883}
884
886 const RECT *window_rect)
887{
888 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
889 BOOL filter_messages;
890 LONG style, exstyle;
891 RECT rect = {0};
892
893 if (!device->style && !device->exStyle)
894 return;
895
898
899 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
900 * application, and we want to ignore them in the test below, since it's
901 * not the application's fault that they changed. Additionally, we want to
902 * preserve the current status of these flags (i.e. don't restore them) to
903 * more closely emulate the behavior of Direct3D, which leaves these flags
904 * alone when returning to windowed mode. */
905 device->style ^= (device->style ^ style) & WS_VISIBLE;
906 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
907
908 TRACE("Restoring window style of window %p to %08x, %08x.\n",
909 window, device->style, device->exStyle);
910
911 filter_messages = device->filter_messages;
912 device->filter_messages = TRUE;
913
914 /* Only restore the style if the application didn't modify it during the
915 * fullscreen phase. Some applications change it before calling Reset()
916 * when switching between windowed and fullscreen modes (HL2), some
917 * depend on the original style (Eve Online). */
918 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
919 {
922 }
923
924 if (window_rect)
925 rect = *window_rect;
926 else
927 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
928 SetWindowPos(window, 0, rect.left, rect.top,
929 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
930
931 device->filter_messages = filter_messages;
932
933 /* Delete the old values. */
934 device->style = 0;
935 device->exStyle = 0;
936}
937
939{
940 TRACE("device %p, window %p.\n", device, window);
941
943 {
944 ERR("Failed to register window %p.\n", window);
945 return E_FAIL;
946 }
947
948 InterlockedExchangePointer((void **)&device->focus_window, window);
949 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
950
951 return WINED3D_OK;
952}
953
955{
956 TRACE("device %p.\n", device);
957
958 if (device->focus_window) wined3d_unregister_window(device->focus_window);
959 InterlockedExchangePointer((void **)&device->focus_window, NULL);
960}
961
963{
964 BOOL ds_enable = swapchain->desc.enable_auto_depth_stencil;
965 unsigned int i;
966
967 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
968 {
970 }
971 if (device->back_buffer_view)
973
974 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
975}
976
978{
980 struct wined3d_device *device = object;
981 struct wined3d_context *context;
982 struct wined3d_shader *shader;
983
984 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
985 {
986 TRACE("Unloading resource %p.\n", resource);
988 }
989
991 {
992 device->shader_backend->shader_destroy(shader);
993 }
994
996 device->blitter->ops->blitter_destroy(device->blitter, context);
997 device->shader_backend->shader_free_private(device);
1001
1002 while (device->context_count)
1003 {
1004 if (device->contexts[0]->swapchain)
1005 swapchain_destroy_contexts(device->contexts[0]->swapchain);
1006 else
1007 context_destroy(device, device->contexts[0]);
1008 }
1009}
1010
1012{
1014 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1015}
1016
1018{
1019 struct wined3d_device *device = object;
1020 struct wined3d_swapchain *swapchain;
1021 struct wined3d_context *context;
1022 struct wined3d_texture *target;
1023 HRESULT hr;
1024
1025 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1026 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1027 {
1028 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1029 return;
1030 }
1031
1032 if (!(device->blitter = wined3d_cpu_blitter_create()))
1033 {
1034 ERR("Failed to create CPU blitter.\n");
1035 device->shader_backend->shader_free_private(device);
1036 return;
1037 }
1038 wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1040 wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1041 wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
1042
1043 swapchain = device->swapchains[0];
1044 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1049}
1050
1052{
1054 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1055 if (!device->swapchains[0]->num_contexts)
1056 return E_FAIL;
1057
1058 return WINED3D_OK;
1059}
1060
1062 struct wined3d_swapchain_desc *swapchain_desc)
1063{
1064 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1065 struct wined3d_swapchain *swapchain = NULL;
1066 DWORD clear_flags = 0;
1067 HRESULT hr;
1068
1069 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1070
1071 if (device->d3d_initialized)
1073 if (device->wined3d->flags & WINED3D_NO3D)
1075
1076 memset(device->fb.render_targets, 0, sizeof(device->fb.render_targets));
1077
1078 /* Setup the implicit swapchain. This also initializes a context. */
1079 TRACE("Creating implicit swapchain.\n");
1080 if (FAILED(hr = device->device_parent->ops->create_swapchain(device->device_parent,
1081 swapchain_desc, &swapchain)))
1082 {
1083 WARN("Failed to create implicit swapchain.\n");
1084 goto err_out;
1085 }
1086
1087 if (swapchain_desc->backbuffer_count)
1088 {
1089 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1090 struct wined3d_view_desc view_desc;
1091
1092 view_desc.format_id = back_buffer->format->id;
1093 view_desc.flags = 0;
1094 view_desc.u.texture.level_idx = 0;
1095 view_desc.u.texture.level_count = 1;
1096 view_desc.u.texture.layer_idx = 0;
1097 view_desc.u.texture.layer_count = 1;
1098 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1099 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1100 {
1101 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1102 goto err_out;
1103 }
1104 }
1105
1106 device->swapchain_count = 1;
1107 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1108 {
1109 ERR("Out of memory!\n");
1110 goto err_out;
1111 }
1112 device->swapchains[0] = swapchain;
1113
1115 goto err_out;
1117
1118 device->contexts[0]->last_was_rhw = 0;
1119
1120 TRACE("All defaults now set up.\n");
1121
1122 /* Clear the screen */
1123 if (swapchain->back_buffers && swapchain->back_buffers[0])
1124 clear_flags |= WINED3DCLEAR_TARGET;
1125 if (swapchain_desc->enable_auto_depth_stencil)
1127 if (clear_flags)
1128 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1129
1130 device->d3d_initialized = TRUE;
1131
1134 return WINED3D_OK;
1135
1136err_out:
1137 heap_free(device->swapchains);
1138 device->swapchain_count = 0;
1139 if (device->back_buffer_view)
1140 wined3d_rendertarget_view_decref(device->back_buffer_view);
1141 if (swapchain)
1142 wined3d_swapchain_decref(swapchain);
1143
1144 return hr;
1145}
1146
1148 struct wined3d_swapchain_desc *swapchain_desc)
1149{
1150 struct wined3d_swapchain *swapchain = NULL;
1151 HRESULT hr;
1152
1153 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1154
1155 /* Setup the implicit swapchain */
1156 TRACE("Creating implicit swapchain\n");
1157 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1158 swapchain_desc, &swapchain);
1159 if (FAILED(hr))
1160 {
1161 WARN("Failed to create implicit swapchain\n");
1162 goto err_out;
1163 }
1164
1165 device->swapchain_count = 1;
1166 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1167 {
1168 ERR("Out of memory!\n");
1169 goto err_out;
1170 }
1171 device->swapchains[0] = swapchain;
1172
1173 if (!(device->blitter = wined3d_cpu_blitter_create()))
1174 {
1175 ERR("Failed to create CPU blitter.\n");
1176 heap_free(device->swapchains);
1177 device->swapchain_count = 0;
1178 goto err_out;
1179 }
1180
1181 return WINED3D_OK;
1182
1183err_out:
1184 wined3d_swapchain_decref(swapchain);
1185 return hr;
1186}
1187
1189{
1191
1193}
1194
1196{
1197 unsigned int i;
1198
1199 TRACE("device %p.\n", device);
1200
1201 if (!device->d3d_initialized)
1203
1204 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1205
1206 if (device->logo_texture)
1207 wined3d_texture_decref(device->logo_texture);
1208 if (device->cursor_texture)
1209 wined3d_texture_decref(device->cursor_texture);
1210
1212
1214
1215#if defined(STAGING_CSMT)
1217#endif /* STAGING_CSMT */
1219
1220 if (device->fb.depth_stencil)
1221 {
1222 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1223
1224 TRACE("Releasing depth/stencil view %p.\n", view);
1225
1226 device->fb.depth_stencil = NULL;
1228 }
1229
1230 if (device->auto_depth_stencil_view)
1231 {
1232 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1233
1234 device->auto_depth_stencil_view = NULL;
1236 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1237 }
1238
1239 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1240 {
1242 }
1243 if (device->back_buffer_view)
1244 {
1245 wined3d_rendertarget_view_decref(device->back_buffer_view);
1246 device->back_buffer_view = NULL;
1247 }
1248
1249 for (i = 0; i < device->swapchain_count; ++i)
1250 {
1251 TRACE("Releasing the implicit swapchain %u.\n", i);
1252 if (wined3d_swapchain_decref(device->swapchains[i]))
1253 FIXME("Something's still holding the implicit swapchain.\n");
1254 }
1255
1256 heap_free(device->swapchains);
1257 device->swapchains = NULL;
1258 device->swapchain_count = 0;
1259
1260 device->d3d_initialized = FALSE;
1261
1262 return WINED3D_OK;
1263}
1264
1266{
1267 unsigned int i;
1268
1269 device->blitter->ops->blitter_destroy(device->blitter, NULL);
1270
1271 for (i = 0; i < device->swapchain_count; ++i)
1272 {
1273 TRACE("Releasing the implicit swapchain %u.\n", i);
1274 if (wined3d_swapchain_decref(device->swapchains[i]))
1275 FIXME("Something's still holding the implicit swapchain.\n");
1276 }
1277
1278 heap_free(device->swapchains);
1279 device->swapchains = NULL;
1280 device->swapchain_count = 0;
1281 return WINED3D_OK;
1282}
1283
1284/* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1285 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1286 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1287 *
1288 * There is no way to deactivate thread safety once it is enabled.
1289 */
1291{
1292 TRACE("device %p.\n", device);
1293
1294 /* For now just store the flag (needed in case of ddraw). */
1295 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1296}
1297
1299{
1300 /* const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; */
1301
1302 TRACE("device %p.\n", device);
1303
1304 /* We can not acquire the context unless there is a swapchain. */
1305 /*
1306 if (device->swapchains && gl_info->supported[NVX_GPU_MEMORY_INFO] &&
1307 !wined3d_settings.emulated_textureram)
1308 {
1309 GLint vram_free_kb;
1310 UINT64 vram_free;
1311
1312 struct wined3d_context *context = context_acquire(device, NULL, 0);
1313 gl_info->gl_ops.gl.p_glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &vram_free_kb);
1314 vram_free = (UINT64)vram_free_kb * 1024;
1315 context_release(context);
1316
1317 TRACE("Total 0x%s bytes. emulation 0x%s left, driver 0x%s left.\n",
1318 wine_dbgstr_longlong(device->adapter->vram_bytes),
1319 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used),
1320 wine_dbgstr_longlong(vram_free));
1321
1322 vram_free = min(vram_free, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1323 return min(UINT_MAX, vram_free);
1324 }
1325 */
1326
1327 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1328 wine_dbgstr_longlong(device->adapter->vram_bytes),
1329 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1330 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1331
1332 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1333}
1334
1337{
1339 struct wined3d_buffer *prev_buffer;
1340
1341 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1342
1344 {
1345 WARN("Invalid stream output %u.\n", idx);
1346 return;
1347 }
1348
1349 stream = &device->update_state->stream_output[idx];
1350 prev_buffer = stream->buffer;
1351
1352 if (buffer)
1354 stream->buffer = buffer;
1355 stream->offset = offset;
1356 if (!device->recording)
1358 if (prev_buffer)
1359 wined3d_buffer_decref(prev_buffer);
1360}
1361
1363 UINT idx, UINT *offset)
1364{
1365 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1366
1368 {
1369 WARN("Invalid stream output %u.\n", idx);
1370 return NULL;
1371 }
1372
1373 if (offset)
1374 *offset = device->state.stream_output[idx].offset;
1375 return device->state.stream_output[idx].buffer;
1376}
1377
1380{
1382 struct wined3d_buffer *prev_buffer;
1383
1384 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1385 device, stream_idx, buffer, offset, stride);
1386
1387 if (stream_idx >= MAX_STREAMS)
1388 {
1389 WARN("Stream index %u out of range.\n", stream_idx);
1391 }
1392 else if (offset & 0x3)
1393 {
1394 WARN("Offset %u is not 4 byte aligned.\n", offset);
1396 }
1397
1398 stream = &device->update_state->streams[stream_idx];
1399 prev_buffer = stream->buffer;
1400
1401 if (device->recording)
1402 device->recording->changed.streamSource |= 1u << stream_idx;
1403
1404 if (prev_buffer == buffer
1405 && stream->stride == stride
1406 && stream->offset == offset)
1407 {
1408 TRACE("Application is setting the old values over, nothing to do.\n");
1409 return WINED3D_OK;
1410 }
1411
1412 stream->buffer = buffer;
1413 if (buffer)
1414 {
1415 stream->stride = stride;
1416 stream->offset = offset;
1418 }
1419
1420 if (!device->recording)
1422 if (prev_buffer)
1423 wined3d_buffer_decref(prev_buffer);
1424
1425 return WINED3D_OK;
1426}
1427
1429 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1430{
1431 const struct wined3d_stream_state *stream;
1432
1433 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1434 device, stream_idx, buffer, offset, stride);
1435
1436 if (stream_idx >= MAX_STREAMS)
1437 {
1438 WARN("Stream index %u out of range.\n", stream_idx);
1440 }
1441
1442 stream = &device->state.streams[stream_idx];
1443 *buffer = stream->buffer;
1444 if (offset)
1445 *offset = stream->offset;
1446 *stride = stream->stride;
1447
1448 return WINED3D_OK;
1449}
1450
1452{
1454 UINT old_flags, old_freq;
1455
1456 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1457
1458 /* Verify input. At least in d3d9 this is invalid. */
1460 {
1461 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1463 }
1464 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1465 {
1466 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1468 }
1469 if (!divider)
1470 {
1471 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1473 }
1474
1475 stream = &device->update_state->streams[stream_idx];
1476 old_flags = stream->flags;
1477 old_freq = stream->frequency;
1478
1480 stream->frequency = divider & 0x7fffff;
1481
1482 if (device->recording)
1483 device->recording->changed.streamFreq |= 1u << stream_idx;
1484 else if (stream->frequency != old_freq || stream->flags != old_flags)
1485 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1486
1487 return WINED3D_OK;
1488}
1489
1491 UINT stream_idx, UINT *divider)
1492{
1493 const struct wined3d_stream_state *stream;
1494
1495 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1496
1497 stream = &device->state.streams[stream_idx];
1498 *divider = stream->flags | stream->frequency;
1499
1500 TRACE("Returning %#x.\n", *divider);
1501
1502 return WINED3D_OK;
1503}
1504
1506 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1507{
1508 TRACE("device %p, state %s, matrix %p.\n",
1509 device, debug_d3dtstype(d3dts), matrix);
1510 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1511 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1512 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1513 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1514
1515 /* Handle recording of state blocks. */
1516 if (device->recording)
1517 {
1518 TRACE("Recording... not performing anything.\n");
1519 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1520 device->update_state->transforms[d3dts] = *matrix;
1521 return;
1522 }
1523
1524 /* If the new matrix is the same as the current one,
1525 * we cut off any further processing. this seems to be a reasonable
1526 * optimization because as was noticed, some apps (warcraft3 for example)
1527 * tend towards setting the same matrix repeatedly for some reason.
1528 *
1529 * From here on we assume that the new matrix is different, wherever it matters. */
1530 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1531 {
1532 TRACE("The application is setting the same matrix over again.\n");
1533 return;
1534 }
1535
1536 device->state.transforms[d3dts] = *matrix;
1538}
1539
1542{
1543 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1544
1545 *matrix = device->state.transforms[state];
1546}
1547
1550{
1551 const struct wined3d_matrix *mat;
1552 struct wined3d_matrix temp;
1553
1554 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1555
1556 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1557 * below means it will be recorded in a state block change, but it
1558 * works regardless where it is recorded.
1559 * If this is found to be wrong, change to StateBlock. */
1561 {
1562 WARN("Unhandled transform state %#x.\n", state);
1563 return;
1564 }
1565
1566 mat = &device->update_state->transforms[state];
1568
1569 /* Apply change via set transform - will reapply to eg. lights this way. */
1571}
1572
1573/* Note lights are real special cases. Although the device caps state only
1574 * e.g. 8 are supported, you can reference any indexes you want as long as
1575 * that number max are enabled at any one point in time. Therefore since the
1576 * indices can be anything, we need a hashmap of them. However, this causes
1577 * stateblock problems. When capturing the state block, I duplicate the
1578 * hashmap, but when recording, just build a chain pretty much of commands to
1579 * be replayed. */
1581 UINT light_idx, const struct wined3d_light *light)
1582{
1583 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1584 struct wined3d_light_info *object = NULL;
1585 float rho;
1586
1587 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1588
1589 /* Check the parameter range. Need for speed most wanted sets junk lights
1590 * which confuse the GL driver. */
1591 if (!light)
1593
1594 switch (light->type)
1595 {
1597 case WINED3D_LIGHT_SPOT:
1599 /* Incorrect attenuation values can cause the gl driver to crash.
