reactos/dll/directx/wine/ddraw/viewport.c
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

1154 lines
37 KiB
C

/* Direct3D Viewport
* Copyright (c) 1998 Lionel ULMER
* Copyright (c) 2006-2007 Stefan DÖSINGER
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wine/port.h"
#include "ddraw_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
/*****************************************************************************
* Helper functions
*****************************************************************************/
static void update_clip_space(struct d3d_device *device,
struct wined3d_vec3 *scale, struct wined3d_vec3 *offset)
{
D3DMATRIX clip_space =
{
scale->x, 0.0f, 0.0f, 0.0f,
0.0f, scale->y, 0.0f, 0.0f,
0.0f, 0.0f, scale->z, 0.0f,
offset->x, offset->y, offset->z, 1.0f,
};
D3DMATRIX projection;
multiply_matrix(&projection, &clip_space, &device->legacy_projection);
wined3d_device_set_transform(device->wined3d_device,
WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&projection);
device->legacy_clipspace = clip_space;
}
/*****************************************************************************
* viewport_activate
*
* activates the viewport using IDirect3DDevice7::SetViewport
*
*****************************************************************************/
void viewport_activate(struct d3d_viewport *This, BOOL ignore_lights)
{
struct wined3d_vec3 scale, offset;
D3DVIEWPORT7 vp;
if (!ignore_lights)
{
struct d3d_light *light;
/* Activate all the lights associated with this context */
LIST_FOR_EACH_ENTRY(light, &This->light_list, struct d3d_light, entry)
{
light_activate(light);
}
}
/* And copy the values in the structure used by the device */
if (This->use_vp2)
{
vp.dwX = This->viewports.vp2.dwX;
vp.dwY = This->viewports.vp2.dwY;
vp.dwHeight = This->viewports.vp2.dwHeight;
vp.dwWidth = This->viewports.vp2.dwWidth;
vp.dvMinZ = 0.0f;
vp.dvMaxZ = 1.0f;
scale.x = 2.0f / This->viewports.vp2.dvClipWidth;
scale.y = 2.0f / This->viewports.vp2.dvClipHeight;
scale.z = 1.0f / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
offset.x = -2.0f * This->viewports.vp2.dvClipX / This->viewports.vp2.dvClipWidth - 1.0f;
offset.y = -2.0f * This->viewports.vp2.dvClipY / This->viewports.vp2.dvClipHeight + 1.0f;
offset.z = -This->viewports.vp2.dvMinZ / (This->viewports.vp2.dvMaxZ - This->viewports.vp2.dvMinZ);
}
else
{
vp.dwX = This->viewports.vp1.dwX;
vp.dwY = This->viewports.vp1.dwY;
vp.dwHeight = This->viewports.vp1.dwHeight;
vp.dwWidth = This->viewports.vp1.dwWidth;
vp.dvMinZ = 0.0f;
vp.dvMaxZ = 1.0f;
scale.x = 2.0f * This->viewports.vp1.dvScaleX / This->viewports.vp1.dwWidth;
scale.y = 2.0f * This->viewports.vp1.dvScaleY / This->viewports.vp1.dwHeight;
scale.z = 1.0f;
offset.x = 0.0f;
offset.y = 0.0f;
offset.z = 0.0f;
}
update_clip_space(This->active_device, &scale, &offset);
IDirect3DDevice7_SetViewport(&This->active_device->IDirect3DDevice7_iface, &vp);
}
/*****************************************************************************
* _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
*
* Writes viewport information to TRACE
*
*****************************************************************************/
static void _dump_D3DVIEWPORT(const D3DVIEWPORT *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE(" - dvScaleX = %f dvScaleY = %f\n",
lpvp->dvScaleX, lpvp->dvScaleY);
TRACE(" - dvMaxX = %f dvMaxY = %f\n",
lpvp->dvMaxX, lpvp->dvMaxY);
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
}
static void _dump_D3DVIEWPORT2(const D3DVIEWPORT2 *lpvp)
{
TRACE(" - dwSize = %d dwX = %d dwY = %d\n",
lpvp->dwSize, lpvp->dwX, lpvp->dwY);
TRACE(" - dwWidth = %d dwHeight = %d\n",
lpvp->dwWidth, lpvp->dwHeight);
TRACE(" - dvClipX = %f dvClipY = %f\n",
lpvp->dvClipX, lpvp->dvClipY);
TRACE(" - dvClipWidth = %f dvClipHeight = %f\n",
lpvp->dvClipWidth, lpvp->dvClipHeight);
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpvp->dvMinZ, lpvp->dvMaxZ);
}
static inline struct d3d_viewport *impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
{
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
/*****************************************************************************
* IUnknown Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::QueryInterface
*
* A normal QueryInterface. Can query all interface versions and the
* IUnknown interface. The VTables of the different versions
* are equal
*
* Params:
* refiid: Interface id queried for
* obj: Address to write the interface pointer to
*
* Returns:
* S_OK on success.
