2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 static const DWORD pixel_states_render[] =
32 WINED3DRS_ALPHABLENDENABLE,
35 WINED3DRS_ALPHATESTENABLE,
36 WINED3DRS_ANTIALIASEDLINEENABLE,
37 WINED3DRS_BLENDFACTOR,
39 WINED3DRS_BLENDOPALPHA,
40 WINED3DRS_CCW_STENCILFAIL,
41 WINED3DRS_CCW_STENCILPASS,
42 WINED3DRS_CCW_STENCILZFAIL,
43 WINED3DRS_COLORWRITEENABLE,
44 WINED3DRS_COLORWRITEENABLE1,
45 WINED3DRS_COLORWRITEENABLE2,
46 WINED3DRS_COLORWRITEENABLE3,
49 WINED3DRS_DESTBLENDALPHA,
50 WINED3DRS_DITHERENABLE,
56 WINED3DRS_SCISSORTESTENABLE,
57 WINED3DRS_SEPARATEALPHABLENDENABLE,
59 WINED3DRS_SLOPESCALEDEPTHBIAS,
61 WINED3DRS_SRCBLENDALPHA,
62 WINED3DRS_SRGBWRITEENABLE,
63 WINED3DRS_STENCILENABLE,
64 WINED3DRS_STENCILFAIL,
65 WINED3DRS_STENCILFUNC,
66 WINED3DRS_STENCILMASK,
67 WINED3DRS_STENCILPASS,
69 WINED3DRS_STENCILWRITEMASK,
70 WINED3DRS_STENCILZFAIL,
71 WINED3DRS_TEXTUREFACTOR,
72 WINED3DRS_TWOSIDEDSTENCILMODE,
91 WINED3DRS_ZWRITEENABLE,
94 static const DWORD pixel_states_texture[] =
100 WINED3DTSS_BUMPENVLOFFSET,
101 WINED3DTSS_BUMPENVLSCALE,
102 WINED3DTSS_BUMPENVMAT00,
103 WINED3DTSS_BUMPENVMAT01,
104 WINED3DTSS_BUMPENVMAT10,
105 WINED3DTSS_BUMPENVMAT11,
106 WINED3DTSS_COLORARG0,
107 WINED3DTSS_COLORARG1,
108 WINED3DTSS_COLORARG2,
110 WINED3DTSS_RESULTARG,
111 WINED3DTSS_TEXCOORDINDEX,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS,
115 static const DWORD pixel_states_sampler[] =
117 WINED3DSAMP_ADDRESSU,
118 WINED3DSAMP_ADDRESSV,
119 WINED3DSAMP_ADDRESSW,
120 WINED3DSAMP_BORDERCOLOR,
121 WINED3DSAMP_MAGFILTER,
122 WINED3DSAMP_MINFILTER,
123 WINED3DSAMP_MIPFILTER,
124 WINED3DSAMP_MIPMAPLODBIAS,
125 WINED3DSAMP_MAXMIPLEVEL,
126 WINED3DSAMP_MAXANISOTROPY,
127 WINED3DSAMP_SRGBTEXTURE,
128 WINED3DSAMP_ELEMENTINDEX,
131 static const DWORD vertex_states_render[] =
133 WINED3DRS_ADAPTIVETESS_W,
134 WINED3DRS_ADAPTIVETESS_X,
135 WINED3DRS_ADAPTIVETESS_Y,
136 WINED3DRS_ADAPTIVETESS_Z,
138 WINED3DRS_AMBIENTMATERIALSOURCE,
140 WINED3DRS_CLIPPLANEENABLE,
141 WINED3DRS_COLORVERTEX,
143 WINED3DRS_DIFFUSEMATERIALSOURCE,
144 WINED3DRS_EMISSIVEMATERIALSOURCE,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION,
147 WINED3DRS_FOGDENSITY,
151 WINED3DRS_FOGTABLEMODE,
152 WINED3DRS_FOGVERTEXMODE,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
155 WINED3DRS_LOCALVIEWER,
156 WINED3DRS_MAXTESSELLATIONLEVEL,
157 WINED3DRS_MINTESSELLATIONLEVEL,
158 WINED3DRS_MULTISAMPLEANTIALIAS,
159 WINED3DRS_MULTISAMPLEMASK,
160 WINED3DRS_NORMALDEGREE,
161 WINED3DRS_NORMALIZENORMALS,
162 WINED3DRS_PATCHEDGESTYLE,
163 WINED3DRS_POINTSCALE_A,
164 WINED3DRS_POINTSCALE_B,
165 WINED3DRS_POINTSCALE_C,
166 WINED3DRS_POINTSCALEENABLE,
168 WINED3DRS_POINTSIZE_MAX,
169 WINED3DRS_POINTSIZE_MIN,
170 WINED3DRS_POINTSPRITEENABLE,
171 WINED3DRS_POSITIONDEGREE,
172 WINED3DRS_RANGEFOGENABLE,
174 WINED3DRS_SPECULARENABLE,
175 WINED3DRS_SPECULARMATERIALSOURCE,
176 WINED3DRS_TWEENFACTOR,
177 WINED3DRS_VERTEXBLEND,
180 static const DWORD vertex_states_texture[] =
182 WINED3DTSS_TEXCOORDINDEX,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS,
186 static const DWORD vertex_states_sampler[] =
188 WINED3DSAMP_DMAPOFFSET,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
196 struct wined3d_device *device = object->device;
198 /* Allocate space for floating point constants */
199 object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->state.ps_consts_f) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * device->d3d_pshader_constantF);
205 if (!object->changed.pixelShaderConstantsF) goto fail;
207 object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->state.vs_consts_f) goto fail;
211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212 sizeof(BOOL) * device->d3d_vshader_constantF);
213 if (!object->changed.vertexShaderConstantsF) goto fail;
215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD) * device->d3d_vshader_constantF);
217 if (!object->contained_vs_consts_f) goto fail;
219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD) * device->d3d_pshader_constantF);
221 if (!object->contained_ps_consts_f) goto fail;
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233 return E_OUTOFMEMORY;
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
238 DWORD mask = (1 << (map_size & 0x1f)) - 1;
239 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240 if (mask) map[map_size >> 5] = mask;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
249 states->primitive_type = 1;
251 states->material = 1;
252 states->viewport = 1;
253 states->vertexDecl = 1;
254 states->pixelShader = 1;
255 states->vertexShader = 1;
256 states->scissorRect = 1;
258 /* Fixed size arrays */
259 states->streamSource = 0xffff;
260 states->streamFreq = 0xffff;
261 states->textures = 0xfffff;
262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
266 states->clipplane = 0xffffffff;