1600 * Happens with Need for speed most wanted. */
1601 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1602 {
1603 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1605 }
1606 break;
1607
1610 /* Ignores attenuation */
1611 break;
1612
1613 default:
1614 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1616 }
1617
1618 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1619 {
1620 TRACE("Adding new light\n");
1621 if (!(object = heap_alloc_zero(sizeof(*object))))
1622 return E_OUTOFMEMORY;
1623
1624 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1625 object->glIndex = -1;
1626 object->OriginalIndex = light_idx;
1627 }
1628
1629 /* Initialize the object. */
1630 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1631 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1632 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1633 light_idx, light->type, debug_color(&light->diffuse),
1634 debug_color(&light->specular), debug_color(&light->ambient),
1635 light->position.x, light->position.y, light->position.z,
1636 light->direction.x, light->direction.y, light->direction.z,
1637 light->range, light->falloff, light->theta, light->phi);
1638
1639 /* Save away the information. */
1640 object->OriginalParms = *light;
1641
1642 switch (light->type)
1643 {
1645 /* Position */
1646 object->position.x = light->position.x;
1647 object->position.y = light->position.y;
1648 object->position.z = light->position.z;
1649 object->position.w = 1.0f;
1650 object->cutoff = 180.0f;
1651 /* FIXME: Range */
1652 break;
1653
1655 /* Direction */
1656 object->direction.x = -light->direction.x;
1657 object->direction.y = -light->direction.y;
1658 object->direction.z = -light->direction.z;
1659 object->direction.w = 0.0f;
1660 object->exponent = 0.0f;
1661 object->cutoff = 180.0f;
1662 break;
1663
1664 case WINED3D_LIGHT_SPOT:
1665 /* Position */
1666 object->position.x = light->position.x;
1667 object->position.y = light->position.y;
1668 object->position.z = light->position.z;
1669 object->position.w = 1.0f;
1670
1671 /* Direction */
1672 object->direction.x = light->direction.x;
1673 object->direction.y = light->direction.y;
1674 object->direction.z = light->direction.z;
1675 object->direction.w = 0.0f;
1676
1677 /* opengl-ish and d3d-ish spot lights use too different models
1678 * for the light "intensity" as a function of the angle towards
1679 * the main light direction, so we only can approximate very
1680 * roughly. However, spot lights are rather rarely used in games
1681 * (if ever used at all). Furthermore if still used, probably
1682 * nobody pays attention to such details. */
1683 if (!light->falloff)
1684 {
1685 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1686 * equations have the falloff resp. exponent parameter as an
1687 * exponent, so the spot light lighting will always be 1.0 for
1688 * both of them, and we don't have to care for the rest of the
1689 * rather complex calculation. */
1690 object->exponent = 0.0f;
1691 }
1692 else
1693 {
1694 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1695 if (rho < 0.0001f)
1696 rho = 0.0001f;
1697 object->exponent = -0.3f / logf(cosf(rho / 2));
1698 }
1699
1700 if (object->exponent > 128.0f)
1701 object->exponent = 128.0f;
1702
1703 object->cutoff = (float)(light->phi * 90 / M_PI);
1704 /* FIXME: Range */
1705 break;
1706
1708 object->position.x = light->position.x;
1709 object->position.y = light->position.y;
1710 object->position.z = light->position.z;
1711 object->position.w = 1.0f;
1712 break;
1713
1714 default:
1715 FIXME("Unrecognized light type %#x.\n", light->type);
1716 }
1717
1718 if (!device->recording)
1719 wined3d_cs_emit_set_light(device->cs, object);
1720
1721 return WINED3D_OK;
1722}
1723
1725 UINT light_idx, struct wined3d_light *light)
1726{
1727 struct wined3d_light_info *light_info;
1728
1729 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1730
1731 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1732 {
1733 TRACE("Light information requested but light not defined\n");
1735 }
1736
1737 *light = light_info->OriginalParms;
1738 return WINED3D_OK;
1739}
1740
1742{
1743 struct wined3d_light_info *light_info;
1744
1745 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1746
1747 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1748 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1749 {
1750 TRACE("Light enabled requested but light not defined, so defining one!\n");
1752
1753 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1754 {
1755 FIXME("Adding default lights has failed dismally\n");
1757 }
1758 }
1759
1760 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1761 if (!device->recording)
1763
1764 return WINED3D_OK;
1765}
1766
1768{
1769 struct wined3d_light_info *light_info;
1770
1771 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1772
1773 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1774 {
1775 TRACE("Light enabled state requested but light not defined.\n");
1777 }
1778 /* true is 128 according to SetLightEnable */
1779 *enable = light_info->enabled ? 128 : 0;
1780 return WINED3D_OK;
1781}
1782
1784 UINT plane_idx, const struct wined3d_vec4 *plane)
1785{
1786 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1787
1788 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1789 {
1790 TRACE("Application has requested clipplane this device doesn't support.\n");
1792 }
1793
1794 if (device->recording)
1795 device->recording->changed.clipplane |= 1u << plane_idx;
1796
1797 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1798 {
1799 TRACE("Application is setting old values over, nothing to do.\n");
1800 return WINED3D_OK;
1801 }
1802
1803 device->update_state->clip_planes[plane_idx] = *plane;
1804
1805 if (!device->recording)
1807
1808 return WINED3D_OK;
1809}
1810
1812 UINT plane_idx, struct wined3d_vec4 *plane)
1813{
1814 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1815
1816 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1817 {
1818 TRACE("Application has requested clipplane this device doesn't support.\n");
1820 }
1821
1822 *plane = device->state.clip_planes[plane_idx];
1823
1824 return WINED3D_OK;
1825}
1826
1828 const struct wined3d_clip_status *clip_status)
1829{
1830 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1831
1832 if (!clip_status)
1834
1835 return WINED3D_OK;
1836}
1837
1839 struct wined3d_clip_status *clip_status)
1840{
1841 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1842
1843 if (!clip_status)
1845
1846 return WINED3D_OK;
1847}
1848
1850{
1851 TRACE("device %p, material %p.\n", device, material);
1852
1853 device->update_state->material = *material;
1854
1855 if (device->recording)
1856 device->recording->changed.material = TRUE;
1857 else
1858 wined3d_cs_emit_set_material(device->cs, material);
1859}
1860
1862{
1863 TRACE("device %p, material %p.\n", device, material);
1864
1865 *material = device->state.material;
1866
1867 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1868 TRACE("ambient %s\n", debug_color(&material->ambient));
1869 TRACE("specular %s\n", debug_color(&material->specular));
1870 TRACE("emissive %s\n", debug_color(&material->emissive));
1871 TRACE("power %.8e.\n", material->power);
1872}
1873
1875 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1876{
1877 enum wined3d_format_id prev_format;
1878 struct wined3d_buffer *prev_buffer;
1879 unsigned int prev_offset;
1880
1881 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1883
1884 prev_buffer = device->update_state->index_buffer;
1885 prev_format = device->update_state->index_format;
1886 prev_offset = device->update_state->index_offset;
1887
1888 device->update_state->index_buffer = buffer;
1889 device->update_state->index_format = format_id;
1890 device->update_state->index_offset = offset;
1891
1892 if (device->recording)
1893 device->recording->changed.indices = TRUE;
1894
1895 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1896 return;
1897
1898 if (buffer)
1900 if (!device->recording)
1902 if (prev_buffer)
1903 wined3d_buffer_decref(prev_buffer);
1904}
1905
1907 enum wined3d_format_id *format, unsigned int *offset)
1908{
1909 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1910
1911 *format = device->state.index_format;
1912 if (offset)
1913 *offset = device->state.index_offset;
1914 return device->state.index_buffer;
1915}
1916
1918{
1919 TRACE("device %p, base_index %d.\n", device, base_index);
1920
1921 device->update_state->base_vertex_index = base_index;
1922}
1923
1925{
1926 TRACE("device %p.\n", device);
1927
1928 return device->state.base_vertex_index;
1929}
1930
1932{
1933 TRACE("device %p, viewport %p.\n", device, viewport);
1934 TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
1935 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1936
1937 device->update_state->viewport = *viewport;
1938
1939 /* Handle recording of state blocks */
1940 if (device->recording)
1941 {
1942 TRACE("Recording... not performing anything\n");
1943 device->recording->changed.viewport = TRUE;
1944 return;
1945 }
1946
1947 wined3d_cs_emit_set_viewport(device->cs, viewport);
1948}
1949
1951{
1952 TRACE("device %p, viewport %p.\n", device, viewport);
1953
1954 *viewport = device->state.viewport;
1955}
1956
1958{
1959 const struct wined3d_state *state = &device->state;
1960 struct wined3d_rendertarget_view *src_view;
1961 struct wined3d_resource *dst_resource;
1962 struct wined3d_texture *dst_texture;
1963
1964 if (!(dst_texture = state->textures[0]))
1965 return;
1966 dst_resource = &dst_texture->resource;
1967 if (!(dst_resource->format_flags & WINED3DFMT_FLAG_DEPTH))
1968 return;
1969 if (!(src_view = state->fb->depth_stencil))
1970 return;
1971
1973 src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
1974}
1975
1977{
1978 struct wined3d_blend_state *prev;
1979
1980 TRACE("device %p, blend_state %p.\n", device, blend_state);
1981
1982 prev = device->update_state->blend_state;
1983 if (prev == blend_state)
1984 return;
1985
1986 if (blend_state)
1987 wined3d_blend_state_incref(blend_state);
1988 device->update_state->blend_state = blend_state;
1989 wined3d_cs_emit_set_blend_state(device->cs, blend_state);
1990 if (prev)
1992}
1993
1995{
1996 TRACE("device %p.\n", device);
1997
1998 return device->state.blend_state;
1999}
2000
2002 struct wined3d_rasterizer_state *rasterizer_state)
2003{
2004 struct wined3d_rasterizer_state *prev;
2005
2006 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
2007
2008 prev = device->update_state->rasterizer_state;
2009 if (prev == rasterizer_state)
2010 return;
2011
2012 if (rasterizer_state)
2013 wined3d_rasterizer_state_incref(rasterizer_state);
2014 device->update_state->rasterizer_state = rasterizer_state;
2015 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
2016 if (prev)
2018}
2019
2021{
2022 TRACE("device %p.\n", device);
2023
2024 return device->state.rasterizer_state;
2025}
2026
2029{
2031
2032 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2033
2035 {
2036 WARN("Unhandled render state %#x.\n", state);
2037 return;
2038 }
2039
2040 old_value = device->state.render_states[state];
2041 device->update_state->render_states[state] = value;
2042
2043 /* Handle recording of state blocks. */
2044 if (device->recording)
2045 {
2046 TRACE("Recording... not performing anything.\n");
2047 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2048 return;
2049 }
2050
2051 /* Compared here and not before the assignment to allow proper stateblock recording. */
2052 if (value == old_value)
2053 TRACE("Application is setting the old value over, nothing to do.\n");
2054 else
2056
2058 {
2059 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2061 }
2062}
2063
2065{
2066 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2067
2068 return device->state.render_states[state];
2069}
2070
2072 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2073{
2075
2076 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2077 device, sampler_idx, debug_d3dsamplerstate(state), value);
2078
2079 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2081
2082 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2083 {
2084 WARN("Invalid sampler %u.\n", sampler_idx);
2085 return; /* Windows accepts overflowing this array ... we do not. */
2086 }
2087
2088 old_value = device->state.sampler_states[sampler_idx][state];
2089 device->update_state->sampler_states[sampler_idx][state] = value;
2090
2091 /* Handle recording of state blocks. */
2092 if (device->recording)
2093 {
2094 TRACE("Recording... not performing anything.\n");
2095 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2096 return;
2097 }
2098
2099 if (old_value == value)
2100 {
2101 TRACE("Application is setting the old value over, nothing to do.\n");
2102 return;
2103 }
2104
2106}
2107
2109 UINT sampler_idx, enum wined3d_sampler_state state)
2110{
2111 TRACE("device %p, sampler_idx %u, state %s.\n",
2112 device, sampler_idx, debug_d3dsamplerstate(state));
2113
2114 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2116
2117 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2118 {
2119 WARN("Invalid sampler %u.\n", sampler_idx);
2120 return 0; /* Windows accepts overflowing this array ... we do not. */
2121 }
2122
2123 return device->state.sampler_states[sampler_idx][state];
2124}
2125
2127{
2128 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2129
2130 if (device->recording)
2131 device->recording->changed.scissorRect = TRUE;
2132
2133 if (EqualRect(&device->update_state->scissor_rect, rect))
2134 {
2135 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2136 return;
2137 }
2138 CopyRect(&device->update_state->scissor_rect, rect);
2139
2140 if (device->recording)
2141 {
2142 TRACE("Recording... not performing anything.\n");
2143 return;
2144 }
2145
2147}
2148
2150{
2151 TRACE("device %p, rect %p.\n", device, rect);
2152
2153 *rect = device->state.scissor_rect;
2154 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2155}
2156
2159{
2160 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2161
2162 TRACE("device %p, declaration %p.\n", device, declaration);
2163
2164 if (device->recording)
2165 device->recording->changed.vertexDecl = TRUE;
2166
2167 if (declaration == prev)
2168 return;
2169
2170 if (declaration)
2172 device->update_state->vertex_declaration = declaration;
2173 if (!device->recording)
2175 if (prev)
2177}
2178
2180{
2181 TRACE("device %p.\n", device);
2182
2183 return device->state.vertex_declaration;
2184}
2185
2187{
2188 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2189
2190 TRACE("device %p, shader %p.\n", device, shader);
2191
2192 if (device->recording)
2193 device->recording->changed.vertexShader = TRUE;
2194
2195 if (shader == prev)
2196 return;
2197
2198 if (shader)
2200 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2201 if (!device->recording)
2203 if (prev)
2205}
2206
2208{
2209 TRACE("device %p.\n", device);
2210
2211 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2212}
2213
2216{
2217 struct wined3d_buffer *prev;
2218
2220 {
2221 WARN("Invalid constant buffer index %u.\n", idx);
2222 return;
2223 }
2224
2225 prev = device->update_state->cb[type][idx];
2226 if (buffer == prev)
2227 return;
2228
2229 if (buffer)
2231 device->update_state->cb[type][idx] = buffer;
2232 if (!device->recording)
2234 if (prev)
2236}
2237
2239{
2240 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2241
2243}
2244
2246 enum wined3d_shader_type shader_type, unsigned int idx)
2247{
2249 {
2250 WARN("Invalid constant buffer index %u.\n", idx);
2251 return NULL;
2252 }
2253
2254 return device->state.cb[shader_type][idx];
2255}
2256
2258{
2259 TRACE("device %p, idx %u.\n", device, idx);
2260
2262}
2263
2266{
2267 struct wined3d_shader_resource_view *prev;
2268
2270 {
2271 WARN("Invalid view index %u.\n", idx);
2272 return;
2273 }
2274
2275 prev = device->update_state->shader_resource_view[type][idx];
2276 if (view == prev)
2277 return;
2278
2279 if (view)
2281 device->update_state->shader_resource_view[type][idx] = view;
2282 if (!device->recording)
2284 if (prev)
2286}
2287
2290{
2291 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2292
2294}
2295
2297 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2298{
2300 {
2301 WARN("Invalid view index %u.\n", idx);
2302 return NULL;
2303 }
2304
2305 return device->state.shader_resource_view[shader_type][idx];
2306}
2307
2309 UINT idx)
2310{
2311 TRACE("device %p, idx %u.\n", device, idx);
2312
2314}
2315
2318{
2319 struct wined3d_sampler *prev;
2320
2321 if (idx >= MAX_SAMPLER_OBJECTS)
2322 {
2323 WARN("Invalid sampler index %u.\n", idx);
2324 return;
2325 }
2326
2327 prev = device->update_state->sampler[type][idx];
2328 if (sampler == prev)
2329 return;
2330
2331 if (sampler)
2333 device->update_state->sampler[type][idx] = sampler;
2334 if (!device->recording)
2336 if (prev)
2338}
2339
2341{
2342 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2343
2345}
2346
2348 enum wined3d_shader_type shader_type, unsigned int idx)
2349{
2350 if (idx >= MAX_SAMPLER_OBJECTS)
2351 {
2352 WARN("Invalid sampler index %u.\n", idx);
2353 return NULL;
2354 }
2355
2356 return device->state.sampler[shader_type][idx];
2357}
2358
2360{
2361 TRACE("device %p, idx %u.\n", device, idx);
2362
2364}
2365
2367 unsigned int start_idx, unsigned int count, const BOOL *constants)
2368{
2369 unsigned int i;
2370
2371 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2372 device, start_idx, count, constants);
2373
2374 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2376
2377 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2378 count = WINED3D_MAX_CONSTS_B - start_idx;
2379 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2380 if (TRACE_ON(d3d))
2381 {
2382 for (i = 0; i < count; ++i)
2383 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2384 }
2385
2386 if (device->recording)
2387 {
2388 for (i = start_idx; i < count + start_idx; ++i)
2389 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2390 }
2391 else
2392 {
2394 }
2395
2396 return WINED3D_OK;
2397}
2398
2400 unsigned int start_idx, unsigned int count, BOOL *constants)
2401{
2402 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2403 device, start_idx, count, constants);
2404
2405 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2407
2408 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2409 count = WINED3D_MAX_CONSTS_B - start_idx;
2410 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2411
2412 return WINED3D_OK;
2413}
2414
2416 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2417{
2418 unsigned int i;
2419
2420 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2421 device, start_idx, count, constants);
2422
2423 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2425
2426 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2427 count = WINED3D_MAX_CONSTS_I - start_idx;
2428 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2429 if (TRACE_ON(d3d))
2430 {
2431 for (i = 0; i < count; ++i)
2432 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2433 }
2434
2435 if (device->recording)
2436 {
2437 for (i = start_idx; i < count + start_idx; ++i)
2438 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2439 }
2440 else
2441 {
2443 }
2444
2445 return WINED3D_OK;
2446}
2447
2449 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2450{
2451 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2452 device, start_idx, count, constants);
2453
2454 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2456
2457 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2458 count = WINED3D_MAX_CONSTS_I - start_idx;
2459 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2460 return WINED3D_OK;
2461}
2462
2464 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2465{
2466 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2467 unsigned int i;
2468
2469 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2470 device, start_idx, count, constants);
2471
2472 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2473 || count > d3d_info->limits.vs_uniform_count - start_idx)
2475
2476 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2477 if (TRACE_ON(d3d))
2478 {
2479 for (i = 0; i < count; ++i)
2480 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2481 }
2482
2483 if (device->recording)
2484 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2485 count * sizeof(*device->recording->changed.vs_consts_f));
2486 else
2488
2489 return WINED3D_OK;
2490}
2491
2493 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2494{
2495 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2496
2497 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2498 device, start_idx, count, constants);
2499
2500 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2501 || count > d3d_info->limits.vs_uniform_count - start_idx)
2503
2504 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2505
2506 return WINED3D_OK;
2507}
2508
2510{
2511 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2512
2513 TRACE("device %p, shader %p.\n", device, shader);
2514
2515 if (device->recording)
2516 device->recording->changed.pixelShader = TRUE;
2517
2518 if (shader == prev)
2519 return;
2520
2521 if (shader)
2523 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2524 if (!device->recording)
2526 if (prev)
2528}
2529
2531{
2532 TRACE("device %p.\n", device);
2533
2534 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2535}
2536
2538{
2539 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2540
2542}
2543
2545{
2546 TRACE("device %p, idx %u.\n", device, idx);
2547
2549}
2550
2553{
2554 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2555
2557}
2558
2560 UINT idx)
2561{
2562 TRACE("device %p, idx %u.\n", device, idx);
2563
2565}
2566
2568{
2569 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2570
2572}
2573
2575{
2576 TRACE("device %p, idx %u.\n", device, idx);
2577
2579}
2580
2582 unsigned int start_idx, unsigned int count, const BOOL *constants)
2583{
2584 unsigned int i;
2585
2586 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2587 device, start_idx, count, constants);
2588
2589 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2591
2592 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2593 count = WINED3D_MAX_CONSTS_B - start_idx;
2594 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2595 if (TRACE_ON(d3d))
2596 {
2597 for (i = 0; i < count; ++i)
2598 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2599 }
2600
2601 if (device->recording)
2602 {
2603 for (i = start_idx; i < count + start_idx; ++i)
2604 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2605 }
2606 else
2607 {
2609 }
2610
2611 return WINED3D_OK;
2612}
2613
2615 unsigned int start_idx, unsigned int count, BOOL *constants)
2616{
2617 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2618 device, start_idx, count, constants);
2619
2620 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2622
2623 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2624 count = WINED3D_MAX_CONSTS_B - start_idx;
2625 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2626
2627 return WINED3D_OK;
2628}
2629
2631 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2632{
2633 unsigned int i;
2634
2635 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2636 device, start_idx, count, constants);
2637
2638 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2640
2641 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2642 count = WINED3D_MAX_CONSTS_I - start_idx;
2643 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2644 if (TRACE_ON(d3d))
2645 {
2646 for (i = 0; i < count; ++i)
2647 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2648 }
2649
2650 if (device->recording)
2651 {
2652 for (i = start_idx; i < count + start_idx; ++i)
2653 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2654 }
2655 else
2656 {
2658 }
2659
2660 return WINED3D_OK;
2661}
2662
2664 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2665{
2666 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2667 device, start_idx, count, constants);
2668
2669 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2671
2672 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2673 count = WINED3D_MAX_CONSTS_I - start_idx;
2674 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2675
2676 return WINED3D_OK;
2677}
2678