* E_NOINTERFACE if the requested interface wasn't found
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_QueryInterface(IDirect3DViewport3 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(&IID_IDirect3DViewport3, riid)
|| IsEqualGUID(&IID_IDirect3DViewport2, riid)
|| IsEqualGUID(&IID_IDirect3DViewport, riid)
|| IsEqualGUID(&IID_IUnknown, riid))
{
IDirect3DViewport3_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
/*****************************************************************************
* IDirect3DViewport3::AddRef
*
* Increases the refcount.
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_viewport_AddRef(IDirect3DViewport3 *iface)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
ULONG ref = InterlockedIncrement(&viewport->ref);
TRACE("%p increasing refcount to %u.\n", viewport, ref);
return ref;
}
/*****************************************************************************
* IDirect3DViewport3::Release
*
* Reduces the refcount. If it falls to 0, the interface is released
*
* Returns:
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI d3d_viewport_Release(IDirect3DViewport3 *iface)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
ULONG ref = InterlockedDecrement(&viewport->ref);
TRACE("%p decreasing refcount to %u.\n", viewport, ref);
if (!ref)
heap_free(viewport);
return ref;
}
/*****************************************************************************
* IDirect3DViewport Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::Initialize
*
* No-op initialization.
*
* Params:
* Direct3D: The direct3D device this viewport is assigned to
*
* Returns:
* DDERR_ALREADYINITIALIZED
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Initialize(IDirect3DViewport3 *iface, IDirect3D *d3d)
{
TRACE("iface %p, d3d %p.\n", iface, d3d);
return DDERR_ALREADYINITIALIZED;
}
/*****************************************************************************
* IDirect3DViewport3::GetViewport
*
* Returns the viewport data assigned to this viewport interface
*
* Params:
* Data: Address to store the data
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, lpData);
wined3d_mutex_lock();
dwSize = lpData->dwSize;
if (!This->use_vp2)
memcpy(lpData, &(This->viewports.vp1), dwSize);
else {
D3DVIEWPORT vp1;
vp1.dwSize = sizeof(vp1);
vp1.dwX = This->viewports.vp2.dwX;
vp1.dwY = This->viewports.vp2.dwY;
vp1.dwWidth = This->viewports.vp2.dwWidth;
vp1.dwHeight = This->viewports.vp2.dwHeight;
vp1.dvMaxX = 0.0;
vp1.dvMaxY = 0.0;
vp1.dvScaleX = 0.0;
vp1.dvScaleY = 0.0;
vp1.dvMinZ = This->viewports.vp2.dvMinZ;
vp1.dvMaxZ = This->viewports.vp2.dvMaxZ;
memcpy(lpData, &vp1, dwSize);
}
if (TRACE_ON(ddraw))
{
TRACE(" returning D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
wined3d_mutex_unlock();
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport
*
* Sets the viewport information for this interface
*
* Params:
* lpData: Viewport to set
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIEWPORT *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
IDirect3DViewport3 *current_viewport;
TRACE("iface %p, data %p.\n", iface, lpData);
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT :\n");
_dump_D3DVIEWPORT(lpData);
}
wined3d_mutex_lock();
This->use_vp2 = 0;
memset(&(This->viewports.vp1), 0, sizeof(This->viewports.vp1));
memcpy(&(This->viewports.vp1), lpData, lpData->dwSize);
/* Tests on two games show that these values are never used properly so override
them with proper ones :-)
*/
This->viewports.vp1.dvMinZ = 0.0;
This->viewports.vp1.dvMaxZ = 1.0;
if (This->active_device)
{
IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
if (current_viewport == iface) viewport_activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
wined3d_mutex_unlock();
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::TransformVertices
*
* Transforms vertices by the transformation matrix.