267 states->pixelShaderConstantsB = 0xffff;
268 states->pixelShaderConstantsI = 0xffff;
269 states->vertexShaderConstantsB = 0xffff;
270 states->vertexShaderConstantsI = 0xffff;
272 /* Dynamically sized arrays */
273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
279 DWORD texture_mask = 0;
280 WORD sampler_mask = 0;
283 states->pixelShader = 1;
285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
287 DWORD rs = pixel_states_render[i];
288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292 texture_mask |= 1 << pixel_states_texture[i];
293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295 sampler_mask |= 1 << pixel_states_sampler[i];
296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297 states->pixelShaderConstantsB = 0xffff;
298 states->pixelShaderConstantsI = 0xffff;
300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
305 DWORD texture_mask = 0;
306 WORD sampler_mask = 0;
309 states->vertexDecl = 1;
310 states->vertexShader = 1;
312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
314 DWORD rs = vertex_states_render[i];
315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319 texture_mask |= 1 << vertex_states_texture[i];
320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322 sampler_mask |= 1 << vertex_states_sampler[i];
323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324 states->vertexShaderConstantsB = 0xffff;
325 states->vertexShaderConstantsI = 0xffff;
327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
330 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
332 struct wined3d_device *device = stateblock->device;
335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
337 DWORD map = stateblock->changed.renderState[i];
338 for (j = 0; map; map >>= 1, ++j)
340 if (!(map & 1)) continue;
342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343 ++stateblock->num_contained_render_states;
347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
349 DWORD map = stateblock->changed.transform[i];
350 for (j = 0; map; map >>= 1, ++j)
352 if (!(map & 1)) continue;
354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355 ++stateblock->num_contained_transform_states;
359 for (i = 0; i < device->d3d_vshader_constantF; ++i)
361 if (stateblock->changed.vertexShaderConstantsF[i])
363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364 ++stateblock->num_contained_vs_consts_f;
368 for (i = 0; i < MAX_CONST_I; ++i)
370 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373 ++stateblock->num_contained_vs_consts_i;
377 for (i = 0; i < MAX_CONST_B; ++i)
379 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382 ++stateblock->num_contained_vs_consts_b;
386 for (i = 0; i < device->d3d_pshader_constantF; ++i)
388 if (stateblock->changed.pixelShaderConstantsF[i])
390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391 ++stateblock->num_contained_ps_consts_f;
395 for (i = 0; i < MAX_CONST_I; ++i)
397 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400 ++stateblock->num_contained_ps_consts_i;
404 for (i = 0; i < MAX_CONST_B; ++i)
406 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409 ++stateblock->num_contained_ps_consts_b;
413 for (i = 0; i < MAX_TEXTURES; ++i)
415 DWORD map = stateblock->changed.textureState[i];
417 for(j = 0; map; map >>= 1, ++j)
419 if (!(map & 1)) continue;
421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423 ++stateblock->num_contained_tss_states;
427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
429 DWORD map = stateblock->changed.samplerState[i];
431 for (j = 0; map; map >>= 1, ++j)
433 if (!(map & 1)) continue;
435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437 ++stateblock->num_contained_sampler_states;
442 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
446 for (i = 0; i < LIGHTMAP_SIZE; ++i)
448 const struct wined3d_light_info *src_light;
450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
454 *dst_light = *src_light;
455 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
460 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
462 ULONG refcount = InterlockedIncrement(&stateblock->ref);
464 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
469 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
471 ULONG refcount = InterlockedDecrement(&stateblock->ref);
473 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
477 struct wined3d_buffer *buffer;
480 if (stateblock->state.vertex_declaration)
481 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
483 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
485 struct wined3d_texture *texture = stateblock->state.textures[counter];
488 stateblock->state.textures[counter] = NULL;
489 wined3d_texture_decref(texture);
493 for (counter = 0; counter < MAX_STREAMS; ++counter)
495 buffer = stateblock->state.streams[counter].buffer;
498 stateblock->state.streams[counter].buffer = NULL;
499 if (wined3d_buffer_decref(buffer))