2680 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2681{
2682 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2683 unsigned int i;
2684
2685 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2686 device, start_idx, count, constants);
2687
2688 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2689 || count > d3d_info->limits.ps_uniform_count - start_idx)
2691
2692 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2693 if (TRACE_ON(d3d))
2694 {
2695 for (i = 0; i < count; ++i)
2696 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2697 }
2698
2699 if (device->recording)
2700 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2701 count * sizeof(*device->recording->changed.ps_consts_f));
2702 else
2704
2705 return WINED3D_OK;
2706}
2707
2709 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2710{
2711 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2712
2713 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2714 device, start_idx, count, constants);
2715
2716 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2717 || count > d3d_info->limits.ps_uniform_count - start_idx)
2719
2720 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2721
2722 return WINED3D_OK;
2723}
2724
2726{
2727 struct wined3d_shader *prev;
2728
2729 TRACE("device %p, shader %p.\n", device, shader);
2730
2731 prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2732 if (shader == prev)
2733 return;
2734 if (shader)
2736 device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2738 if (prev)
2740}
2741
2743{
2744 TRACE("device %p.\n", device);
2745
2746 return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2747}
2748
2750{
2751 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2752
2754}
2755
2757{
2758 TRACE("device %p, idx %u.\n", device, idx);
2759
2761}
2762
2764 unsigned int idx, struct wined3d_shader_resource_view *view)
2765{
2766 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2767
2769}
2770
2772 unsigned int idx)
2773{
2774 TRACE("device %p, idx %u.\n", device, idx);
2775
2777}
2778
2780 unsigned int idx, struct wined3d_sampler *sampler)
2781{
2782 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2783
2785}
2786
2788{
2789 TRACE("device %p, idx %u.\n", device, idx);
2790
2792}
2793
2795{
2796 struct wined3d_shader *prev;
2797
2798 TRACE("device %p, shader %p.\n", device, shader);
2799
2800 prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2801 if (shader == prev)
2802 return;
2803 if (shader)
2805 device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2807 if (prev)
2809}
2810
2812{
2813 TRACE("device %p.\n", device);
2814
2815 return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2816}
2817
2819{
2820 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2821
2823}
2824
2826{
2827 TRACE("device %p, idx %u.\n", device, idx);
2828
2830}
2831
2833 unsigned int idx, struct wined3d_shader_resource_view *view)
2834{
2835 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2836
2838}
2839
2841 unsigned int idx)
2842{
2843 TRACE("device %p, idx %u.\n", device, idx);
2844
2846}
2847
2849 unsigned int idx, struct wined3d_sampler *sampler)
2850{
2851 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2852
2854}
2855
2857{
2858 TRACE("device %p, idx %u.\n", device, idx);
2859
2861}
2862
2864{
2865 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2866
2867 TRACE("device %p, shader %p.\n", device, shader);
2868
2869 if (device->recording || shader == prev)
2870 return;
2871 if (shader)
2873 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2875 if (prev)
2877}
2878
2880{
2881 TRACE("device %p.\n", device);
2882
2883 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2884}
2885
2887{
2888 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2889
2891}
2892
2894{
2895 TRACE("device %p, idx %u.\n", device, idx);
2896
2898}
2899
2902{
2903 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2904
2906}
2907
2909 UINT idx)
2910{
2911 TRACE("device %p, idx %u.\n", device, idx);
2912
2914}
2915
2917{
2918 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2919
2921}
2922
2924{
2925 TRACE("device %p, idx %u.\n", device, idx);
2926
2928}
2929
2931{
2932 struct wined3d_shader *prev;
2933
2934 TRACE("device %p, shader %p.\n", device, shader);
2935
2936 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2937 if (device->recording || shader == prev)
2938 return;
2939 if (shader)
2941 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2943 if (prev)
2945}
2946
2948{
2949 TRACE("device %p.\n", device);
2950
2951 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2952}
2953
2955{
2956 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2957
2959}
2960
2962{
2963 TRACE("device %p, idx %u.\n", device, idx);
2964
2966}
2967
2969 unsigned int idx, struct wined3d_shader_resource_view *view)
2970{
2971 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2972
2974}
2975
2977 unsigned int idx)
2978{
2979 TRACE("device %p, idx %u.\n", device, idx);
2980
2982}
2983
2985 unsigned int idx, struct wined3d_sampler *sampler)
2986{
2987 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2988
2990}
2991
2993{
2994 TRACE("device %p, idx %u.\n", device, idx);
2995
2997}
2998
3000 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
3001 unsigned int initial_count)
3002{
3003 struct wined3d_unordered_access_view *prev;
3004
3006 {
3007 WARN("Invalid UAV index %u.\n", idx);
3008 return;
3009 }
3010
3011 prev = device->update_state->unordered_access_view[pipeline][idx];
3012 if (uav == prev && initial_count == ~0u)
3013 return;
3014
3015 if (uav)
3017 device->update_state->unordered_access_view[pipeline][idx] = uav;
3018 if (!device->recording)
3019 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
3020 if (prev)
3022}
3023
3025 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
3026{
3028 {
3029 WARN("Invalid UAV index %u.\n", idx);
3030 return NULL;
3031 }
3032
3033 return device->state.unordered_access_view[pipeline][idx];
3034}
3035
3037 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3038{
3039 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3040
3042}
3043
3045 unsigned int idx)
3046{
3047 TRACE("device %p, idx %u.\n", device, idx);
3048
3050}
3051
3053 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3054{
3055 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3056
3058}
3059
3061 const struct wined3d_device *device, unsigned int idx)
3062{
3063 TRACE("device %p, idx %u.\n", device, idx);
3064
3066}
3067
3068/* Context activation is done by the caller. */
3069#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3070static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3072 DWORD DestFVF)
3073{
3074 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3075 struct wined3d_map_desc map_desc;
3076 struct wined3d_box box = {0};
3077 struct wined3d_viewport vp;
3078 UINT vertex_size;
3079 unsigned int i;
3080 BYTE *dest_ptr;
3081 BOOL doClip;
3082 DWORD numTextures;
3083 HRESULT hr;
3084
3085 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3086 {
3087 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3088 }
3089
3090 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3091 {
3092 ERR("Source has no position mask\n");
3094 }
3095
3096 if (device->state.render_states[WINED3D_RS_CLIPPING])
3097 {
3098 static BOOL warned = FALSE;
3099 /*
3100 * The clipping code is not quite correct. Some things need
3101 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3102 * so disable clipping for now.
3103 * (The graphics in Half-Life are broken, and my processvertices
3104 * test crashes with IDirect3DDevice3)
3105 doClip = TRUE;
3106 */
3107 doClip = FALSE;
3108 if(!warned) {
3109 warned = TRUE;
3110 FIXME("Clipping is broken and disabled for now\n");
3111 }
3112 }
3113 else
3114 doClip = FALSE;
3115
3116 vertex_size = get_flexible_vertex_size(DestFVF);
3117 box.left = dwDestIndex * vertex_size;
3118 box.right = box.left + dwCount * vertex_size;
3119 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
3120 {
3121 WARN("Failed to map buffer, hr %#x.\n", hr);
3122 return hr;
3123 }
3124 dest_ptr = map_desc.data;
3125
3129
3130 TRACE("View mat:\n");
3131 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3132 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3133 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3134 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3135
3136 TRACE("Proj mat:\n");
3137 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3138 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3139 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3140 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3141
3142 TRACE("World mat:\n");
3143 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3144 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3145 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3146 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3147
3148 /* Get the viewport */
3150 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3151 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3152
3153 multiply_matrix(&mat,&view_mat,&world_mat);
3154 multiply_matrix(&mat,&proj_mat,&mat);
3155
3156 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3157
3158 for (i = 0; i < dwCount; i+= 1) {
3159 unsigned int tex_index;
3160
3161 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3162 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3163 /* The position first */
3165 const float *p = (const float *)(element->data.addr + i * element->stride);
3166 float x, y, z, rhw;
3167 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3168
3169 /* Multiplication with world, view and projection matrix. */
3170 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3171 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3172 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3173 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3174
3175 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3176
3177 /* WARNING: The following things are taken from d3d7 and were not yet checked
3178 * against d3d8 or d3d9!
3179 */
3180
3181 /* Clipping conditions: From msdn
3182 *
3183 * A vertex is clipped if it does not match the following requirements
3184 * -rhw < x <= rhw
3185 * -rhw < y <= rhw
3186 * 0 < z <= rhw
3187 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3188 *
3189 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3190 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3191 *
3192 */
3193
3194 if( !doClip ||
3195 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3196 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3197 ( rhw > eps ) ) ) {
3198
3199 /* "Normal" viewport transformation (not clipped)
3200 * 1) The values are divided by rhw
3201 * 2) The y axis is negative, so multiply it with -1
3202 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3203 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3204 * 4) Multiply x with Width/2 and add Width/2
3205 * 5) The same for the height
3206 * 6) Add the viewpoint X and Y to the 2D coordinates and
3207 * The minimum Z value to z
3208 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3209 *
3210 * Well, basically it's simply a linear transformation into viewport
3211 * coordinates
3212 */
3213
3214 x /= rhw;
3215 y /= rhw;
3216 z /= rhw;
3217
3218 y *= -1;
3219
3220 x *= vp.width / 2;
3221 y *= vp.height / 2;
3222 z *= vp.max_z - vp.min_z;
3223
3224 x += vp.width / 2 + vp.x;
3225 y += vp.height / 2 + vp.y;
3226 z += vp.min_z;
3227
3228 rhw = 1 / rhw;
3229 } else {
3230 /* That vertex got clipped
3231 * Contrary to OpenGL it is not dropped completely, it just
3232 * undergoes a different calculation.
3233 */
3234 TRACE("Vertex got clipped\n");
3235 x += rhw;
3236 y += rhw;
3237
3238 x /= 2;
3239 y /= 2;
3240
3241 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3242 * outside of the main vertex buffer memory. That needs some more
3243 * investigation...
3244 */
3245 }
3246
3247 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3248
3249
3250 ( (float *) dest_ptr)[0] = x;
3251 ( (float *) dest_ptr)[1] = y;
3252 ( (float *) dest_ptr)[2] = z;
3253 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3254
3255 dest_ptr += 3 * sizeof(float);
3256
3258 dest_ptr += sizeof(float);
3259 }
3260
3261 if (DestFVF & WINED3DFVF_PSIZE)
3262 dest_ptr += sizeof(DWORD);
3263
3264 if (DestFVF & WINED3DFVF_NORMAL)
3265 {
3267 const float *normal = (const float *)(element->data.addr + i * element->stride);
3268 /* AFAIK this should go into the lighting information */
3269 FIXME("Didn't expect the destination to have a normal\n");
3270 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3271 }
3272
3273 if (DestFVF & WINED3DFVF_DIFFUSE)
3274 {
3276 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3277 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3278 {
3279 static BOOL warned = FALSE;
3280
3281 if(!warned) {
3282 ERR("No diffuse color in source, but destination has one\n");
3283 warned = TRUE;
3284 }
3285
3286 *( (DWORD *) dest_ptr) = 0xffffffff;
3287 dest_ptr += sizeof(DWORD);
3288 }
3289 else
3290 {
3291 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3292 }
3293 }
3294
3295 if (DestFVF & WINED3DFVF_SPECULAR)
3296 {
3297 /* What's the color value in the feedback buffer? */
3299 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3300 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3301 {
3302 static BOOL warned = FALSE;
3303
3304 if(!warned) {
3305 ERR("No specular color in source, but destination has one\n");
3306 warned = TRUE;
3307 }
3308
3309 *(DWORD *)dest_ptr = 0xff000000;
3310 dest_ptr += sizeof(DWORD);
3311 }
3312 else
3313 {
3314 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3315 }
3316 }
3317
3318 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3319 {
3320 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3321 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3322 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3323 {
3324 ERR("No source texture, but destination requests one\n");
3325 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3326 }
3327 else
3328 {
3329 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3330 }
3331 }
3332 }
3333
3334 wined3d_resource_unmap(&dest->resource, 0);
3335
3336 return WINED3D_OK;
3337}
3338#undef copy_and_next
3339
3341 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3342 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3343{
3344 struct wined3d_state *state = &device->state;
3346 struct wined3d_resource *resource;
3347 struct wined3d_box box = {0};
3348 struct wined3d_shader *vs;
3349 unsigned int i;
3350 HRESULT hr;
3351 WORD map;
3352
3353 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3354 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3355 device, src_start_idx, dst_idx, vertex_count,
3356 dst_buffer, declaration, flags, dst_fvf);
3357
3358 if (declaration)
3359 FIXME("Output vertex declaration not implemented yet.\n");
3360
3363 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3365
3366 /* We can't convert FROM a VBO, and vertex buffers used to source into
3367 * process_vertices() are unlikely to ever be used for drawing. Release
3368 * VBOs in those buffers and fix up the stream_info structure.
3369 *
3370 * Also apply the start index. */
3371 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3372 {
3374 struct wined3d_map_desc map_desc;
3375
3376 if (!(map & 1))
3377 continue;
3378
3379 e = &stream_info.elements[i];
3380 resource = &state->streams[e->stream_idx].buffer->resource;
3381 box.left = src_start_idx * e->stride;
3382 box.right = box.left + vertex_count * e->stride;
3384 ERR("Failed to map resource.\n");
3385 e->data.buffer_object = 0;
3386 e->data.addr += (ULONG_PTR)map_desc.data;
3387 }
3388
3390 &stream_info, dst_buffer, flags, dst_fvf);
3391
3392 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3393 {
3394 if (!(map & 1))
3395 continue;
3396
3397 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3399 ERR("Failed to unmap resource.\n");
3400 }
3401
3402 return hr;
3403}
3404
3407{
3408 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3410
3411 TRACE("device %p, stage %u, state %s, value %#x.\n",
3413
3415 {
3416 WARN("Invalid state %#x passed.\n", state);
3417 return;
3418 }
3419
3420 if (stage >= d3d_info->limits.ffp_blend_stages)
3421 {
3422 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3423 stage, d3d_info->limits.ffp_blend_stages - 1);
3424 return;
3425 }
3426
3427 old_value = device->update_state->texture_states[stage][state];
3428 device->update_state->texture_states[stage][state] = value;
3429
3430 if (device->recording)
3431 {
3432 TRACE("Recording... not performing anything.\n");
3433 device->recording->changed.textureState[stage] |= 1u << state;
3434 return;
3435 }
3436
3437 /* Checked after the assignments to allow proper stateblock recording. */
3438 if (old_value == value)
3439 {
3440 TRACE("Application is setting the old value over, nothing to do.\n");
3441 return;
3442 }
3443
3445}
3446
3449{
3450 TRACE("device %p, stage %u, state %s.\n",
3452
3454 {
3455 WARN("Invalid state %#x passed.\n", state);
3456 return 0;
3457 }
3458
3459 return device->state.texture_states[stage][state];
3460}
3461
3463 UINT stage, struct wined3d_texture *texture)
3464{
3465 struct wined3d_texture *prev;
3466
3467 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3468
3471
3472 /* Windows accepts overflowing this array... we do not. */
3473 if (stage >= ARRAY_SIZE(device->state.textures))
3474 {
3475 WARN("Ignoring invalid stage %u.\n", stage);
3476 return WINED3D_OK;
3477 }
3478
3479 if (texture && texture->resource.usage & WINED3DUSAGE_SCRATCH)
3480 {
3481 WARN("Rejecting attempt to set scratch texture.\n");
3483 }
3484
3485 if (device->recording)
3486 device->recording->changed.textures |= 1u << stage;
3487
3488 prev = device->update_state->textures[stage];
3489 TRACE("Previous texture %p.\n", prev);
3490
3491 if (texture == prev)
3492 {
3493 TRACE("App is setting the same texture again, nothing to do.\n");
3494 return WINED3D_OK;
3495 }
3496
3497 TRACE("Setting new texture to %p.\n", texture);
3498 device->update_state->textures[stage] = texture;
3499
3500 if (texture)
3502 if (!device->recording)
3504 if (prev)
3506
3507 return WINED3D_OK;
3508}
3509
3511{
3512 TRACE("device %p, stage %u.\n", device, stage);
3513
3516
3517 if (stage >= ARRAY_SIZE(device->state.textures))
3518 {
3519 WARN("Ignoring invalid stage %u.\n", stage);
3520 return NULL; /* Windows accepts overflowing this array ... we do not. */
3521 }
3522
3523 return device->state.textures[stage];
3524}
3525
3527{
3528 HRESULT hr;
3529
3530 TRACE("device %p, caps %p.\n", device, caps);
3531
3532 hr = wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3533 device->create_parms.device_type, caps);
3534
3536 caps->MaxVertexBlendMatrixIndex = 255;
3537
3538 return hr;
3539}
3540
3542 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3543{
3544 struct wined3d_swapchain *swapchain;
3545
3546 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3547 device, swapchain_idx, mode, rotation);
3548
3549 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3551
3552 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3553}
3554
3556{
3557 struct wined3d_stateblock *stateblock;
3558 HRESULT hr;
3559
3560 TRACE("device %p.\n", device);
3561
3562 if (device->recording)
3564
3566 if (FAILED(hr))
3567 return hr;
3568
3569 device->recording = stateblock;
3570 device->update_state = &stateblock->state;
3571
3572 TRACE("Recording stateblock %p.\n", stateblock);
3573
3574 return WINED3D_OK;
3575}
3576
3578 struct wined3d_stateblock **stateblock)
3579{
3580 struct wined3d_stateblock *object = device->recording;
3581
3582 TRACE("device %p, stateblock %p.\n", device, stateblock);
3583
3584 if (!device->recording)
3585 {
3586 WARN("Not recording.\n");
3587 *stateblock = NULL;
3589 }
3590
3592
3593 *stateblock = object;
3594 device->recording = NULL;
3595 device->update_state = &device->state;
3596
3597 TRACE("Returning stateblock %p.\n", *stateblock);
3598
3599 return WINED3D_OK;
3600}
3601
3603{
3604 /* At the moment we have no need for any functionality at the beginning
3605 * of a scene. */
3606 TRACE("device %p.\n", device);
3607
3608 if (device->inScene)
3609 {
3610 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3612 }
3613 device->inScene = TRUE;
3614 return WINED3D_OK;
3615}
3616
3618{
3619 TRACE("device %p.\n", device);
3620
3621 if (!device->inScene)
3622 {
3623 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3625 }
3626
3628
3629 device->inScene = FALSE;
3630 return WINED3D_OK;
3631}
3632
3634 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3635{
3636 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3637 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3638
3639 if (!rect_count && rects)
3640 {
3641 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3642 return WINED3D_OK;
3643 }
3644
3646 {
3647 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3648 if (!ds)
3649 {
3650 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3651 /* TODO: What about depth stencil buffers without stencil bits? */
3653 }
3654 else if (flags & WINED3DCLEAR_TARGET)
3655 {
3656 if (ds->width < device->fb.render_targets[0]->width
3657 || ds->height < device->fb.render_targets[0]->height)
3658 {
3659 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3660 return WINED3D_OK;
3661 }
3662 }
3663 }
3664
3665 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3666
3667 return WINED3D_OK;
3668}
3669
3671 struct wined3d_query *predicate, BOOL value)
3672{
3673 struct wined3d_query *prev;
3674
3675 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3676
3677 prev = device->update_state->predicate;
3678 if (predicate)
3679 {
3680 FIXME("Predicated rendering not implemented.\n");
3681 wined3d_query_incref(predicate);
3682 }
3683 device->update_state->predicate = predicate;
3684 device->update_state->predicate_value = value;
3685 if (!device->recording)
3687 if (prev)
3689}
3690
3692{
3693 TRACE("device %p, value %p.\n", device, value);
3694
3695 if (value)
3696 *value = device->state.predicate_value;
3697 return device->state.predicate;
3698}
3699
3701 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3702{
3703 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3704 device, group_count_x, group_count_y, group_count_z);
3705
3706 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3707}
3708
3710 struct wined3d_buffer *buffer, unsigned int offset)
3711{
3712 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3713
3715}
3716
3718 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3719{
3720 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3721 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3722
3723 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3724 device->state.gl_patch_vertices = patch_vertex_count;
3725}
3726
3728 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3729{
3730 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3731 device, primitive_type, patch_vertex_count);
3732
3733 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3734 if (patch_vertex_count)
3735 *patch_vertex_count = device->state.gl_patch_vertices;
3736
3737 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3738}
3739
3741{
3742 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3743
3744 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3745 0, start_vertex, vertex_count, 0, 0, FALSE);
3746
3747 return WINED3D_OK;
3748}
3749
3751 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3752{
3753 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3754 device, start_vertex, vertex_count, start_instance, instance_count);
3755
3756 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3757 0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3758}
3759
3761 struct wined3d_buffer *buffer, unsigned int offset)
3762{
3763 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3764
3765 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3766 buffer, offset, FALSE);
3767}
3768
3770{
3771 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3772
3773 if (!device->state.index_buffer)
3774 {
3775 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3776 * without an index buffer set. (The first time at least...)