*
* This function is pretty similar to IDirect3DVertexBuffer7::ProcessVertices,
* so it's tempting to forward it to there. However, there are some
* tiny differences. First, the lpOffscreen flag that is reported back,
* then there is the homogeneous vertex that is generated. Also there's a lack
* of FVFs, but still a custom stride. Last, the d3d1 - d3d3 viewport has some
* settings (scale) that d3d7 and wined3d do not have. All in all wrapping to
* ProcessVertices doesn't pay of in terms of wrapper code needed and code
* reused.
*
* Params:
* dwVertexCount: The number of vertices to be transformed
* data: Pointer to the vertex input / output data.
* dwFlags: D3DTRANSFORM_CLIPPED or D3DTRANSFORM_UNCLIPPED
* offscreen: Logical AND of the planes that clipped the vertices if clipping
* is on. 0 if clipping is off.
*
* Returns:
* D3D_OK on success
* D3DERR_VIEWPORTHASNODEVICE if the viewport is not assigned to a device
* DDERR_INVALIDPARAMS if no clipping flag is specified
*
*****************************************************************************/
struct transform_vertices_vertex
{
float x, y, z, w; /* w is unused in input data. */
struct
{
DWORD p[4];
} payload;
};
static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
DWORD dwVertexCount, D3DTRANSFORMDATA *data, DWORD dwFlags, DWORD *offscreen)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
D3DVIEWPORT vp = viewport->viewports.vp1;
D3DMATRIX view_mat, world_mat, proj_mat, mat;
struct transform_vertices_vertex *in, *out;
float x, y, z, w;
unsigned int i;
D3DHVERTEX *outH;
struct d3d_device *device = viewport->active_device;
BOOL activate = device->current_viewport != viewport;
TRACE("iface %p, vertex_count %u, data %p, flags %#x, offscreen %p.\n",
iface, dwVertexCount, data, dwFlags, offscreen);
/* Tests on windows show that Windows crashes when this occurs,
* so don't return the (intuitive) return value
if (!device)
{
WARN("No device active, returning D3DERR_VIEWPORTHASNODEVICE\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
*/
if (!data || data->dwSize != sizeof(*data))
{
WARN("Transform data is NULL or size is incorrect, returning DDERR_INVALIDPARAMS\n");
return DDERR_INVALIDPARAMS;
}
if (!(dwFlags & (D3DTRANSFORM_UNCLIPPED | D3DTRANSFORM_CLIPPED)))
{
WARN("No clipping flag passed, returning DDERR_INVALIDPARAMS\n");
return DDERR_INVALIDPARAMS;
}
wined3d_mutex_lock();
if (activate)
viewport_activate(viewport, TRUE);
wined3d_device_get_transform(device->wined3d_device,
D3DTRANSFORMSTATE_VIEW, (struct wined3d_matrix *)&view_mat);
wined3d_device_get_transform(device->wined3d_device,
WINED3D_TS_WORLD_MATRIX(0), (struct wined3d_matrix *)&world_mat);
wined3d_device_get_transform(device->wined3d_device,
WINED3D_TS_PROJECTION, (struct wined3d_matrix *)&proj_mat);
multiply_matrix(&mat, &view_mat, &world_mat);
multiply_matrix(&mat, &proj_mat, &mat);
/* The pointer is not tested against NULL on Windows. */
if (dwFlags & D3DTRANSFORM_CLIPPED)
*offscreen = ~0U;
else
*offscreen = 0;
outH = data->lpHOut;
for(i = 0; i < dwVertexCount; i++)
{
in = (struct transform_vertices_vertex *)((char *)data->lpIn + data->dwInSize * i);
out = (struct transform_vertices_vertex *)((char *)data->lpOut + data->dwOutSize * i);
x = (in->x * mat._11) + (in->y * mat._21) + (in->z * mat._31) + mat._41;
y = (in->x * mat._12) + (in->y * mat._22) + (in->z * mat._32) + mat._42;
z = (in->x * mat._13) + (in->y * mat._23) + (in->z * mat._33) + mat._43;
w = (in->x * mat._14) + (in->y * mat._24) + (in->z * mat._34) + mat._44;
if(dwFlags & D3DTRANSFORM_CLIPPED)
{
/* If clipping is enabled, Windows assumes that outH is
* a valid pointer. */
outH[i].u1.hx = (x - device->legacy_clipspace._41 * w) / device->legacy_clipspace._11;
outH[i].u2.hy = (y - device->legacy_clipspace._42 * w) / device->legacy_clipspace._22;
outH[i].u3.hz = (z - device->legacy_clipspace._43 * w) / device->legacy_clipspace._33;
outH[i].dwFlags = 0;
if (x > w)
outH[i].dwFlags |= D3DCLIP_RIGHT;
if (x < -w)
outH[i].dwFlags |= D3DCLIP_LEFT;
if (y > w)
outH[i].dwFlags |= D3DCLIP_TOP;
if (y < -w)
outH[i].dwFlags |= D3DCLIP_BOTTOM;
if (z < 0.0f)
outH[i].dwFlags |= D3DCLIP_FRONT;
if (z > w)
outH[i].dwFlags |= D3DCLIP_BACK;
*offscreen &= outH[i].dwFlags;
if(outH[i].dwFlags)
{
/* Looks like native just drops the vertex, leaves whatever data
* it has in the output buffer and goes on with the next vertex.