501 WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
506 buffer = stateblock->state.index_buffer;
509 stateblock->state.index_buffer = NULL;
510 wined3d_buffer_decref(buffer);
513 if (stateblock->state.vertex_shader)
514 wined3d_shader_decref(stateblock->state.vertex_shader);
515 if (stateblock->state.pixel_shader)
516 wined3d_shader_decref(stateblock->state.pixel_shader);
518 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
520 struct list *e1, *e2;
521 LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
523 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
524 list_remove(&light->entry);
525 HeapFree(GetProcessHeap(), 0, light);
529 HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
530 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
531 HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
532 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
533 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
534 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
535 HeapFree(GetProcessHeap(), 0, stateblock);
541 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
545 /* Lights... For a recorded state block, we just had a chain of actions
546 * to perform, so we need to walk that chain and update any actions which
548 for (i = 0; i < LIGHTMAP_SIZE; ++i)
551 LIST_FOR_EACH(e, &dst_state->light_map[i])
553 BOOL updated = FALSE;
554 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
556 /* Look up the light in the destination */
557 LIST_FOR_EACH(f, &src_state->light_map[i])
559 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
560 if (realLight->OriginalIndex == src->OriginalIndex)
562 src->OriginalParms = realLight->OriginalParms;
564 if (realLight->glIndex == -1 && src->glIndex != -1)
567 dst_state->lights[src->glIndex] = NULL;
569 else if (realLight->glIndex != -1 && src->glIndex == -1)
572 dst_state->lights[realLight->glIndex] = src;
574 src->glIndex = realLight->glIndex;
582 /* This can happen if the light was originally created as a
583 * default light for SetLightEnable() while recording. */
584 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
585 src->OriginalIndex, dst_state, src_state);
587 src->OriginalParms = WINED3D_default_light;
588 if (src->glIndex != -1)
590 dst_state->lights[src->glIndex] = NULL;
598 HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
600 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
604 TRACE("stateblock %p.\n", stateblock);
606 TRACE("Capturing state %p.\n", src_state);
608 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
610 TRACE("Updating vertex shader from %p to %p\n",
611 stateblock->state.vertex_shader, src_state->vertex_shader);
613 if (src_state->vertex_shader)
614 wined3d_shader_incref(src_state->vertex_shader);
615 if (stateblock->state.vertex_shader)
616 wined3d_shader_decref(stateblock->state.vertex_shader);
617 stateblock->state.vertex_shader = src_state->vertex_shader;
620 /* Vertex shader float constants. */
621 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
623 unsigned int idx = stateblock->contained_vs_consts_f[i];
625 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
626 src_state->vs_consts_f[idx * 4 + 0],
627 src_state->vs_consts_f[idx * 4 + 1],
628 src_state->vs_consts_f[idx * 4 + 2],
629 src_state->vs_consts_f[idx * 4 + 3]);
631 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
632 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
633 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
634 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
637 /* Vertex shader integer constants. */
638 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
640 unsigned int idx = stateblock->contained_vs_consts_i[i];
642 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
643 src_state->vs_consts_i[idx * 4 + 0],
644 src_state->vs_consts_i[idx * 4 + 1],
645 src_state->vs_consts_i[idx * 4 + 2],
646 src_state->vs_consts_i[idx * 4 + 3]);
648 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
649 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
650 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
651 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
654 /* Vertex shader boolean constants. */
655 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
657 unsigned int idx = stateblock->contained_vs_consts_b[i];
659 TRACE("Setting vs_consts_b[%u] to %s.\n",
660 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
662 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
665 /* Pixel shader float constants. */
666 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
668 unsigned int idx = stateblock->contained_ps_consts_f[i];
670 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
671 src_state->ps_consts_f[idx * 4 + 0],
672 src_state->ps_consts_f[idx * 4 + 1],
673 src_state->ps_consts_f[idx * 4 + 2],
674 src_state->ps_consts_f[idx * 4 + 3]);