3777 * D3D8 simply dies, but I doubt it can do much harm to return
3778 * D3DERR_INVALIDCALL there as well. */
3779 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3781 }
3782
3783 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3784 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3785
3786 return WINED3D_OK;
3787}
3788
3790 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3791{
3792 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3793 device, start_idx, index_count, start_instance, instance_count);
3794
3795 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3796 device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3797}
3798
3800 struct wined3d_buffer *buffer, unsigned int offset)
3801{
3802 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3803
3804 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3805 buffer, offset, TRUE);
3806}
3807
3809 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3810{
3811 unsigned int src_size, dst_size, src_skip_levels = 0;
3812 unsigned int src_level_count, dst_level_count;
3813 unsigned int layer_count, level_count, i, j;
3814 unsigned int width, height, depth;
3816 struct wined3d_box box;
3817
3818 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3819
3820 /* Verify that the source and destination textures are non-NULL. */
3821 if (!src_texture || !dst_texture)
3822 {
3823 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3825 }
3826
3827 if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
3828 || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
3829 {
3830 WARN("Source resource is GPU accessible or a scratch resource.\n");
3832 }
3833 if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
3834 {
3835 WARN("Destination resource is CPU accessible.\n");
3837 }
3838
3839 /* Verify that the source and destination textures are the same type. */
3840 type = src_texture->resource.type;
3841 if (dst_texture->resource.type != type)
3842 {
3843 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3845 }
3846
3847 layer_count = src_texture->layer_count;
3848 if (layer_count != dst_texture->layer_count)
3849 {
3850 WARN("Source and destination have different layer counts.\n");
3852 }
3853
3854 if (src_texture->resource.format != dst_texture->resource.format)
3855 {
3856 WARN("Source and destination formats do not match.\n");
3858 }
3859
3860 src_level_count = src_texture->level_count;
3861 dst_level_count = dst_texture->level_count;
3862 level_count = min(src_level_count, dst_level_count);
3863
3864 src_size = max(src_texture->resource.width, src_texture->resource.height);
3865 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3867 {
3868 src_size = max(src_size, src_texture->resource.depth);
3869 dst_size = max(dst_size, dst_texture->resource.depth);
3870 }
3871 while (src_size > dst_size)
3872 {
3873 src_size >>= 1;
3874 ++src_skip_levels;
3875 }
3876
3877 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3878 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3879 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3880 {
3881 WARN("Source and destination dimensions do not match.\n");
3883 }
3884
3885 /* Update every surface level of the texture. */
3886 for (i = 0; i < level_count; ++i)
3887 {
3888 width = wined3d_texture_get_level_width(dst_texture, i);
3890 depth = wined3d_texture_get_level_depth(dst_texture, i);
3891 wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3892
3893 for (j = 0; j < layer_count; ++j)
3894 {
3896 &dst_texture->resource, j * dst_level_count + i, &box,
3897 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3899 }
3900 }
3901
3902 return WINED3D_OK;
3903}
3904
3906{
3907 const struct wined3d_state *state = &device->state;
3908 struct wined3d_texture *texture;
3909 DWORD i;
3910
3911 TRACE("device %p, num_passes %p.\n", device, num_passes);
3912
3913 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3914 {
3915 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3916 {
3917 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3919 }
3920 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3921 {
3922 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3924 }
3925
3926 texture = state->textures[i];
3927 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3928
3929 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3930 {
3931 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3932 return E_FAIL;
3933 }
3934 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3935 {
3936 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3937 return E_FAIL;
3938 }
3939 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3940 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3941 {
3942 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3943 return E_FAIL;
3944 }
3945 }
3946
3947 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3948 || state->render_states[WINED3D_RS_STENCILENABLE])
3949 {
3950 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3951 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3952
3953 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3954 {
3955 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3957 }
3958 }
3959
3960 /* return a sensible default */
3961 *num_passes = 1;
3962
3963 TRACE("returning D3D_OK\n");
3964 return WINED3D_OK;
3965}
3966
3968{
3969 TRACE("device %p, software %#x.\n", device, software);
3970
3971 device->softwareVertexProcessing = software;
3972}
3973
3975{
3976 TRACE("device %p.\n", device);
3977
3978 return device->softwareVertexProcessing;
3979}
3980
3982 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3983{
3984 struct wined3d_swapchain *swapchain;
3985
3986 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3987 device, swapchain_idx, raster_status);
3988
3989 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3991
3992 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3993}
3994
3996{
3997 static BOOL warned;
3998
3999 TRACE("device %p, segments %.8e.\n", device, segments);
4000
4001 if (segments != 0.0f)
4002 {
4003 if (!warned)
4004 {
4005 FIXME("device %p, segments %.8e stub!\n", device, segments);
4006 warned = TRUE;
4007 }
4008 }
4009
4010 return WINED3D_OK;
4011}
4012
4014{
4015 static BOOL warned;
4016
4017 TRACE("device %p.\n", device);
4018
4019 if (!warned)
4020 {
4021 FIXME("device %p stub!\n", device);
4022 warned = TRUE;
4023 }
4024
4025 return 0.0f;
4026}
4027
4029 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
4030{
4031 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
4032 device, dst_buffer, offset, uav);
4033
4034 if (offset + sizeof(GLuint) > dst_buffer->resource.size)
4035 {
4036 WARN("Offset %u too large.\n", offset);
4037 return;
4038 }
4039
4040 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
4041}
4042
4044 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4045{
4046 struct wined3d_texture *dst_texture, *src_texture;
4047 struct wined3d_box box;
4048 unsigned int i, j;
4049
4050 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4051
4052 if (src_resource == dst_resource)
4053 {
4054 WARN("Source and destination are the same resource.\n");
4055 return;
4056 }
4057
4058 if (src_resource->type != dst_resource->type)
4059 {
4060 WARN("Resource types (%s / %s) don't match.\n",
4061 debug_d3dresourcetype(dst_resource->type),
4062 debug_d3dresourcetype(src_resource->type));
4063 return;
4064 }
4065
4066 if (src_resource->width != dst_resource->width
4067 || src_resource->height != dst_resource->height
4068 || src_resource->depth != dst_resource->depth)
4069 {
4070 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4071 dst_resource->width, dst_resource->height, dst_resource->depth,
4072 src_resource->width, src_resource->height, src_resource->depth);
4073 return;
4074 }
4075
4076 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4077 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4078 {
4079 WARN("Resource formats %s and %s are incompatible.\n",
4080 debug_d3dformat(dst_resource->format->id),
4081 debug_d3dformat(src_resource->format->id));
4082 return;
4083 }
4084
4085 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4086 {
4087 wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4088 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4089 src_resource, 0, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4090 return;
4091 }
4092
4093 dst_texture = texture_from_resource(dst_resource);
4094 src_texture = texture_from_resource(src_resource);
4095
4096 if (src_texture->layer_count != dst_texture->layer_count
4097 || src_texture->level_count != dst_texture->level_count)
4098 {
4099 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4100 dst_texture->layer_count, dst_texture->level_count,
4101 src_texture->layer_count, src_texture->level_count);
4102 return;
4103 }
4104
4105 for (i = 0; i < dst_texture->level_count; ++i)
4106 {
4107 wined3d_box_set(&box, 0, 0,
4108 wined3d_texture_get_level_width(dst_texture, i),
4109 wined3d_texture_get_level_height(dst_texture, i),
4110 0, wined3d_texture_get_level_depth(dst_texture, i));
4111 for (j = 0; j < dst_texture->layer_count; ++j)
4112 {
4113 unsigned int idx = j * dst_texture->level_count + i;
4114
4115 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4116 src_resource, idx, &box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4117 }
4118 }
4119}
4120
4122 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4123 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4124 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4125{
4126 struct wined3d_box dst_box, b;
4127
4128 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4129 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4130 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4131 src_resource, src_sub_resource_idx, debug_box(src_box));
4132
4133 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4134 {
4135 WARN("Source and destination are the same sub-resource.\n");
4137 }
4138
4139 if (src_resource->type != dst_resource->type)
4140 {
4141 WARN("Resource types (%s / %s) don't match.\n",
4142 debug_d3dresourcetype(dst_resource->type),
4143 debug_d3dresourcetype(src_resource->type));
4145 }
4146
4147 if (src_resource->format->typeless_id != dst_resource->format->typeless_id
4148 || (!src_resource->format->typeless_id && src_resource->format->id != dst_resource->format->id))
4149 {
4150 WARN("Resource formats %s and %s are incompatible.\n",
4151 debug_d3dformat(dst_resource->format->id),
4152 debug_d3dformat(src_resource->format->id));
4154 }
4155
4156 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4157 {
4158 if (dst_sub_resource_idx)
4159 {
4160 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4162 }
4163
4164 if (src_sub_resource_idx)
4165 {
4166 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4168 }
4169
4170 if (!src_box)
4171 {
4172 unsigned int dst_w;
4173
4174 dst_w = dst_resource->size - dst_x;
4175 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4176 src_box = &b;
4177 }
4178 else if ((src_box->left >= src_box->right
4179 || src_box->top >= src_box->bottom
4180 || src_box->front >= src_box->back))
4181 {
4182 WARN("Invalid box %s specified.\n", debug_box(src_box));
4184 }
4185
4186 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4187 || src_box->right - src_box->left > dst_resource->size - dst_x)
4188 {
4189 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4190 dst_x, src_box->left, src_box->right - src_box->left);
4192 }
4193
4194 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4195 }
4196 else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4197 {
4198 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4199 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4200 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4201
4202 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4203 {
4204 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4206 }
4207
4208 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4209 {
4210 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4212 }
4213
4214#if !defined(STAGING_CSMT)
4215 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4216 {
4217 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4219 }
4220
4221 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4222 {
4223 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4225#else /* STAGING_CSMT */
4226 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count ||
4227 src_texture->sub_resources[src_sub_resource_idx].map_count)
4228 {
4229 struct wined3d_device *device = dst_texture->resource.device;
4230 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4231 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count ||
4232 src_texture->sub_resources[src_sub_resource_idx].map_count)
4233 {
4234 WARN("Destination or source sub-resource is mapped.\n");
4235 return WINEDDERR_SURFACEBUSY;
4236 }
4237#endif /* STAGING_CSMT */
4238 }
4239
4240 if (!src_box)
4241 {
4242 unsigned int src_w, src_h, dst_w, dst_h, dst_level;
4243
4244 src_w = wined3d_texture_get_level_width(src_texture, src_level);
4245 src_h = wined3d_texture_get_level_height(src_texture, src_level);
4246
4247 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4248 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4249 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4250
4251 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, 1);
4252 src_box = &b;
4253 }
4254 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4255 {
4256 WARN("Invalid source box %s.\n", debug_box(src_box));
4258 }
4259
4260 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4261 dst_y + (src_box->bottom - src_box->top), 0, 1);
4263 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4264 {
4265 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4267 }
4268 }
4269 else
4270 {
4271 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4273 }
4274
4275 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4276 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4277
4278 return WINED3D_OK;
4279}
4280
4282 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4283 unsigned int depth_pitch)
4284{
4285 unsigned int width, height, depth;
4286 struct wined3d_box b;
4287
4288 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4289 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4290
4291 if (resource->type == WINED3D_RTYPE_BUFFER)
4292 {
4293 if (sub_resource_idx > 0)
4294 {
4295 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4296 return;
4297 }
4298
4299 width = resource->size;
4300 height = 1;
4301 depth = 1;
4302 }
4303 else if (resource->type == WINED3D_RTYPE_TEXTURE_1D ||
4305 {
4307 unsigned int level;
4308
4309 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4310 {
4311 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4312 return;
4313 }
4314
4315 level = sub_resource_idx % texture->level_count;
4319 }
4320 else
4321 {
4322 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4323 return;
4324 }
4325
4326 if (!box)
4327 {
4328 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4329 box = &b;
4330 }
4331 else if (box->left >= box->right || box->right > width
4332 || box->top >= box->bottom || box->bottom > height
4333 || box->front >= box->back || box->back > depth)
4334 {
4335 WARN("Invalid box %s specified.\n", debug_box(box));
4336 return;
4337 }
4338
4339#if !defined(STAGING_CSMT)
4341
4342#endif /* STAGING_CSMT */
4343 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4344}
4345
4347 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
4348 struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
4350{
4351 struct wined3d_texture *dst_texture, *src_texture;
4352 unsigned int dst_level, src_level;
4353 RECT dst_rect, src_rect;
4354
4355 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, "
4356 "src_resource %p, src_sub_resource_idx %u, format %s.\n",
4357 device, dst_resource, dst_sub_resource_idx,
4358 src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
4359
4360 if (wined3d_format_is_typeless(dst_resource->format)
4361 || wined3d_format_is_typeless(src_resource->format))
4362 {
4363 FIXME("Unhandled multisample resolve, dst_format %s, src_format %s, format %s.\n",
4364 debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
4366 return;
4367 }
4368 if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4369 {
4370 WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
4371 return;
4372 }
4373 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4374 {
4375 WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
4376 return;
4377 }
4378
4379 dst_texture = texture_from_resource(dst_resource);
4380 src_texture = texture_from_resource(src_resource);
4381
4382 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4383 SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
4384 wined3d_texture_get_level_height(dst_texture, dst_level));
4385 src_level = src_sub_resource_idx % src_texture->level_count;
4386 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
4387 wined3d_texture_get_level_height(src_texture, src_level));
4388 wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect,
4389 src_texture, src_sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
4390}
4391
4394 const struct wined3d_color *color, float depth, DWORD stencil)
4395{
4396 struct wined3d_resource *resource;
4397 RECT r;
4398
4399 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4401
4402 if (!flags)
4403 return WINED3D_OK;
4404
4405 resource = view->resource;
4407 {
4408 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4410 }
4411
4412 if (view->layer_count > 1)
4413 {
4414 FIXME("Layered clears not implemented.\n");
4416 }
4417
4418 if (!rect)
4419 {
4420 SetRect(&r, 0, 0, view->width, view->height);
4421 rect = &r;
4422 }
4423 else
4424 {
4425 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4427 HRESULT hr;
4428
4430 view->sub_resource_idx % texture->level_count, &b)))
4431 return hr;
4432 }
4433
4435
4436 return WINED3D_OK;
4437}
4438
4440 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4441{
4442 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4443
4445}
4446
4448 unsigned int view_idx)
4449{
4450 TRACE("device %p, view_idx %u.\n", device, view_idx);
4451
4452 if (view_idx >= device->adapter->gl_info.limits.buffers)
4453 {
4454 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4455 return NULL;
4456 }
4457
4458 return device->fb.render_targets[view_idx];
4459}
4460
4462{
4463 TRACE("device %p.\n", device);
4464
4465 return device->fb.depth_stencil;
4466}
4467
4469 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4470{
4471 struct wined3d_rendertarget_view *prev;
4472
4473 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4474 device, view_idx, view, set_viewport);
4475
4476 if (view_idx >= device->adapter->gl_info.limits.buffers)
4477 {
4478 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4480 }
4481
4482 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4483 {
4484 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4486 }
4487
4488 /* Set the viewport and scissor rectangles, if requested. Tests show that
4489 * stateblock recording is ignored, the change goes directly into the
4490 * primary stateblock. */
4491 if (!view_idx && set_viewport)
4492 {
4493 struct wined3d_state *state = &device->state;
4494
4495 state->viewport.x = 0;
4496 state->viewport.y = 0;
4497 state->viewport.width = view->width;
4498 state->viewport.height = view->height;
4499 state->viewport.min_z = 0.0f;
4500 state->viewport.max_z = 1.0f;
4501 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4502
4503 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4504 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4505 }
4506
4507
4508 prev = device->fb.render_targets[view_idx];
4509 if (view == prev)
4510 return WINED3D_OK;
4511
4512 if (view)
4514 device->fb.render_targets[view_idx] = view;
4516 /* Release after the assignment, to prevent device_resource_released()
4517 * from seeing the surface as still in use. */
4518 if (prev)
4520
4521 return WINED3D_OK;
4522}
4523
4525{
4526 struct wined3d_rendertarget_view *prev;
4527
4528 TRACE("device %p, view %p.\n", device, view);
4529
4530 prev = device->fb.depth_stencil;
4531 if (prev == view)
4532 {
4533 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4534 return;
4535 }
4536
4537 if ((device->fb.depth_stencil = view))
4540 if (prev)
4542}
4543
4545 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4546{
4547 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4550 struct wined3d_map_desc map_desc;
4551 struct wined3d_texture *texture;
4552 HRESULT hr;
4553
4554 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
4555 {
4556 ERR("Failed to map source texture.\n");
4557 return NULL;
4558 }
4559
4560 data.data = map_desc.data;
4561 data.row_pitch = map_desc.row_pitch;
4562 data.slice_pitch = map_desc.slice_pitch;
4563
4564 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4566 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4567 desc.multisample_quality = 0;
4568 desc.usage = WINED3DUSAGE_DYNAMIC;
4570 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4571 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4572 desc.depth = 1;
4573 desc.size = 0;
4574
4577 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4578 if (FAILED(hr))
4579 {
4580 ERR("Failed to create cursor texture.\n");
4581 return NULL;
4582 }
4583
4584 return texture;
4585}
4586
4588 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4589{
4590 unsigned int texture_level = sub_resource_idx % texture->level_count;
4591 unsigned int cursor_width, cursor_height;
4593 struct wined3d_map_desc map_desc;
4594 HRESULT hr;
4595
4596 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4597 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4598
4599 if (sub_resource_idx >= texture->level_count * texture->layer_count
4600 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4602
4603 if (device->cursor_texture)
4604 {
4605 wined3d_texture_decref(device->cursor_texture);
4606 device->cursor_texture = NULL;
4607 }
4608
4609 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4610 {
4611 WARN("Texture %p has invalid format %s.\n",
4612 texture, debug_d3dformat(texture->resource.format->id));
4614 }