* The exact scheme hasn't been figured out yet, but windows
* definitely writes something there.
*/
out->x = x;
out->y = y;
out->z = z;
out->w = w;
continue;
}
}
w = 1 / w;
x *= w; y *= w; z *= w;
out->x = (x + 1.0f) * vp.dwWidth * 0.5 + vp.dwX;
out->y = (-y + 1.0f) * vp.dwHeight * 0.5 + vp.dwY;
out->z = z;
out->w = w;
out->payload = in->payload;
}
if (activate && device->current_viewport)
viewport_activate(device->current_viewport, TRUE);
wined3d_mutex_unlock();
TRACE("All done\n");
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::LightElements
*
* The DirectX 5.0 sdk says that it's not implemented
*
* Params:
* ?
*
* Returns:
* DDERR_UNSUPPORTED
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_LightElements(IDirect3DViewport3 *iface,
DWORD element_count, D3DLIGHTDATA *data)
{
TRACE("iface %p, element_count %u, data %p.\n", iface, element_count, data);
return DDERR_UNSUPPORTED;
}
static HRESULT WINAPI d3d_viewport_SetBackground(IDirect3DViewport3 *iface, D3DMATERIALHANDLE material)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_material *m;
TRACE("iface %p, material %#x.\n", iface, material);
wined3d_mutex_lock();
if (!(m = ddraw_get_object(&viewport->ddraw->d3ddevice->handle_table, material - 1, DDRAW_HANDLE_MATERIAL)))
{
WARN("Invalid material handle %#x.\n", material);
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
TRACE("Setting background color : %.8e %.8e %.8e %.8e.\n",
m->mat.u.diffuse.u1.r, m->mat.u.diffuse.u2.g,
m->mat.u.diffuse.u3.b, m->mat.u.diffuse.u4.a);
viewport->background = m;
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackground
*
* Returns the material handle assigned to the background of the viewport
*
* Params:
* lphMat: Address to store the handle
* lpValid: is set to FALSE if no background is set, TRUE if one is set
*
* Returns:
* D3D_OK
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackground(IDirect3DViewport3 *iface,
D3DMATERIALHANDLE *material, BOOL *valid)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
TRACE("iface %p, material %p, valid %p.\n", iface, material, valid);
wined3d_mutex_lock();
if (valid)
*valid = !!viewport->background;
if (material)
*material = viewport->background ? viewport->background->Handle : 0;
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth
*
* Sets a surface that represents the background depth. Its contents are
* used to set the depth buffer in IDirect3DViewport3::Clear
*
* Params:
* lpDDSurface: Surface to set
*
* Returns: D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetBackgroundDepth(IDirect3DViewport3 *iface, IDirectDrawSurface *surface)
{
FIXME("iface %p, surface %p stub!\n", iface, surface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth
*
* Returns the surface that represents the depth field
*
* Params:
* lplpDDSurface: Address to store the interface pointer
* lpValid: Set to TRUE if a depth is assigned, FALSE otherwise
*
* Returns:
* D3D_OK, because it's a stub
* (DDERR_INVALIDPARAMS if DDSurface of Valid is NULL)
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackgroundDepth(IDirect3DViewport3 *iface,
IDirectDrawSurface **surface, BOOL *valid)
{
FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
return DD_OK;
}
/*****************************************************************************
* IDirect3DViewport3::Clear
*
* Clears the render target and / or the z buffer
*
* Params:
* dwCount: The amount of rectangles to clear. If 0, the whole buffer is
* cleared
* lpRects: Pointer to the array of rectangles. If NULL, Count must be 0
* dwFlags: D3DCLEAR_ZBUFFER and / or D3DCLEAR_TARGET
*
* Returns:
* D3D_OK on success
* D3DERR_VIEWPORTHASNODEVICE if there's no active device
* The return value of IDirect3DDevice7::Clear
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Clear(IDirect3DViewport3 *iface,
DWORD rect_count, D3DRECT *rects, DWORD flags)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD color = 0x00000000;
HRESULT hr;
IDirect3DViewport3 *current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("iface %p, rect_count %u, rects %p, flags %#x.\n", iface, rect_count, rects, flags);
if (!rects || !rect_count)
{
WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
return D3D_OK;
}
if (This->active_device == NULL) {
ERR(" Trying to clear a viewport not attached to a device!\n");