676 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
677 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
678 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
679 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
682 /* Pixel shader integer constants. */
683 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
685 unsigned int idx = stateblock->contained_ps_consts_i[i];
686 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
687 src_state->ps_consts_i[idx * 4 + 0],
688 src_state->ps_consts_i[idx * 4 + 1],
689 src_state->ps_consts_i[idx * 4 + 2],
690 src_state->ps_consts_i[idx * 4 + 3]);
692 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
693 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
694 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
695 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
698 /* Pixel shader boolean constants. */
699 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
701 unsigned int idx = stateblock->contained_ps_consts_b[i];
702 TRACE("Setting ps_consts_b[%u] to %s.\n",
703 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
705 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
708 /* Others + Render & Texture */
709 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
711 WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i];
713 TRACE("Updating transform %#x.\n", transform);
715 stateblock->state.transforms[transform] = src_state->transforms[transform];
718 if (stateblock->changed.primitive_type)
719 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
721 if (stateblock->changed.indices
722 && ((stateblock->state.index_buffer != src_state->index_buffer)
723 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
724 || (stateblock->state.index_format != src_state->index_format)))
726 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
727 src_state->index_buffer, src_state->base_vertex_index);
729 if (src_state->index_buffer)
730 wined3d_buffer_incref(src_state->index_buffer);
731 if (stateblock->state.index_buffer)
732 wined3d_buffer_decref(stateblock->state.index_buffer);
733 stateblock->state.index_buffer = src_state->index_buffer;
734 stateblock->state.base_vertex_index = src_state->base_vertex_index;
735 stateblock->state.index_format = src_state->index_format;
738 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
740 TRACE("Updating vertex declaration from %p to %p.\n",
741 stateblock->state.vertex_declaration, src_state->vertex_declaration);
743 if (src_state->vertex_declaration)
744 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
745 if (stateblock->state.vertex_declaration)
746 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
747 stateblock->state.vertex_declaration = src_state->vertex_declaration;
750 if (stateblock->changed.material
751 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
753 TRACE("Updating material.\n");
755 stateblock->state.material = src_state->material;
758 if (stateblock->changed.viewport
759 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
761 TRACE("Updating viewport.\n");
763 stateblock->state.viewport = src_state->viewport;
766 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
767 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
769 TRACE("Updating scissor rect.\n");
771 stateblock->state.scissor_rect = src_state->scissor_rect;
774 map = stateblock->changed.streamSource;
775 for (i = 0; map; map >>= 1, ++i)
777 if (!(map & 1)) continue;
779 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
780 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
782 TRACE("Updating stream source %u to %p, stride to %u.\n",
783 i, src_state->streams[i].buffer,
784 src_state->streams[i].stride);
786 stateblock->state.streams[i].stride = src_state->streams[i].stride;
787 if (src_state->streams[i].buffer)
788 wined3d_buffer_incref(src_state->streams[i].buffer);
789 if (stateblock->state.streams[i].buffer)
790 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
791 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
795 map = stateblock->changed.streamFreq;
796 for (i = 0; map; map >>= 1, ++i)
798 if (!(map & 1)) continue;
800 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
801 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
803 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
804 i, src_state->streams[i].frequency, src_state->streams[i].flags);
806 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
807 stateblock->state.streams[i].flags = src_state->streams[i].flags;
811 map = stateblock->changed.clipplane;
812 for (i = 0; map; map >>= 1, ++i)
814 if (!(map & 1)) continue;
816 if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes)))
818 TRACE("Updating clipplane %u.\n", i);
819 memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes));
824 for (i = 0; i < stateblock->num_contained_render_states; ++i)