4615
4616 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4617 {
4618 ERR("Failed to get display mode, hr %#x.\n", hr);
4620 }
4621
4622 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4623 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4624 if (cursor_width > mode.width || cursor_height > mode.height)
4625 {
4626 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4627 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4629 }
4630
4631 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4632
4633 /* Do not store the surface's pointer because the application may
4634 * release it after setting the cursor image. Windows doesn't
4635 * addref the set surface, so we can't do this either without
4636 * creating circular refcount dependencies. */
4637 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4638 {
4639 ERR("Failed to create cursor texture.\n");
4641 }
4642
4643 if (cursor_width == 32 && cursor_height == 32)
4644 {
4645 UINT mask_size = cursor_width * cursor_height / 8;
4646 ICONINFO cursor_info;
4647 DWORD *mask_bits;
4649
4650 /* 32-bit user32 cursors ignore the alpha channel if it's all
4651 * zeroes, and use the mask instead. Fill the mask with all ones
4652 * to ensure we still get a fully transparent cursor. */
4653 if (!(mask_bits = heap_alloc(mask_size)))
4654 return E_OUTOFMEMORY;
4655 memset(mask_bits, 0xff, mask_size);
4656
4657 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4659 cursor_info.fIcon = FALSE;
4660 cursor_info.xHotspot = x_hotspot;
4661 cursor_info.yHotspot = y_hotspot;
4662 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4663 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4664 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4665
4666 /* Create our cursor and clean up. */
4667 cursor = CreateIconIndirect(&cursor_info);
4668 if (cursor_info.hbmMask)
4669 DeleteObject(cursor_info.hbmMask);
4670 if (cursor_info.hbmColor)
4671 DeleteObject(cursor_info.hbmColor);
4672 if (device->hardwareCursor)
4673 DestroyCursor(device->hardwareCursor);
4674 device->hardwareCursor = cursor;
4675 if (device->bCursorVisible)
4677
4678 heap_free(mask_bits);
4679 }
4680
4681 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4682 device->cursorWidth = cursor_width;
4683 device->cursorHeight = cursor_height;
4684 device->xHotSpot = x_hotspot;
4685 device->yHotSpot = y_hotspot;
4686
4687 return WINED3D_OK;
4688}
4689
4691 int x_screen_space, int y_screen_space, DWORD flags)
4692{
4693 TRACE("device %p, x %d, y %d, flags %#x.\n",
4694 device, x_screen_space, y_screen_space, flags);
4695
4696 device->xScreenSpace = x_screen_space;
4697 device->yScreenSpace = y_screen_space;
4698
4699 if (device->hardwareCursor)
4700 {
4701 POINT pt;
4702
4703 GetCursorPos( &pt );
4704 if (x_screen_space == pt.x && y_screen_space == pt.y)
4705 return;
4706 SetCursorPos( x_screen_space, y_screen_space );
4707
4708 /* Switch to the software cursor if position diverges from the hardware one. */
4709 GetCursorPos( &pt );
4710 if (x_screen_space != pt.x || y_screen_space != pt.y)
4711 {
4712 if (device->bCursorVisible) SetCursor( NULL );
4713 DestroyCursor( device->hardwareCursor );
4714 device->hardwareCursor = 0;
4715 }
4716 }
4717}
4718
4720{
4721 BOOL oldVisible = device->bCursorVisible;
4722
4723 TRACE("device %p, show %#x.\n", device, show);
4724
4725 /*
4726 * When ShowCursor is first called it should make the cursor appear at the OS's last
4727 * known cursor position.
4728 */
4729 if (show && !oldVisible)
4730 {
4731 POINT pt;
4732 GetCursorPos(&pt);
4733 device->xScreenSpace = pt.x;
4734 device->yScreenSpace = pt.y;
4735 }
4736
4737 if (device->hardwareCursor)
4738 {
4739 device->bCursorVisible = show;
4740 if (show)
4741 SetCursor(device->hardwareCursor);
4742 else
4743 SetCursor(NULL);
4744 }
4745 else if (device->cursor_texture)
4746 {
4747 device->bCursorVisible = show;
4748 }
4749
4750 return oldVisible;
4751}
4752
4754{
4756
4757 TRACE("device %p.\n", device);
4758
4760 {
4761 TRACE("Checking resource %p for eviction.\n", resource);
4762
4763 if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
4764 {
4765 TRACE("Evicting %p.\n", resource);
4767 }
4768 }
4769}
4770
4772 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4774{
4776 struct wined3d_swapchain *swapchain;
4777 struct wined3d_view_desc view_desc;
4778 BOOL backbuffer_resized;
4780 unsigned int i;
4781
4782 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4783 device, swapchain_desc, mode, callback, reset_state);
4784
4785 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4786
4787 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4788 {
4789 ERR("Failed to get the first implicit swapchain.\n");
4791 }
4792
4793 if (reset_state)
4794 {
4795 if (device->logo_texture)
4796 {
4797 wined3d_texture_decref(device->logo_texture);
4798 device->logo_texture = NULL;
4799 }
4800 if (device->cursor_texture)
4801 {
4802 wined3d_texture_decref(device->cursor_texture);
4803 device->cursor_texture = NULL;
4804 }
4806 }
4807
4808 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4809 {
4811 }
4813
4814 if (reset_state)
4815 {
4816 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4817 {
4818 TRACE("Enumerating resource %p.\n", resource);
4819 if (FAILED(hr = callback(resource)))
4820 return hr;
4821 }
4822 }
4823
4824 TRACE("New params:\n");
4825 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4826 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4827 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4828 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4829 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4830 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4831 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4832 TRACE("device_window %p\n", swapchain_desc->device_window);
4833 TRACE("windowed %#x\n", swapchain_desc->windowed);
4834 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4835 if (swapchain_desc->enable_auto_depth_stencil)
4836 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4837 TRACE("flags %#x\n", swapchain_desc->flags);
4838 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4839 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4840 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4841
4842 if (swapchain_desc->backbuffer_usage != WINED3DUSAGE_RENDERTARGET)
4843 FIXME("Got unexpected backbuffer usage %#x.\n", swapchain_desc->backbuffer_usage);
4844
4845 if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
4846 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
4847 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
4848 FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
4849
4850 /* No special treatment of these parameters. Just store them */
4851 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4852 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4853 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4854 swapchain->desc.flags = swapchain_desc->flags;
4855 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4856 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4857 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4858
4859 if (swapchain_desc->device_window
4860 && swapchain_desc->device_window != swapchain->desc.device_window)
4861 {
4862 TRACE("Changing the device window from %p to %p.\n",
4863 swapchain->desc.device_window, swapchain_desc->device_window);
4864 swapchain->desc.device_window = swapchain_desc->device_window;
4865 swapchain->device_window = swapchain_desc->device_window;
4867 }
4868
4869 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4870 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4871
4872 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4873 || swapchain->reapply_mode || mode
4874 || (!swapchain_desc->windowed && backbuffer_resized))
4875 {
4876 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4877 return hr;
4878 }
4879 else if (!swapchain_desc->windowed)
4880 {
4881 DWORD style = device->style;
4882 DWORD exStyle = device->exStyle;
4883 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4884 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4885 * Reset to clear up their mess. Guild Wars also loses the device during that.
4886 */
4887 device->style = 0;
4888 device->exStyle = 0;
4890 swapchain_desc->backbuffer_width,
4891 swapchain_desc->backbuffer_height);
4892 device->style = style;
4893 device->exStyle = exStyle;
4894 }
4895
4896 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4897 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4898 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4899 return hr;
4900
4901 if (device->auto_depth_stencil_view)
4902 {
4903 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4904 device->auto_depth_stencil_view = NULL;
4905 }
4906 if (swapchain->desc.enable_auto_depth_stencil)
4907 {
4908 struct wined3d_resource_desc texture_desc;
4909 struct wined3d_texture *texture;
4910 DWORD flags = 0;
4911
4912 TRACE("Creating the depth stencil buffer.\n");
4913
4915 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4916 texture_desc.multisample_type = swapchain->desc.multisample_type;
4917 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4918 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4919 texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4920 texture_desc.width = swapchain->desc.backbuffer_width;
4921 texture_desc.height = swapchain->desc.backbuffer_height;
4922 texture_desc.depth = 1;
4923 texture_desc.size = 0;
4924
4925 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4927
4928 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4929 device->device_parent, &texture_desc, flags, &texture)))
4930 {
4931 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4933 }
4934
4935 view_desc.format_id = texture->resource.format->id;
4936 view_desc.flags = 0;
4937 view_desc.u.texture.level_idx = 0;
4938 view_desc.u.texture.level_count = 1;
4939 view_desc.u.texture.layer_idx = 0;
4940 view_desc.u.texture.layer_count = 1;
4941 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4942 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4944 if (FAILED(hr))
4945 {
4946 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4947 return hr;
4948 }
4949
4950 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4951 }
4952
4953 if (device->back_buffer_view)
4954 {
4955 wined3d_rendertarget_view_decref(device->back_buffer_view);
4956 device->back_buffer_view = NULL;
4957 }
4958 if (swapchain->desc.backbuffer_count)
4959 {
4960 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4961
4962 view_desc.format_id = back_buffer->format->id;
4963 view_desc.flags = 0;
4964 view_desc.u.texture.level_idx = 0;
4965 view_desc.u.texture.level_count = 1;
4966 view_desc.u.texture.layer_idx = 0;
4967 view_desc.u.texture.layer_count = 1;
4968 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4969 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4970 {
4971 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4972 return hr;
4973 }
4974 }
4975
4977
4978 if (reset_state)
4979 {
4980 TRACE("Resetting stateblock.\n");
4981 if (device->recording)
4982 {
4984 device->recording = NULL;
4985 }
4987 state_cleanup(&device->state);
4988
4989 if (device->d3d_initialized)
4991
4992 memset(&device->state, 0, sizeof(device->state));
4993 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4994 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4995 device->update_state = &device->state;
4996
5000 }
5001 else if (device->back_buffer_view)
5002 {
5003 struct wined3d_rendertarget_view *view = device->back_buffer_view;
5004 struct wined3d_state *state = &device->state;
5005
5007
5008 /* Note the min_z / max_z is not reset. */
5009 state->viewport.x = 0;
5010 state->viewport.y = 0;
5011 state->viewport.width = view->width;
5012 state->viewport.height = view->height;
5013 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
5014
5015 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
5016 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
5017 }
5018
5019 if (device->d3d_initialized)
5020 {
5021 if (reset_state)
5024 }
5025
5026 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5027 * first use
5028 */
5029 return hr;
5030}
5031
5033{
5034 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5035
5036 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5037
5038 return WINED3D_OK;
5039}
5040
5041
5043 struct wined3d_device_creation_parameters *parameters)
5044{
5045 TRACE("device %p, parameters %p.\n", device, parameters);
5046
5047 *parameters = device->create_parms;
5048}
5049
5051{
5052 TRACE("device %p.\n", device);
5053
5054 return device->wined3d;
5055}
5056
5058 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5059{
5060 struct wined3d_swapchain *swapchain;
5061
5062 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5063 device, swapchain_idx, flags, ramp);
5064
5065 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5067}
5068
5070 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5071{
5072 struct wined3d_swapchain *swapchain;
5073
5074 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5075 device, swapchain_idx, ramp);
5076
5077 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5079}
5080
5082{
5083 TRACE("device %p, resource %p.\n", device, resource);
5084
5086
5087 list_add_head(&device->resources, &resource->resource_list_entry);
5088}
5089
5091{
5092 TRACE("device %p, resource %p.\n", device, resource);
5093
5095
5096 list_remove(&resource->resource_list_entry);
5097}
5098
5100{
5101 enum wined3d_resource_type type = resource->type;
5102 struct wined3d_rendertarget_view *rtv;
5103 unsigned int i;
5104
5105 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5106
5107 if (device->d3d_initialized)
5108 {
5109 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5110 {
5111 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
5112 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5113 }
5114
5115 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
5116 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5117 }
5118
5119 switch (type)
5120 {
5124 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5125 {
5127
5128 if (device->state.textures[i] == texture)
5129 {
5130 ERR("Texture %p is still in use, stage %u.\n", texture, i);
5131 device->state.textures[i] = NULL;
5132 }
5133
5134 if (device->recording && device->update_state->textures[i] == texture)
5135 {
5136 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5137 texture, device->recording, i);
5138 device->update_state->textures[i] = NULL;
5139 }
5140 }
5141 break;
5142
5144 {
5146
5147 for (i = 0; i < MAX_STREAMS; ++i)
5148 {
5149 if (device->state.streams[i].buffer == buffer)
5150 {
5151 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
5152 device->state.streams[i].buffer = NULL;
5153 }
5154
5155 if (device->recording && device->update_state->streams[i].buffer == buffer)
5156 {
5157 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5158 buffer, device->recording, i);
5159 device->update_state->streams[i].buffer = NULL;
5160 }
5161 }
5162
5163 if (device->state.index_buffer == buffer)
5164 {
5165 ERR("Buffer %p is still in use as index buffer.\n", buffer);
5166 device->state.index_buffer = NULL;
5167 }
5168
5169 if (device->recording && device->update_state->index_buffer == buffer)
5170 {
5171 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5172 buffer, device->recording);
5173 device->update_state->index_buffer = NULL;
5174 }
5175 }
5176 break;
5177
5178 default:
5179 break;
5180 }
5181
5182 /* Remove the resource from the resourceStore */
5184
5185 TRACE("Resource released.\n");
5186}
5187
5188static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5189{
5191
5192 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5193}
5194
5196 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5197 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5198{
5199 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5201 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5202 unsigned int i;
5203 HRESULT hr;
5204
5205 device->ref = 1;
5206 device->wined3d = wined3d;
5207 wined3d_incref(device->wined3d);
5208 device->adapter = wined3d->adapter_count ? adapter : NULL;
5209 device->device_parent = device_parent;
5210 list_init(&device->resources);
5211 list_init(&device->shaders);
5212 device->surface_alignment = surface_alignment;
5213
5214 /* Save the creation parameters. */
5215 device->create_parms.adapter_idx = adapter_idx;
5216 device->create_parms.device_type = device_type;
5217 device->create_parms.focus_window = focus_window;
5218 device->create_parms.flags = flags;
5219
5220 device->shader_backend = adapter->shader_backend;
5221
5222 vertex_pipeline = adapter->vertex_pipe;
5223
5224 fragment_pipeline = adapter->fragment_pipe;
5225
5227
5228 if (vertex_pipeline->vp_states && fragment_pipeline->states
5229 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5230 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5232 {
5233 ERR("Failed to compile state table, hr %#x.\n", hr);
5234 wine_rb_destroy(&device->samplers, NULL, NULL);
5235 wined3d_decref(device->wined3d);
5236 return hr;
5237 }
5238
5239 state_init(&device->state, &device->fb, &adapter->gl_info,
5241 device->update_state = &device->state;
5242
5243 if (!(device->cs = wined3d_cs_create(device)))
5244 {
5245 WARN("Failed to create command stream.\n");
5246 state_cleanup(&device->state);
5247 hr = E_FAIL;
5248 goto err;
5249 }
5250
5251 return WINED3D_OK;
5252
5253err:
5254 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5255 {
5256 heap_free(device->multistate_funcs[i]);
5257 }
5258 wine_rb_destroy(&device->samplers, NULL, NULL);
5259 wined3d_decref(device->wined3d);
5260 return hr;
5261}
5262
5264{
5265 DWORD rep = device->StateTable[state].representative;
5266 struct wined3d_context *context;
5267 DWORD idx;
5268 BYTE shift;
5269 UINT i;
5270
5272
5274 {
5275 for (i = 0; i < device->context_count; ++i)
5277 return;
5278 }
5279
5280 for (i = 0; i < device->context_count; ++i)
5281 {
5282 context = device->contexts[i];
5283 if(isStateDirty(context, rep)) continue;
5284
5285 context->dirtyArray[context->numDirtyEntries++] = rep;
5286 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5287 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5288 context->isStateDirty[idx] |= (1u << shift);
5289 }
5290}
5291
5294{
5295 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5296 {
5297 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5299 if (unicode)
5301 else
5303 }
5304
5305 if (message == WM_DESTROY)
5306 {
5307 TRACE("unregister window %p.\n", window);
5309
5310 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5311 ERR("Window %p is not the focus window for device %p.\n", window, device);
5312 }
5313 else if (message == WM_DISPLAYCHANGE)
5314 {
5315 device->device_parent->ops->mode_changed(device->device_parent);
5316 }
5317 else if (message == WM_ACTIVATEAPP)
5318 {
5319 UINT i;
5320
5321 for (i = 0; i < device->swapchain_count; i++)
5323
5324 device->device_parent->ops->activate(device->device_parent, wparam);
5325 }
5326 else if (message == WM_SYSCOMMAND)
5327 {
5328 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5329 {
5330 if (unicode)
5332 else
5334 }
5335 }
5336
5337 if (unicode)
5339 else
5341}
5342#if defined(STAGING_CSMT)
5343
5344/* Context activation is done by the caller */
5345struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage,
5346 GLenum type_hint, struct wined3d_context *context)
5347{
5348 struct wined3d_gl_bo *ret;
5349 const struct wined3d_gl_info *gl_info;
5350
5351 TRACE("device %p, size %u, gl_usage %u, type_hint %u\n", device, size, gl_usage,
5352 type_hint);
5353
5355 if(!ret)
5356 return NULL;
5357 ret->type_hint = type_hint;
5358 ret->size = size;
5359 ret->usage = gl_usage;
5360
5361 gl_info = context->gl_info;
5362
5363 GL_EXTCALL(glGenBuffers(1, &ret->name));
5364 if (type_hint == GL_ELEMENT_ARRAY_BUFFER)
5366 GL_EXTCALL(glBindBuffer(type_hint, ret->name));
5367 GL_EXTCALL(glBufferData(type_hint, size, NULL, gl_usage));
5368 GL_EXTCALL(glBindBuffer(type_hint, 0));
5369 checkGLcall("Create buffer object");
5370
5371 TRACE("Successfully created and set up buffer %u\n", ret->name);
5372 return ret;
5373}
5374
5375/* Context activation is done by the caller */
5376static void wined3d_device_destroy_bo(struct wined3d_device *device, const struct wined3d_context *context,
5377 struct wined3d_gl_bo *bo)
5378{
5379 const struct wined3d_gl_info *gl_info = context->gl_info;
5380 TRACE("device %p, bo %p, GL bo %u\n", device, bo, bo->name);
5381
5382 GL_EXTCALL(glDeleteBuffers(1, &bo->name));
5383 checkGLcall("glDeleteBuffers");
5384
5385 HeapFree(GetProcessHeap(), 0, bo);
5386}
5387
5388/* Context activation is done by the caller */
5389void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo,
5390 const struct wined3d_context *context)
5391{
5392 TRACE("device %p, bo %p, GL bo %u\n", device, bo, bo->name);
5393
5394 wined3d_device_destroy_bo(device, context, bo);
5395}
5396#endif /* STAGING_CSMT */
@ lparam
Definition: SystemMenu.c:31
@ wparam
Definition: SystemMenu.c:30
int memcmp(void *Buffer1, void *Buffer2, ACPI_SIZE Count)
Definition: utclib.c:112
Arabic default style
Definition: afstyles.h:94
static int state
Definition: maze.c:121
static void * heap_alloc(size_t len)
Definition: appwiz.h:66
static BOOL heap_free(void *mem)
Definition: appwiz.h:76
static void * heap_realloc(void *mem, size_t len)
Definition: appwiz.h:71
void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
#define InterlockedIncrement
Definition: armddk.h:53
#define InterlockedDecrement
Definition: armddk.h:52
static const char * wine_dbgstr_rect(const RECT *prc)
Definition: atltest.h:160
#define WINE_DEFAULT_DEBUG_CHANNEL(t)
Definition: precomp.h:23
#define ARRAY_SIZE(A)
Definition: main.h:33
#define U(x)
Definition: wordpad.c:45
static void list_remove(struct list_entry *entry)
Definition: list.h:90
static int list_empty(struct list_entry *head)
Definition: list.h:58
static void list_add_head(struct list_entry *head, struct list_entry *entry)
Definition: list.h:76
static void list_init(struct list_entry *head)
Definition: list.h:51
#define FIXME(fmt,...)