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
wined3d_mutex_lock();
if (flags & D3DCLEAR_TARGET)
{
if (!This->background)
WARN("No background material set.\n");
else
color = D3DRGBA(This->background->mat.u.diffuse.u1.r,
This->background->mat.u.diffuse.u2.g,
This->background->mat.u.diffuse.u3.b,
This->background->mat.u.diffuse.u4.a);
}
/* Need to temporarily activate the viewport to clear it. The previously
* active one will be restored afterwards. */
viewport_activate(This, TRUE);
hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects,
flags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
viewport_activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DViewport3::AddLight
*
* Adds an light to the viewport
*
* Params:
* lpDirect3DLight: Interface of the light to add
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if Direct3DLight is NULL
* DDERR_INVALIDPARAMS if there are 8 lights or more
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
struct d3d_light *light_impl = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
DWORD i = 0;
DWORD map = This->map_lights;
TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
wined3d_mutex_lock();
if (This->num_lights >= 8)
{
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
/* Find a light number and update both light and viewports objects accordingly */
while (map & 1)
{
map >>= 1;
++i;
}
light_impl->dwLightIndex = i;
This->num_lights++;
This->map_lights |= 1<<i;
/* Add the light in the 'linked' chain */
list_add_head(&This->light_list, &light_impl->entry);
IDirect3DLight_AddRef(lpDirect3DLight);
/* Attach the light to the viewport */
light_impl->active_viewport = This;
/* If active, activate the light */
if (This->active_device && light_impl->light.dwFlags & D3DLIGHT_ACTIVE)
{
/* Disable the flag so that light_activate actually does its job. */
light_impl->light.dwFlags &= ~D3DLIGHT_ACTIVE;
light_activate(light_impl);
}
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::DeleteLight
*
* Deletes a light from the viewports' light list
*
* Params:
* lpDirect3DLight: Light to delete
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the light wasn't found
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_DeleteLight(IDirect3DViewport3 *iface, IDirect3DLight *lpDirect3DLight)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
TRACE("iface %p, light %p.\n", iface, lpDirect3DLight);
wined3d_mutex_lock();
if (l->active_viewport != viewport)
{
WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
light_deactivate(l);
list_remove(&l->entry);
l->active_viewport = NULL;
IDirect3DLight_Release(lpDirect3DLight);
--viewport->num_lights;
viewport->map_lights &= ~(1 << l->dwLightIndex);
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport::NextLight
*
* Enumerates the lights associated with the viewport
*
* Params:
* lpDirect3DLight: Light to start with
* lplpDirect3DLight: Address to store the successor to
*
* Returns:
* D3D_OK, because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_NextLight(IDirect3DViewport3 *iface,
IDirect3DLight *lpDirect3DLight, IDirect3DLight **lplpDirect3DLight, DWORD flags)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
struct d3d_light *l = unsafe_impl_from_IDirect3DLight(lpDirect3DLight);
struct list *entry;
HRESULT hr;
TRACE("iface %p, light %p, next_light %p, flags %#x.\n",
iface, lpDirect3DLight, lplpDirect3DLight, flags);
if (!lplpDirect3DLight)
return DDERR_INVALIDPARAMS;
wined3d_mutex_lock();
switch (flags)
{
case D3DNEXT_NEXT:
if (!l || l->active_viewport != viewport)
{
if (l)
WARN("Light %p active viewport is %p.\n", l, l->active_viewport);
entry = NULL;
}
else
entry = list_next(&viewport->light_list, &l->entry);
break;
case D3DNEXT_HEAD:
entry = list_head(&viewport->light_list);
break;
case D3DNEXT_TAIL:
entry = list_tail(&viewport->light_list);
break;
default:
entry = NULL;
WARN("Invalid flags %#x.\n", flags);
break;
}
if (entry)
{
*lplpDirect3DLight = (IDirect3DLight *)LIST_ENTRY(entry, struct d3d_light, entry);
IDirect3DLight_AddRef(*lplpDirect3DLight);
hr = D3D_OK;
}
else
{
*lplpDirect3DLight = NULL;
hr = DDERR_INVALIDPARAMS;
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* IDirect3DViewport2 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::GetViewport2
*
* Returns the currently set viewport in a D3DVIEWPORT2 structure.
* Similar to IDirect3DViewport3::GetViewport
*
* Params:
* lpData: Pointer to the structure to fill
*
* Returns:
* D3D_OK on success
* DDERR_INVALIDPARAMS if the viewport was set with
* IDirect3DViewport3::SetViewport
* DDERR_INVALIDPARAMS if Data is NULL
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
DWORD dwSize;
TRACE("iface %p, data %p.\n", iface, lpData);
wined3d_mutex_lock();
dwSize = lpData->dwSize;
if (This->use_vp2)
memcpy(lpData, &(This->viewports.vp2), dwSize);
else {
D3DVIEWPORT2 vp2;
vp2.dwSize = sizeof(vp2);
vp2.dwX = This->viewports.vp1.dwX;
vp2.dwY = This->viewports.vp1.dwY;
vp2.dwWidth = This->viewports.vp1.dwWidth;
vp2.dwHeight = This->viewports.vp1.dwHeight;
vp2.dvClipX = 0.0;
vp2.dvClipY = 0.0;
vp2.dvClipWidth = 0.0;
vp2.dvClipHeight = 0.0;
vp2.dvMinZ = This->viewports.vp1.dvMinZ;
vp2.dvMaxZ = This->viewports.vp1.dvMaxZ;
memcpy(lpData, &vp2, dwSize);
}
if (TRACE_ON(ddraw))
{
TRACE(" returning D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::SetViewport2
*
* Sets the viewport from a D3DVIEWPORT2 structure
*
* Params:
* lpData: Viewport to set
*
* Returns:
* D3D_OK on success
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetViewport2(IDirect3DViewport3 *iface, D3DVIEWPORT2 *lpData)
{
struct d3d_viewport *This = impl_from_IDirect3DViewport3(iface);
IDirect3DViewport3 *current_viewport;
TRACE("iface %p, data %p.\n", iface, lpData);
if (TRACE_ON(ddraw))
{
TRACE(" getting D3DVIEWPORT2 :\n");
_dump_D3DVIEWPORT2(lpData);
}
wined3d_mutex_lock();
This->use_vp2 = 1;
memset(&(This->viewports.vp2), 0, sizeof(This->viewports.vp2));
memcpy(&(This->viewports.vp2), lpData, lpData->dwSize);
if (This->active_device)
{
IDirect3DDevice3 *d3d_device3 = &This->active_device->IDirect3DDevice3_iface;
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
if (current_viewport == iface) viewport_activate(This, FALSE);
IDirect3DViewport3_Release(current_viewport);
}
}
wined3d_mutex_unlock();
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3 Methods.