Definition: debug.h:111
#define WARN(fmt,...)
Definition: debug.h:112
#define ERR(fmt,...)
Definition: debug.h:110
Definition: _map.h:48
void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light)
Definition: cs.c:1733
void wined3d_cs_destroy(struct wined3d_cs *cs)
Definition: cs.c:2885
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value)
Definition: cs.c:1496
void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable)
Definition: cs.c:1766
void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader)
Definition: cs.c:1437
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material)
Definition: cs.c:1685
void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect)
Definition: cs.c:988
void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride)
Definition: cs.c:1107
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration)
Definition: cs.c:1076
void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
Definition: cs.c:1561
void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler)
Definition: cs.c:1411
void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer)
Definition: cs.c:1228
void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
Definition: cs.c:2381
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
Definition: cs.c:1538
void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, struct wined3d_rasterizer_state *rasterizer_state)
Definition: cs.c:1476
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
Definition: cs.c:1198
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int slice_pitch)
Definition: cs.c:2260
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
Definition: cs.c:969
void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed)
Definition: cs.c:898
void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, int base_vertex_idx, unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed)
Definition: cs.c:873
void wined3d_cs_emit_reset_state(struct wined3d_cs *cs)
Definition: cs.c:1856
void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource)
Definition: cs.c:1978
void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture)
Definition: cs.c:1321
void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, struct wined3d_buffer *buffer, unsigned int offset)
Definition: cs.c:756
void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state)
Definition: cs.c:1457
void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
Definition: cs.c:2172
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void(*callback)(void *object), void *object)
Definition: cs.c:1885
void wined3d_cs_emit_flush(struct wined3d_cs *cs)
Definition: cs.c:930
void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view, unsigned int initial_count)
Definition: cs.c:1385
void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
Definition: cs.c:2410
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
Definition: cs.c:536
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
Definition: cs.c:574
void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset)
Definition: cs.c:1166
void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT view_idx, struct wined3d_shader_resource_view *view)
Definition: cs.c:1352
void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
Definition: cs.c:738
void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view)
Definition: cs.c:1007
void wined3d_cs_init_object(struct wined3d_cs *cs, void(*callback)(void *object), void *object)
Definition: cs.c:1890
void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value)
Definition: cs.c:949
void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view)
Definition: cs.c:1057
struct wined3d_cs * wined3d_cs_create(struct wined3d_device *device)
Definition: cs.c:2828
void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags)
Definition: cs.c:1134
void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane)
Definition: cs.c:1582
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, enum wined3d_texture_stage_state state, DWORD value)
Definition: cs.c:1516
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN
Definition: utils.c:923
void multiply_matrix(D3DMATRIX *dst, const D3DMATRIX *src1, const D3DMATRIX *src2) DECLSPEC_HIDDEN
Definition: utils.c:1173
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num)
#define E_OUTOFMEMORY
Definition: ddrawi.h:100
#define E_FAIL
Definition: ddrawi.h:102
device_type
void state_init(void *ipp)
Definition: dhclient.c:210
#define NULL
Definition: types.h:112
#define TRUE
Definition: types.h:120
#define FALSE
Definition: types.h:117
HRESULT device_init(struct d3d8_device *device, struct d3d8 *parent, struct wined3d *wined3d, UINT adapter, D3DDEVTYPE device_type, HWND focus_window, DWORD flags, D3DPRESENT_PARAMETERS *parameters)
Definition: device.c:3279
ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
Definition: buffer.c:525
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
Definition: buffer.c:791
struct wined3d_context * context_acquire(const struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx)
Definition: context.c:4242
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit)
Definition: context.c:2717
BOOL context_set_current(struct wined3d_context *ctx)
Definition: context.c:1512
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id)
Definition: context.c:1642
void context_destroy(struct wined3d_device *device, struct wined3d_context *context)
Definition: context.c:2290
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, UINT rt_count, const struct wined3d_fb_state *fb)
Definition: context.c:3047
void context_invalidate_state(struct wined3d_context *context, DWORD state)
Definition: context.c:1652
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info)
Definition: context.c:3523
void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context)
Definition: context.c:1764
void context_release(struct wined3d_context *context)
Definition: context.c:1571
void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2968
void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2725
static struct wined3d_texture * wined3d_device_create_cursor_texture(struct wined3d_device *device, struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
Definition: device.c:4544
HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device, unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
Definition: device.c:4468
void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2551
void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer, UINT offset)
Definition: device.c:1335
struct wined3d_shader_resource_view *CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2976
HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
Definition: device.c:1741
void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device, struct wined3d_vertex_declaration *declaration)
Definition: device.c:2157
HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
Definition: device.c:2463
void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
Definition: device.c:3967
HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
Definition: device.c:1451
struct wined3d_rendertarget_view *CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device, unsigned int view_idx)
Definition: device.c:4447
void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2288
HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device, UINT stream_idx, UINT *divider)
Definition: device.c:1490
static BOOL is_full_clear(const struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *draw_rect, const RECT *clear_rect)
Definition: device.c:203
#define copy_and_next(dest, src, size)
Definition: device.c:3069
void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
Definition: device.c:3789
void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device, struct wined3d_device_creation_parameters *parameters)
Definition: device.c:5042
static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
Definition: device.c:1051
void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
Definition: device.c:3700
void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
Definition: device.c:2916
BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
Definition: device.c:3974
void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
Definition: device.c:853
void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
Definition: device.c:2238
void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
Definition: device.c:1917
struct wined3d_shader *CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
Definition: device.c:2811
void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2509
HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
Definition: device.c:938
HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device, struct wined3d_clip_status *clip_status)
Definition: device.c:1838
void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
Definition: device.c:1849
void CDECL wined3d_device_resolve_sub_resource(struct wined3d_device *device, 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)
Definition: device.c:4346
struct wined3d_buffer *CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
Definition: device.c:2893
static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:604
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 DestFVF)
Definition: device.c:3070
void CDECL wined3d_device_set_transform(struct wined3d_device *device, enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
Definition: device.c:1505
void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
Definition: device.c:2126
static struct wined3d_buffer * wined3d_device_get_constant_buffer(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
Definition: device.c:2245
HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, BOOL *constants)
Definition: device.c:2399
struct wined3d_buffer *CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
Definition: device.c:2257
void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, 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)
Definition: device.c:4281
void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2186
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)
Definition: device.c:3633
HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
Definition: device.c:2679
DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
Definition: device.c:2064
void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
Definition: device.c:4753
static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:828
struct wined3d_shader_resource_view *CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device, UINT idx)
Definition: device.c:2308
HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
Definition: device.c:3769
void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
Definition: device.c:2567
HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device, 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)
Definition: device.c:4121
struct wined3d_sampler *CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
Definition: device.c:2574
HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const struct wined3d_clip_status *clip_status)
Definition: device.c:1827
HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
Definition: device.c:1195
void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2930
HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
Definition: device.c:3555
HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
Definition: device.c:2448
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)
Definition: device.c:3340
static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
Definition: device.c:2999
HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device, UINT stage, struct wined3d_texture *texture)
Definition: device.c:3462
struct wined3d_buffer *CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2825
void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
Definition: device.c:2954
struct wined3d_sampler *CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2856
UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
Definition: device.c:1298
void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
Definition: device.c:4028
void CDECL wined3d_device_multiply_transform(struct wined3d_device *device, enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
Definition: device.c:1548
static void wined3d_device_create_primary_opengl_context_cs(void *object)
Definition: device.c:1017
static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
Definition: device.c:102
struct wined3d_shader *CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
Definition: device.c:2530
HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
Definition: device.c:4392
void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
Definition: device.c:2149
void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2763
void CDECL wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state)
Definition: device.c:1976
void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2863
ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
Definition: device.c:472
void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
Definition: device.c:2749
void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
Definition: device.c:2340
struct wined3d_shader *CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
Definition: device.c:2879
HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
Definition: device.c:1428
void CDECL wined3d_device_copy_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
Definition: device.c:4043
void device_invalidate_state(const struct wined3d_device *device, DWORD state)
Definition: device.c:5263
static void wined3d_device_set_shader_resource_view(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2264
void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
Definition: device.c:4439
void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2832
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:146
struct wined3d_rasterizer_state *CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
Definition: device.c:2020
HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
Definition: device.c:2492
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)
Definition: device.c:4771
struct wined3d_query *CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
Definition: device.c:3691
DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state)
Definition: device.c:2108
void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view)
Definition: device.c:2900
void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window, const RECT *window_rect)
Definition: device.c:885
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)
Definition: device.c:4587
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
Definition: device.c:3808
struct wined3d_shader *CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
Definition: device.c:2947
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
Definition: device.c:5081
HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
Definition: device.c:5032
void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
Definition: device.c:1290
float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
Definition: device.c:4013
static void wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
Definition: device.c:2214
struct wined3d_unordered_access_view *CDECL wined3d_device_get_unordered_access_view(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:3060
HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, struct wined3d_vec4 *plane)
Definition: device.c:1811
HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
Definition: device.c:3617
static LONG fullscreen_style(LONG style)
Definition: device.c:836
void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
Definition: device.c:224
struct wined3d_sampler *CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2992
HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
Definition: device.c:2663
void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
Definition: device.c:2071
BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
Definition: device.c:4719
void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
Definition: device.c:1874
void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler)
Definition: device.c:2984
HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, struct wined3d_light *light)
Definition: device.c:1724
INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
Definition: device.c:1924
static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:739
struct wined3d_buffer *CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2756
void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device, UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
Definition: device.c:3750
static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
Definition: device.c:1011
struct wined3d_buffer *CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, enum wined3d_format_id *format, unsigned int *offset)
Definition: device.c:1906
void CDECL wined3d_device_set_predication(struct wined3d_device *device, struct wined3d_query *predicate, BOOL value)
Definition: device.c:3670
void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
Definition: device.c:4524
HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const struct wined3d_light *light)
Definition: device.c:1580
HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
Definition: device.c:3740
void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
Definition: device.c:954
void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
Definition: device.c:1931
HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
Definition: device.c:3905
HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
Definition: device.c:2415
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:163
void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset)
Definition: device.c:3799
void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
Definition: device.c:3052
struct wined3d_unordered_access_view *CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:3044
void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler)
Definition: device.c:2848
struct wined3d_shader_resource_view *CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2771
void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device, struct wined3d_rasterizer_state *rasterizer_state)
Definition: device.c:2001
struct wined3d_shader *CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
Definition: device.c:2742
struct wined3d_rendertarget_view *CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
Definition: device.c:4461
static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
Definition: device.c:5090
static struct wined3d_unordered_access_view * wined3d_device_get_pipeline_unordered_access_view(const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
Definition: device.c:3024