*****************************************************************************/
/*****************************************************************************
* IDirect3DViewport3::SetBackgroundDepth2
*
* Sets a IDirectDrawSurface4 surface as the background depth surface
*
* Params:
* lpDDS: Surface to set
*
* Returns:
* D3D_OK, because it's stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_SetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 *surface)
{
FIXME("iface %p, surface %p stub!\n", iface, surface);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::GetBackgroundDepth2
*
* Returns the IDirect3DSurface4 interface to the background depth surface
*
* Params:
* lplpDDS: Address to store the interface pointer at
* lpValid: Set to true if a surface is assigned
*
* Returns:
* D3D_OK because it's a stub
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_GetBackgroundDepth2(IDirect3DViewport3 *iface,
IDirectDrawSurface4 **surface, BOOL *valid)
{
FIXME("iface %p, surface %p, valid %p stub!\n", iface, surface, valid);
return D3D_OK;
}
/*****************************************************************************
* IDirect3DViewport3::Clear2
*
* Another clearing method
*
* Params:
* Count: Number of rectangles to clear
* Rects: Rectangle array to clear
* Flags: Some flags :)
* Color: Color to fill the render target with
* Z: Value to fill the depth buffer with
* Stencil: Value to fill the stencil bits with
*
* Returns:
*
*****************************************************************************/
static HRESULT WINAPI d3d_viewport_Clear2(IDirect3DViewport3 *iface, DWORD rect_count,
D3DRECT *rects, DWORD flags, DWORD color, D3DVALUE depth, DWORD stencil)
{
struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
HRESULT hr;
IDirect3DViewport3 *current_viewport;
IDirect3DDevice3 *d3d_device3;
TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
iface, rect_count, rects, flags, color, depth, stencil);
if (!rects || !rect_count)
{
WARN("rect_count = %u, rects = %p, ignoring clear\n", rect_count, rects);
return D3D_OK;
}
wined3d_mutex_lock();
if (!viewport->active_device)
{
WARN("Trying to clear a viewport not attached to a device.\n");
wined3d_mutex_unlock();
return D3DERR_VIEWPORTHASNODEVICE;
}
d3d_device3 = &viewport->active_device->IDirect3DDevice3_iface;
/* Need to temporarily activate viewport to clear it. Previously active
* one will be restored afterwards. */
viewport_activate(viewport, TRUE);
hr = IDirect3DDevice7_Clear(&viewport->active_device->IDirect3DDevice7_iface,
rect_count, rects, flags, color, depth, stencil);
if (SUCCEEDED(IDirect3DDevice3_GetCurrentViewport(d3d_device3, &current_viewport)))
{
struct d3d_viewport *vp = impl_from_IDirect3DViewport3(current_viewport);
viewport_activate(vp, TRUE);
IDirect3DViewport3_Release(current_viewport);
}
wined3d_mutex_unlock();
return hr;
}
/*****************************************************************************
* The VTable
*****************************************************************************/
static const struct IDirect3DViewport3Vtbl d3d_viewport_vtbl =
{
/*** IUnknown Methods ***/
d3d_viewport_QueryInterface,
d3d_viewport_AddRef,
d3d_viewport_Release,
/*** IDirect3DViewport Methods */
d3d_viewport_Initialize,
d3d_viewport_GetViewport,
d3d_viewport_SetViewport,
d3d_viewport_TransformVertices,
d3d_viewport_LightElements,
d3d_viewport_SetBackground,
d3d_viewport_GetBackground,
d3d_viewport_SetBackgroundDepth,
d3d_viewport_GetBackgroundDepth,
d3d_viewport_Clear,
d3d_viewport_AddLight,
d3d_viewport_DeleteLight,
d3d_viewport_NextLight,
/*** IDirect3DViewport2 Methods ***/
d3d_viewport_GetViewport2,
d3d_viewport_SetViewport2,
/*** IDirect3DViewport3 Methods ***/
d3d_viewport_SetBackgroundDepth2,
d3d_viewport_GetBackgroundDepth2,
d3d_viewport_Clear2,
};
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport3(IDirect3DViewport3 *iface)
{
if (!iface) return NULL;
assert(iface->lpVtbl == &d3d_viewport_vtbl);
return CONTAINING_RECORD(iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport2(IDirect3DViewport2 *iface)
{
/* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
if (!iface) return NULL;
assert(iface->lpVtbl == (IDirect3DViewport2Vtbl *)&d3d_viewport_vtbl);
return CONTAINING_RECORD((IDirect3DViewport3 *)iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
struct d3d_viewport *unsafe_impl_from_IDirect3DViewport(IDirect3DViewport *iface)
{
/* IDirect3DViewport and IDirect3DViewport3 use the same iface. */
if (!iface) return NULL;
assert(iface->lpVtbl == (IDirect3DViewportVtbl *)&d3d_viewport_vtbl);
return CONTAINING_RECORD((IDirect3DViewport3 *)iface, struct d3d_viewport, IDirect3DViewport3_iface);
}
void d3d_viewport_init(struct d3d_viewport *viewport, struct ddraw *ddraw)
{
viewport->IDirect3DViewport3_iface.lpVtbl = &d3d_viewport_vtbl;
viewport->ref = 1;
viewport->ddraw = ddraw;
viewport->use_vp2 = 0xff;
list_init(&viewport->light_list);
}