static struct wined3d_shader_resource_view * wined3d_device_get_shader_resource_view(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
Definition: device.c:2296
const struct wined3d_light WINED3D_default_light
Definition: device.c:41
void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state, DWORD value)
Definition: device.c:3405
static struct wined3d_sampler * wined3d_device_get_sampler(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
Definition: device.c:2347
void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler)
Definition: device.c:2779
void CDECL wined3d_device_set_render_state(struct wined3d_device *device, enum wined3d_render_state state, DWORD value)
Definition: device.c:2027
void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
Definition: device.c:2886
struct wined3d_sampler *CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
Definition: device.c:2923
void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
Definition: device.c:3036
struct wined3d_shader_resource_view *CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device, UINT idx)
Definition: device.c:2908
void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
Definition: device.c:2537
void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device, int x_screen_space, int y_screen_space, DWORD flags)
Definition: device.c:4690
HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const struct wined3d_vec4 *plane)
Definition: device.c:1783
void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
Definition: device.c:5057
struct wined3d_swapchain *CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
Definition: device.c:533
static void device_free_sampler(struct wine_rb_entry *entry, void *context)
Definition: device.c:1188
void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device, enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
Definition: device.c:3717
void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
Definition: device.c:1861
struct wined3d_sampler *CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
Definition: device.c:2359
struct wined3d *CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
Definition: device.c:5050
static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
Definition: device.c:465
HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
Definition: device.c:2630
void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset)
Definition: device.c:3760
HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc)
Definition: device.c:1147
struct wined3d_sampler *CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2787
HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
Definition: device.c:1265
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
Definition: device.c:5099
HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, BOOL *constants)
Definition: device.c:2614
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
Definition: device.c:58
void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
Definition: device.c:2818
HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride)
Definition: device.c:1378
static void device_load_logo(struct wined3d_device *device, const char *filename)
Definition: device.c:547
static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
Definition: device.c:780
void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
Definition: device.c:5069
static LONG fullscreen_exstyle(LONG exstyle)
Definition: device.c:845
static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
Definition: device.c:962
DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device, UINT stage, enum wined3d_texture_stage_state state)
Definition: device.c:3447
void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset)
Definition: device.c:3709
struct wined3d_buffer *CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
Definition: device.c:2544
void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
Definition: device.c:1950
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
Definition: device.c:5292
static void wined3d_device_set_sampler(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
Definition: device.c:2316
ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
Definition: device.c:456
void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device, enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
Definition: device.c:3727
struct wined3d_shader *CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
Definition: device.c:2207
struct wined3d_texture *CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
Definition: device.c:3510
struct wined3d_shader_resource_view *CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device, UINT idx)
Definition: device.c:2559
static void wined3d_device_delete_opengl_contexts_cs(void *object)
Definition: device.c:977
struct wined3d_shader_resource_view *CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2840
struct wined3d_blend_state *CDECL wined3d_device_get_blend_state(const struct wined3d_device *device)
Definition: device.c:1994
HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device, struct wined3d_stateblock **stateblock)
Definition: device.c:3577
static void resolve_depth_buffer(struct wined3d_device *device)
Definition: device.c:1957
HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device, unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
Definition: device.c:2708
static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
Definition: device.c:5188
HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const BOOL *constants)
Definition: device.c:2581
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)
Definition: device.c:3541
struct wined3d_buffer *CDECL wined3d_device_get_stream_output(struct wined3d_device *device, UINT idx, UINT *offset)
Definition: device.c:1362
HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
Definition: device.c:3995
struct wined3d_buffer *CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
Definition: device.c:2961
HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device, struct wined3d_swapchain_desc *swapchain_desc)
Definition: device.c:1061
void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
Definition: device.c:2794
UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
Definition: device.c:526
HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
Definition: device.c:3602
struct wined3d_vertex_declaration *CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
Definition: device.c:2179
HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
Definition: device.c:1767
HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_raster_status *raster_status)
Definition: device.c:3981
HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device, unsigned int start_idx, unsigned int count, const BOOL *constants)
Definition: device.c:2366
void CDECL wined3d_device_get_transform(const struct wined3d_device *device, enum wined3d_transform_state state, struct wined3d_matrix *matrix)
Definition: device.c:1540
HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
Definition: device.c:3526
ULONG CDECL wined3d_query_incref(struct wined3d_query *query)
Definition: query.c:326
ULONG CDECL wined3d_query_decref(struct wined3d_query *query)
Definition: query.c:349
HRESULT CDECL wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
Definition: resource.c:382
HRESULT CDECL wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
Definition: resource.c:344
ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
Definition: shader.c:3339
const float wined3d_srgb_const0[]
Definition: shader.c:36
ULONG CDECL wined3d_shader_decref(struct wined3d_shader *shader)
Definition: shader.c:3364
const float wined3d_srgb_const1[]
Definition: shader.c:38
ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
Definition: state.c:44
const struct StateEntryTemplate misc_state_template[]
Definition: state.c:5100
ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
Definition: state.c:58
ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
Definition: state.c:105
ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
Definition: state.c:119
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
Definition: state.c:6142
void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
Definition: surface.c:2734
struct wined3d_blitter * wined3d_cpu_blitter_create(void)
Definition: surface.c:3983
void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
Definition: surface.c:2871
void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info)
Definition: surface.c:3170
HRESULT CDECL wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc)
Definition: texture.c:3623
BOOL wined3d_texture_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
Definition: texture.c:229
HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box)
Definition: texture.c:1128
void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location)
Definition: texture.c:159
struct wined3d_texture *__cdecl wined3d_texture_from_resource(struct wined3d_resource *resource)
Definition: texture.c:2210
BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
Definition: texture.c:1605
HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
Definition: texture.c:3511
ULONG CDECL wined3d_texture_decref(struct wined3d_texture *texture)
Definition: texture.c:1023
ULONG CDECL wined3d_texture_incref(struct wined3d_texture *texture)
Definition: texture.c:994
HRESULT CDECL wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc)
Definition: texture.c:3671
HRESULT CDECL wined3d_texture_set_color_key(struct wined3d_texture *texture, DWORD flags, const struct wined3d_color_key *color_key)
Definition: texture.c:1235
HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter)
Definition: texture.c:3262
void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location)
Definition: texture.c:135
const char * debug_box(const struct wined3d_box *box)
Definition: utils.c:3939
const char * debug_ivec4(const struct wined3d_ivec4 *v)
Definition: utils.c:3956
const char * debug_d3dformat(enum wined3d_format_id format_id)
Definition: utils.c:3980
const char * debug_d3dtexturestate(enum wined3d_texture_stage_state state)
Definition: utils.c:4559
const char * debug_d3dsamplerstate(enum wined3d_sampler_state state)
Definition: utils.c:4514
const char * debug_vec4(const struct wined3d_vec4 *v)
Definition: utils.c:3972
const char * debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
Definition: utils.c:4346
const char * debug_d3dtstype(enum wined3d_transform_state tstype)
Definition: utils.c:4627
const char * debug_uvec4(const struct wined3d_uvec4 *v)
Definition: utils.c:3964
const char * debug_d3dresourcetype(enum wined3d_resource_type resource_type)
Definition: utils.c:4329
const char * debug_d3drenderstate(enum wined3d_render_state state)
Definition: utils.c:4370
unsigned int idx
Definition: utils.c:41
const char * debug_color(const struct wined3d_color *color)
Definition: utils.c:3948
ULONG CDECL wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view)
Definition: view.c:970
ULONG CDECL wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view)
Definition: view.c:643
HRESULT CDECL wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view)
Definition: view.c:598
void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height)
Definition: view.c:404
ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
Definition: view.c:318
ULONG CDECL wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view)
Definition: view.c:939
ULONG CDECL wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view)
Definition: view.c:348
ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
Definition: view.c:671
#define CDECL
Definition: compat.h:29
#define GetProcessHeap()
Definition: compat.h:736
#define HeapAlloc
Definition: compat.h:733
static __inline const char * wine_dbgstr_longlong(ULONGLONG ll)
Definition: compat.h:49
#define TRACE_ON(x)
Definition: compat.h:75
#define HeapFree(x, y, z)
Definition: compat.h:735
#define WINE_DECLARE_DEBUG_CHANNEL(x)
Definition: compat.h:45
#define HEAP_ZERO_MEMORY
Definition: compat.h:134
#define CHAR_BIT
Definition: urlcache.c:62
#define pt(x, y)
Definition: drawing.c:79
static VOID BitBlt(_In_ ULONG Left, _In_ ULONG Top, _In_ ULONG Width, _In_ ULONG Height, _In_reads_bytes_(Delta *Height) PUCHAR Buffer, _In_ ULONG BitsPerPixel, _In_ ULONG Delta)
Definition: common.c:57
#define ULONG_PTR
Definition: config.h:101
#define InterlockedExchangePointer(Target, Value)
Definition: dshow.h:45
unsigned int BOOL
Definition: ntddk_ex.h:94
unsigned long DWORD
Definition: ntddk_ex.h:95
unsigned short WORD
Definition: ntddk_ex.h:93
double pow(double x, double y)
Definition: freeldr.c:112
return adapter
pKey DeleteObject()
#define GL_TRUE
Definition: gl.h:174
GLint GLint GLsizei GLsizei GLsizei depth
Definition: gl.h:1546
#define GL_TEXTURE_CUBE_MAP
Definition: gl.h:1788
GLint level
Definition: gl.h:1546
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
Definition: gl.h:1795
#define GL_RGBA8
Definition: gl.h:762
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
#define GL_TRIANGLE_FAN
Definition: gl.h:196
#define GL_LINE_STRIP
Definition: gl.h:193
#define GL_LINES
Definition: gl.h:191
GLuint GLuint GLsizei GLenum type
Definition: gl.h:1545
unsigned int GLenum
Definition: gl.h:150
#define GL_TRIANGLES
Definition: gl.h:194
unsigned int GLuint
Definition: gl.h:159
#define GL_TEXTURE_3D
Definition: gl.h:1515
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
GLAPI void GLAPIENTRY glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
unsigned int GLbitfield
Definition: gl.h:152
#define GL_POINTS
Definition: gl.h:190
#define GL_COLOR_BUFFER_BIT
Definition: gl.h:716
#define GL_RGBA
Definition: gl.h:503
GLuint GLuint GLsizei count
Definition: gl.h:1545
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: gl.h:1950
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: gl.h:1546
GLint GLint GLsizei GLsizei height
Definition: gl.h:1546
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X
Definition: gl.h:1790
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
#define GL_STENCIL_BUFFER_BIT
Definition: gl.h:712
#define GL_UNSIGNED_INT_8_8_8_8
Definition: gl.h:1494
#define GL_TRIANGLE_STRIP
Definition: gl.h:195
GLint GLint GLsizei width
Definition: gl.h:1546
#define GL_TEXTURE_2D
Definition: gl.h:645
#define GL_TEXTURE_1D
Definition: gl.h:644
#define GL_DEPTH_BUFFER_BIT
Definition: gl.h:710
GLsizeiptr size
Definition: glext.h:5919
GLenum GLuint texture
Definition: glext.h:6295
GLsizei stride
Definition: glext.h:5848
GLuint buffer
Definition: glext.h:5915
GLuint color
Definition: glext.h:6243
const GLuint * textures
Definition: glext.h:8098
GLuint sampler
Definition: glext.h:7283
#define GL_TRIANGLE_STRIP_ADJACENCY_ARB
Definition: glext.h:1765
GLuint shader
Definition: glext.h:6030
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
#define GL_TEXTURE_BUFFER
Definition: glext.h:748
#define GL_LINE_STRIP_ADJACENCY_ARB
Definition: glext.h:1763
GLuint GLenum matrix
Definition: glext.h:9407
GLenum mode
Definition: glext.h:6217
#define GL_STENCIL_TEST_TWO_SIDE_EXT
Definition: glext.h:4210
#define GL_TEXTURE_1D_ARRAY
Definition: glext.h:533
GLbitfield flags
Definition: glext.h:7161
#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY
Definition: glext.h:1941
GLfloat GLfloat p
Definition: glext.h:8902
#define GL_TEXTURE_2D_MULTISAMPLE
Definition: glext.h:1939
GLboolean enable
Definition: glext.h:11120
#define GL_STATIC_DRAW
Definition: glext.h:350
#define GL_LINES_ADJACENCY_ARB
Definition: glext.h:1762
#define GL_TRIANGLES_ADJACENCY_ARB
Definition: glext.h:1764
#define GL_TEXTURE_RECTANGLE_ARB
Definition: glext.h:1614
#define GL_TEXTURE_CUBE_MAP_ARRAY
Definition: glext.h:920
#define GL_ELEMENT_ARRAY_BUFFER
Definition: glext.h:337
#define GL_TEXTURE_2D_ARRAY
Definition: glext.h:535
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
GLint GLfloat GLint stencil
Definition: glext.h:6260
GLdouble GLdouble z
Definition: glext.h:5874
GLintptr offset
Definition: glext.h:5920
#define GL_PATCHES
Definition: glext.h:2090
GLenum target
Definition: glext.h:7315
GLfloat GLfloat GLfloat GLfloat h
Definition: glext.h:7723
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint j
Definition: glfuncs.h:250
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint GLenum GLenum GLenum GLint GLuint GLenum GLenum GLfloat GLenum GLfloat GLenum GLint const GLfloat GLenum GLint const GLushort GLint GLint GLsizei GLsizei GLenum GLsizei GLsizei GLenum GLenum const GLvoid GLenum plane
Definition: glfuncs.h:270
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum light
Definition: glfuncs.h:170
#define ds
Definition: i386-dis.c:443
const char cursor[]
Definition: icontest.c:13
#define UINT_MAX
Definition: limits.h:41
_Check_return_ float __cdecl logf(_In_ float x)
Definition: math.h:229
_Check_return_ float __cdecl cosf(_In_ float x)
Definition: math.h:224
#define InterlockedCompareExchangePointer
Definition: interlocked.h:129
#define SUCCEEDED(hr)
Definition: intsafe.h:50
#define FAILED(hr)
Definition: intsafe.h:51
const char * filename
Definition: ioapi.h:137
uint32_t entry
Definition: isohybrid.c:63
#define e
Definition: ke_i.h:82
#define b
Definition: ke_i.h:79
#define resource
Definition: kernel32.h:9
#define M_PI
Definition: macros.h:263
#define memcpy(s1, s2, n)
Definition: mkisofs.h:878
#define memmove(s1, s2, n)
Definition: mkisofs.h:881
static HBITMAP
Definition: button.c:44
static HDC
Definition: imagelist.c:92
static IPrintDialogCallback callback
Definition: printdlg.c:326
static const WCHAR desc[]
Definition: protectdata.c:36
int vertex_count
Definition: d3drm.c:3367
static const BYTE ramp[17]
Definition: dib.c:2709
static const MAT2 mat
Definition: font.c:66
constants
Definition: resource.c:29
static IHTMLWindow2 * window
Definition: events.c:77
static ULONG * old_value
Definition: directory.c:54
static char * dest
Definition: rtl.c:135
static void stream_info(IStream *stream, HGLOBAL *hmem, int *size, int *pos)
static vector_t * vs
Definition: server.c:127
static float(__cdecl *square_half_float)(float x
static UINT format_id
Definition: clipboard.c:1343
#define shift
Definition: input.c:1755
#define min(a, b)
Definition: monoChain.cc:55
unsigned int UINT
Definition: ndis.h:50
#define DWORD
Definition: nt_native.h:44
_In_ HBITMAP hbm
Definition: ntgdi.h:2776
@ normal
Definition: optimize.h:166
static HANDLE proc()
Definition: pdb.c:34
#define WS_CAPTION
Definition: pedump.c:624
#define WS_SYSMENU
Definition: pedump.c:629
#define WS_POPUP
Definition: pedump.c:616
#define WS_VISIBLE
Definition: pedump.c:620
#define WS_EX_TOPMOST
Definition: pedump.c:647
long LONG
Definition: pedump.c:60
#define WS_THICKFRAME
Definition: pedump.c:630
#define err(...)
static FILE * out
Definition: regtests2xml.c:44
static calc_node_t temp
Definition: rpn_ieee.c:38
ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler)
Definition: sampler.c:27
HRESULT CDECL wined3d_sampler_create(struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
Definition: sampler.c:130
ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler)
Definition: sampler.c:53
#define ERR_(ch,...)
Definition: debug.h:156
const char int int int static __inline const char * wine_dbgstr_a(const char *s)
Definition: debug.h:187
static void * heap_calloc(SIZE_T count, SIZE_T size)
Definition: heap.h:49
#define LIST_FOR_EACH_ENTRY(elem, list, type, field)
Definition: list.h:198
#define LIST_FOR_EACH_ENTRY_SAFE(cursor, cursor2, list, type, field)
Definition: list.h:204
static void wine_rb_destroy(struct wine_rb_tree *tree, wine_rb_traverse_func_t *callback, void *context)
Definition: rbtree.h:198
#define WINE_RB_ENTRY_VALUE(element, type, field)
Definition: rbtree.h:31
static void wine_rb_init(struct wine_rb_tree *tree, wine_rb_compare_func_t compare)
Definition: rbtree.h:179
static void wine_rb_clear(struct wine_rb_tree *tree, wine_rb_traverse_func_t *callback, void *context)
Definition: rbtree.h:191
#define memset(x, y, z)
Definition: compat.h:39
HRESULT hr
Definition: shlfolder.c:183
#define TRACE(s)
Definition: solgame.cpp:4
& rect
Definition: startmenu.cpp:1413
Definition: bl.h:1331
DWORD yHotspot
Definition: winuser.h:3125
BOOL fIcon
Definition: winuser.h:3123
DWORD xHotspot
Definition: winuser.h:3124
HBITMAP hbmColor
Definition: winuser.h:3127
HBITMAP hbmMask
Definition: winuser.h:3126
DWORD MaxVertexBlendMatrixIndex
Definition: wined3d.h:1936
Definition: palette.c:468
Definition: http.c:7252
Definition: devices.h:37
const struct StateEntryTemplate * states
Definition: copy.c:22
Definition: tftpd.h:60
size_t size
Definition: utils.c:259
Definition: parse.h:23
LONG right
Definition: windef.h:308
LONG bottom
Definition: windef.h:309
LONG top
Definition: windef.h:307
LONG left
Definition: windef.h:306
Definition: rbtree.h:36
UINT left
Definition: wined3d.h:1839
UINT right
Definition: wined3d.h:1841
UINT back
Definition: wined3d.h:1844
UINT front
Definition: wined3d.h:1843
UINT bottom
Definition: wined3d.h:1842
UINT top
Definition: wined3d.h:1840
struct wined3d_resource resource
const struct wined3d_gl_info * gl_info
unsigned int sub_resource_idx
struct wined3d_d3d_limits limits
struct wined3d_rendertarget_view * depth_stencil
struct wined3d_rendertarget_view * render_targets[MAX_RENDER_TARGET_VIEWS]
BOOL supported[WINED3D_GL_EXT_COUNT]
struct opengl_funcs gl_ops
struct wined3d_light OriginalParms
struct wined3d_color specular
Definition: wined3d.h:1664
struct wined3d_color ambient
Definition: wined3d.h:1663
struct wined3d_color diffuse
Definition: wined3d.h:1662
struct wined3d_color emissive
Definition: wined3d.h:1665
struct wined3d_resource * resource
const struct wined3d_format * format
unsigned int size
Definition: wined3d.h:1761
enum wined3d_resource_type resource_type
Definition: wined3d.h:1752
unsigned int width
Definition: wined3d.h:1758
unsigned int height
Definition: wined3d.h:1759
enum wined3d_multisample_type multisample_type
Definition: wined3d.h:1754
unsigned int multisample_quality
Definition: wined3d.h:1755
unsigned int usage
Definition: wined3d.h:1756
unsigned int depth
Definition: wined3d.h:1760
enum wined3d_format_id format
Definition: wined3d.h:1753
unsigned int access
Definition: wined3d.h:1757
enum wined3d_resource_type type
unsigned int format_flags
struct list resource_list_entry
const struct wined3d_format * format
struct list shader_list_entry
struct wined3d_state state
struct wined3d_texture * container
BOOL auto_restore_display_mode
Definition: wined3d.h:1747
enum wined3d_multisample_type multisample_type
Definition: wined3d.h:1737
enum wined3d_format_id auto_depth_stencil_format
Definition: wined3d.h:1743
enum wined3d_format_id backbuffer_format
Definition: wined3d.h:1734
enum wined3d_swap_effect swap_effect
Definition: wined3d.h:1739
BOOL enable_auto_depth_stencil
Definition: wined3d.h:1742
struct wined3d_texture ** back_buffers
struct wined3d_swapchain_desc desc
struct wined3d_swapchain * swapchain
unsigned int row_pitch
struct wined3d_resource resource
struct wined3d_texture::wined3d_texture_sub_resource sub_resources[1]
const struct StateEntryTemplate * vp_states
unsigned int flags
Definition: wined3d.h:2081
enum wined3d_format_id format_id
Definition: wined3d.h:2080
union wined3d_view_desc::@3676 u
struct wined3d_view_desc::@3676::@3678 texture
UINT adapter_count
struct wined3d_adapter adapters[1]
#define max(a, b)
Definition: svc.c:63
int32_t INT
Definition: typedefs.h:58
uint32_t ULONG
Definition: typedefs.h:59
Definition: pdh_main.c:94
int ret
LONG_PTR LPARAM
Definition: windef.h:208
LONG_PTR LRESULT
Definition: windef.h:209
UINT_PTR WPARAM
Definition: windef.h:207
HICON HCURSOR
Definition: windef.h:299
ULONG CDECL wined3d_decref(struct wined3d *wined3d)
Definition: directx.c:465
ULONG CDECL wined3d_incref(struct wined3d *wined3d)
Definition: directx.c:456
const struct wined3d_parent_ops wined3d_null_parent_ops
Definition: directx.c:6815
HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
Definition: directx.c:4767
HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, WINED3DCAPS *caps)
Definition: directx.c:5659
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, struct wined3d_light_info *light_info, BOOL enable)
Definition: stateblock.c:582
void state_cleanup(struct wined3d_state *state)
Definition: stateblock.c:528
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
Definition: stateblock.c:290
struct wined3d_light_info * wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx)
Definition: stateblock.c:567
void state_unbind_resources(struct wined3d_state *state)
Definition: stateblock.c:429
ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
Definition: stateblock.c:552
HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device, enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
Definition: stateblock.c:1372
HRESULT CDECL wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, DWORD flags, const struct wined3d_gamma_ramp *ramp)
Definition: swapchain.c:279
void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain)
Definition: swapchain.c:1144
HRESULT CDECL wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, struct wined3d_raster_status *raster_status)
Definition: swapchain.c:239
void CDECL wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window)
Definition: swapchain.c:140
HRESULT CDECL wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count, unsigned int width, unsigned int height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality)
Definition: swapchain.c:1200
ULONG CDECL wined3d_swapchain_decref(struct wined3d_swapchain *swapchain)
Definition: swapchain.c:113
HRESULT CDECL wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, struct wined3d_gamma_ramp *ramp)
Definition: swapchain.c:302
HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapchain, const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode)
Definition: swapchain.c:1369
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain)
Definition: swapchain.c:1079
HRESULT CDECL wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
Definition: swapchain.c:248
void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate)
Definition: swapchain.c:1149
ULONG CDECL wined3d_vertex_declaration_incref(struct wined3d_vertex_declaration *declaration)
ULONG CDECL wined3d_vertex_declaration_decref(struct wined3d_vertex_declaration *declaration)
#define WINED3DERR_UNSUPPORTEDTEXTUREFILTER
Definition: wined3d.h:45
@ WINED3D_SBT_RECORDED
Definition: wined3d.h:770
#define WINED3DFVF_PSIZE
Definition: wined3d.h:969
#define WINED3D_NO3D
Definition: wined3d.h:1316
#define WINED3DCLEAR_TARGET
Definition: wined3d.h:997
#define WINED3D_TS_WORLD_MATRIX(index)
Definition: wined3d.h:664
@ WINED3D_MULTISAMPLE_NONE
Definition: wined3d.h:554
#define WINED3DVERTEXTEXTURESAMPLER3
Definition: wined3d.h:1028
#define WINED3DFVF_SPECULAR
Definition: wined3d.h:971
wined3d_render_state
Definition: wined3d.h:264
@ WINED3D_RS_STENCILENABLE
Definition: wined3d.h:306
@ WINED3D_RS_ZENABLE
Definition: wined3d.h:269
@ WINED3D_RS_POINTSIZE
Definition: wined3d.h:339
@ WINED3D_RS_ZWRITEENABLE
Definition: wined3d.h:276
@ WINED3D_RS_TWOSIDEDSTENCILMODE
Definition: wined3d.h:368
@ WINED3D_RS_CLIPPING
Definition: wined3d.h:323
@ WINED3D_RS_STENCILWRITEMASK
Definition: wined3d.h:313
#define WINED3D_MAP_NO_DIRTY_UPDATE
Definition: wined3d.h:937
wined3d_primitive_type
Definition: wined3d.h:70
@ WINED3D_PT_LINESTRIP_ADJ
Definition: wined3d.h:79
@ WINED3D_PT_LINELIST
Definition: wined3d.h:73
@ WINED3D_PT_UNDEFINED
Definition: wined3d.h:71
@ WINED3D_PT_PATCH
Definition: wined3d.h:82
@ WINED3D_PT_POINTLIST
Definition: wined3d.h:72
@ WINED3D_PT_TRIANGLELIST_ADJ
Definition: wined3d.h:80
@ WINED3D_PT_LINELIST_ADJ
Definition: wined3d.h:78
@ WINED3D_PT_TRIANGLESTRIP_ADJ
Definition: wined3d.h:81
@ WINED3D_PT_TRIANGLESTRIP
Definition: wined3d.h:76
@ WINED3D_PT_LINESTRIP
Definition: wined3d.h:74
@ WINED3D_PT_TRIANGLELIST
Definition: wined3d.h:75
@ WINED3D_PT_TRIANGLEFAN
Definition: wined3d.h:77
#define WINED3D_OK
Definition: wined3d.h:37
#define WINED3D_RESZ_CODE
Definition: wined3d.h:1332
#define WINED3DFVF_TEXCOUNT_SHIFT
Definition: wined3d.h:973
@ WINED3D_SWAP_EFFECT_COPY
Definition: wined3d.h:529
@ WINED3D_SWAP_EFFECT_SEQUENTIAL
Definition: wined3d.h:526
@ WINED3D_SWAP_EFFECT_DISCARD
Definition: wined3d.h:525
wined3d_sampler_state
Definition: wined3d.h:535
@ WINED3D_SAMP_MIN_FILTER
Definition: wined3d.h:541
@ WINED3D_SAMP_MIP_FILTER
Definition: wined3d.h:542
@ WINED3D_SAMP_MAG_FILTER
Definition: wined3d.h:540
#define WINED3D_MAX_STREAM_OUTPUT_BUFFERS
Definition: wined3d.h:1569
#define WINED3D_RESOURCE_ACCESS_GPU
Definition: wined3d.h:55
#define WINED3D_RESOURCE_ACCESS_CPU
Definition: wined3d.h:56
#define WINED3DFVF_DIFFUSE
Definition: wined3d.h:970
#define WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
Definition: wined3d.h:1325
wined3d_resource_type
Definition: wined3d.h:696
@ WINED3D_RTYPE_TEXTURE_2D
Definition: wined3d.h:700
@ WINED3D_RTYPE_TEXTURE_1D
Definition: wined3d.h:699
@ WINED3D_RTYPE_BUFFER
Definition: wined3d.h:698
@ WINED3D_RTYPE_TEXTURE_3D
Definition: wined3d.h:701
#define WINED3DFVF_POSITION_MASK
Definition: wined3d.h:959
#define WINED3DSTREAMSOURCE_INSTANCEDATA
Definition: wined3d.h:1003
@ WINED3D_LIGHT_SPOT
Definition: wined3d.h:63
@ WINED3D_LIGHT_GLSPOT
Definition: wined3d.h:66
@ WINED3D_LIGHT_PARALLELPOINT
Definition: wined3d.h:65
@ WINED3D_LIGHT_POINT
Definition: wined3d.h:62
@ WINED3D_LIGHT_DIRECTIONAL
Definition: wined3d.h:64
#define WINED3D_HANDLE_RESTORE
Definition: wined3d.h:1321
@ WINED3D_TEXF_NONE
Definition: wined3d.h:685
@ WINED3D_TEXF_POINT
Definition: wined3d.h:686
@ WINED3D_TEXF_LINEAR
Definition: wined3d.h:687
#define WINED3D_SWAPCHAIN_GDI_COMPATIBLE
Definition: wined3d.h:886
wined3d_texture_stage_state
Definition: wined3d.h:574
#define WINED3DFVF_XYZ
Definition: wined3d.h:960
#define WINED3D_MAP_READ
Definition: wined3d.h:939
#define WINED3DSTREAMSOURCE_INDEXEDDATA
Definition: wined3d.h:1002
#define WINED3D_CKEY_SRC_BLT
Definition: wined3d.h:1336
#define WINED3DFVF_TEXCOUNT_MASK
Definition: wined3d.h:972
@ WINED3D_TADDRESS_WRAP
Definition: wined3d.h:639
@ WINED3D_TADDRESS_CLAMP
Definition: wined3d.h:641
#define WINED3DFVF_XYZRHW
Definition: wined3d.h:961
#define WINED3DFVF_NORMAL
Definition: wined3d.h:968
wined3d_format_id
Definition: wined3d.h:106
@ WINED3DFMT_B8G8R8A8_UNORM
Definition: wined3d.h:223
@ WINED3DFMT_NULL
Definition: wined3d.h:255
@ WINED3DFMT_B5G6R5_UNORM
Definition: wined3d.h:221
#define WINED3D_TEXTURE_CREATE_MAPPABLE
Definition: wined3d.h:1558
static void wined3d_box_set(struct wined3d_box *box, unsigned int left, unsigned int top, unsigned int right, unsigned int bottom, unsigned int front, unsigned int back)
Definition: wined3d.h:2789
#define WINED3DCLEAR_STENCIL
Definition: wined3d.h:999
@ WINED3D_CMP_NEVER
Definition: wined3d.h:452
#define WINED3D_MAP_WRITE
Definition: wined3d.h:938
#define WINED3DUSAGE_SCRATCH
Definition: wined3d.h:915
#define WINED3DCLEAR_ZBUFFER
Definition: wined3d.h:998
#define WINED3DUSAGE_RENDERTARGET
Definition: wined3d.h:899
wined3d_display_rotation
Definition: wined3d.h:838
#define WINED3D_HIGHEST_TEXTURE_STATE
Definition: wined3d.h:595
#define WINED3DUSAGE_DYNAMIC
Definition: wined3d.h:907
wined3d_transform_state
Definition: wined3d.h:647
@ WINED3D_TS_PROJECTION
Definition: wined3d.h:649
@ WINED3D_TS_VIEW
Definition: wined3d.h:648
#define WINEDDERR_SURFACEBUSY
Definition: wined3d.h:51
#define WINED3DERR_INVALIDCALL
Definition: wined3d.h:48
#define WINED3D_TEXTURE_CREATE_GET_DC
Definition: wined3d.h:1561
wined3d_device_type
Definition: wined3d.h:86
#define WINED3DVERTEXTEXTURESAMPLER0
Definition: wined3d.h:1025
#define WINEHIGHEST_RENDER_STATE
Definition: wined3d.h:398
#define WINED3DUSAGE_DEPTHSTENCIL
Definition: wined3d.h:900
static enum wined3d_render_state WINED3D_RS_COLORWRITE(int index)
Definition: wined3d.h:400
HRESULT(CDECL * wined3d_device_reset_cb)(struct wined3d_resource *resource)
Definition: wined3d.h:2172
#define WINED3DERR_CONFLICTINGRENDERSTATE
Definition: wined3d.h:44
#define WINED3D_BLT_RAW
Definition: wined3d.h:1366
@ EXT_STENCIL_TWO_SIDE
Definition: wined3d_gl.h:169
@ ARB_TEXTURE_BUFFER_OBJECT
Definition: wined3d_gl.h:108
@ ARB_TEXTURE_CUBE_MAP
Definition: wined3d_gl.h:113
@ ARB_CLEAR_TEXTURE
Definition: wined3d_gl.h:48
@ EXT_TEXTURE3D
Definition: wined3d_gl.h:171
@ ARB_TEXTURE_MULTISAMPLE
Definition: wined3d_gl.h:122
@ ARB_FRAMEBUFFER_SRGB
Definition: wined3d_gl.h:74
@ ARB_TEXTURE_RECTANGLE
Definition: wined3d_gl.h:125
@ EXT_TEXTURE_ARRAY
Definition: wined3d_gl.h:172
@ ARB_TEXTURE_CUBE_MAP_ARRAY
Definition: wined3d_gl.h:114
BOOL wined3d_register_window(HWND window, struct wined3d_device *device)
Definition: wined3d_main.c:432
void wined3d_unregister_window(HWND window)
Definition: wined3d_main.c:470
static BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
static unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, unsigned int level)
#define MAX_SAMPLER_OBJECTS
@ WINED3D_PUSH_CONSTANTS_PS_B
@ WINED3D_PUSH_CONSTANTS_VS_B
@ WINED3D_PUSH_CONSTANTS_VS_I
@ WINED3D_PUSH_CONSTANTS_PS_F
@ WINED3D_PUSH_CONSTANTS_PS_I
@ WINED3D_PUSH_CONSTANTS_VS_F
#define MAX_FRAGMENT_SAMPLERS
@ WINED3D_FFP_SPECULAR
@ WINED3D_FFP_POSITION
@ WINED3D_FFP_NORMAL
@ WINED3D_FFP_DIFFUSE
@ WINED3D_FFP_TEXCOORD0
static unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, unsigned int level)
#define MAX_CONSTANT_BUFFERS
static unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, unsigned int level)
#define HIGHEST_TRANSFORMSTATE
#define MAX_STREAMS
#define WINED3D_STATE_INIT_DEFAULT
static struct wined3d_surface * wined3d_rendertarget_view_get_surface(const struct wined3d_rendertarget_view *view)
#define MAX_UNORDERED_ACCESS_VIEWS
#define GL_EXTCALL(f)
static BOOL use_software_vertex_processing(const struct wined3d_device *device)
static unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, unsigned int level)
#define LIGHTMAP_HASHFUNC(x)
#define STATE_IS_COMPUTE(a)
#define MAX_RENDER_TARGETS
static BOOL wined3d_resource_access_is_managed(unsigned int access)
wined3d_pipeline
@ WINED3D_PIPELINE_COMPUTE
@ WINED3D_PIPELINE_GRAPHICS
static BOOL needs_srgb_write(const struct wined3d_context *context, const struct wined3d_state *state, const struct wined3d_fb_state *fb)
#define WINED3D_MAX_CONSTS_B
#define WINED3D_LOCATION_DRAWABLE
#define eps
wined3d_shader_type
@ WINED3D_SHADER_TYPE_HULL
@ WINED3D_SHADER_TYPE_PIXEL
@ WINED3D_SHADER_TYPE_GEOMETRY
@ WINED3D_SHADER_TYPE_DOMAIN
@ WINED3D_SHADER_TYPE_COMPUTE
@ WINED3D_SHADER_TYPE_VERTEX
static void wined3d_from_cs(const struct wined3d_cs *cs)
#define WINED3DCREATE_MULTITHREADED
#define WINED3D_MAX_CONSTS_I
#define MAX_SHADER_RESOURCE_VIEWS
#define STATE_INDEXBUFFER
#define MAX_COMBINED_SAMPLERS
static void wined3d_not_from_cs(struct wined3d_cs *cs)
#define WINED3DFMT_FLAG_FILTERING
#define WINED3DFMT_FLAG_DEPTH
static void wined3d_resource_wait_idle(struct wined3d_resource *resource)
static BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
@ WINED3D_CS_QUEUE_DEFAULT
#define checkGLcall(A)
#define STATE_RENDER(a)
static struct wined3d_texture * texture_from_resource(struct wined3d_resource *resource)
static struct wined3d_buffer * buffer_from_resource(struct wined3d_resource *resource)
static unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, unsigned int level)
HBITMAP WINAPI CreateBitmap(_In_ INT cx, _In_ INT cy, _In_ UINT cPlanes, _In_ UINT cBitsPerPel, _In_opt_ const VOID *pvBits)
int WINAPI GetObjectA(_In_ HANDLE h, _In_ int c, _Out_writes_bytes_opt_(c) LPVOID pv)
HGDIOBJ WINAPI SelectObject(_In_ HDC, _In_ HGDIOBJ)
Definition: dc.c:1539
HDC WINAPI CreateCompatibleDC(_In_opt_ HDC hdc)
#define SRCCOPY
Definition: wingdi.h:333
BOOL WINAPI DeleteDC(_In_ HDC)
BOOL WINAPI CopyRect(_Out_ LPRECT, _In_ LPCRECT)
#define SWP_NOACTIVATE
Definition: winuser.h:1242
#define WM_SYSCOMMAND
Definition: winuser.h:1741
#define IMAGE_BITMAP
Definition: winuser.h:211
HICON WINAPI CreateIconIndirect(_In_ PICONINFO)
Definition: cursoricon.c:2581
#define SWP_FRAMECHANGED
Definition: winuser.h:1240
BOOL WINAPI DestroyCursor(_In_ HCURSOR)
Definition: cursoricon.c:2689
LRESULT WINAPI DefWindowProcW(_In_ HWND, _In_ UINT, _In_ WPARAM, _In_ LPARAM)
#define LR_LOADFROMFILE
Definition: winuser.h:1092
#define HWND_TOPMOST
Definition: winuser.h:1208
LRESULT WINAPI DefWindowProcA(_In_ HWND, _In_ UINT, _In_ WPARAM, _In_ LPARAM)
BOOL WINAPI SetWindowPos(_In_ HWND, _In_opt_ HWND, _In_ int, _In_ int, _In_ int, _In_ int, _In_ UINT)
LONG WINAPI SetWindowLongW(_In_ HWND, _In_ int, _In_ LONG)
LONG WINAPI GetWindowLongW(_In_ HWND, _In_ int)
#define LR_CREATEDIBSECTION
Definition: winuser.h:1098
#define SWP_NOMOVE
Definition: winuser.h:1244
BOOL WINAPI GetCursorPos(_Out_ LPPOINT)
Definition: cursoricon.c:2670
HCURSOR WINAPI SetCursor(_In_opt_ HCURSOR)
#define SWP_NOSIZE
Definition: winuser.h:1245
BOOL WINAPI SetCursorPos(_In_ int, _In_ int)
Definition: cursoricon.c:2662
BOOL WINAPI IntersectRect(_Out_ LPRECT, _In_ LPCRECT, _In_ LPCRECT)
#define SWP_SHOWWINDOW
Definition: winuser.h:1248
#define WS_EX_WINDOWEDGE
Definition: winuser.h:407
HANDLE WINAPI LoadImageA(_In_opt_ HINSTANCE hInst, _In_ LPCSTR name, _In_ UINT type, _In_ int cx, _In_ int cy, _In_ UINT fuLoad)
Definition: cursoricon.c:2178
#define WM_ACTIVATEAPP
Definition: winuser.h:1632
#define WM_DESTROY
Definition: winuser.h:1609
#define WS_EX_CLIENTEDGE
Definition: winuser.h:384
LRESULT(CALLBACK * WNDPROC)(HWND, UINT, WPARAM, LPARAM)
Definition: winuser.h:2906
#define SWP_NOZORDER
Definition: winuser.h:1247
LRESULT WINAPI CallWindowProcW(_In_ WNDPROC, _In_ HWND, _In_ UINT, _In_ WPARAM, _In_ LPARAM)
#define GWL_STYLE
Definition: winuser.h:852
#define SC_RESTORE
Definition: winuser.h:2598
BOOL WINAPI EqualRect(_In_ LPCRECT, _In_ LPCRECT)
LRESULT WINAPI CallWindowProcA(_In_ WNDPROC, _In_ HWND, _In_ UINT, _In_ WPARAM, _In_ LPARAM)
BOOL WINAPI SetRect(_Out_ LPRECT, _In_ int, _In_ int, _In_ int, _In_ int)
#define GWL_EXSTYLE
Definition: winuser.h:851
unsigned char BYTE
Definition: xxhash.c:193