826 WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i];
828 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
830 stateblock->state.render_states[rs] = src_state->render_states[rs];
834 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
836 DWORD stage = stateblock->contained_tss_states[i].stage;
837 DWORD state = stateblock->contained_tss_states[i].state;
839 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
840 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
842 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
846 map = stateblock->changed.textures;
847 for (i = 0; map; map >>= 1, ++i)
849 if (!(map & 1)) continue;
851 TRACE("Updating texture %u to %p (was %p).\n",
852 i, src_state->textures[i], stateblock->state.textures[i]);
854 if (src_state->textures[i])
855 wined3d_texture_incref(src_state->textures[i]);
856 if (stateblock->state.textures[i])
857 wined3d_texture_decref(stateblock->state.textures[i]);
858 stateblock->state.textures[i] = src_state->textures[i];
861 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
863 DWORD stage = stateblock->contained_sampler_states[i].stage;
864 DWORD state = stateblock->contained_sampler_states[i].state;
866 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
867 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
869 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
872 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
874 if (src_state->pixel_shader)
875 wined3d_shader_incref(src_state->pixel_shader);
876 if (stateblock->state.pixel_shader)
877 wined3d_shader_decref(stateblock->state.pixel_shader);
878 stateblock->state.pixel_shader = src_state->pixel_shader;
881 wined3d_state_record_lights(&stateblock->state, src_state);
883 TRACE("Captue done.\n");
888 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
892 for (i = 0; i < LIGHTMAP_SIZE; ++i)
896 LIST_FOR_EACH(e, &state->light_map[i])
898 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
900 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
901 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
906 HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
908 struct wined3d_device *device = stateblock->device;
912 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
913 TRACE("Blocktype: %#x.\n", stateblock->blockType);
915 if (stateblock->changed.vertexShader)
916 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
918 /* Vertex Shader Constants. */
919 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
921 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
922 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
924 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
926 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
927 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
929 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
931 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
932 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
935 apply_lights(device, &stateblock->state);
937 if (stateblock->changed.pixelShader)
938 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
940 /* Pixel Shader Constants. */
941 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
943 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
944 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
946 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
948 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
949 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
951 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
953 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
954 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
958 for (i = 0; i < stateblock->num_contained_render_states; ++i)
960 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
961 stateblock->state.render_states[stateblock->contained_render_states[i]]);
964 /* Texture states. */
965 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
967 DWORD stage = stateblock->contained_tss_states[i].stage;
968 DWORD state = stateblock->contained_tss_states[i].state;
970 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
973 /* Sampler states. */
974 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
976 DWORD stage = stateblock->contained_sampler_states[i].stage;
977 DWORD state = stateblock->contained_sampler_states[i].state;
978 DWORD value = stateblock->state.sampler_states[stage][state];
980 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
981 wined3d_device_set_sampler_state(device, stage, state, value);
984 /* Transform states. */
985 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
987 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
988 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
991 if (stateblock->changed.primitive_type)
993 stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
994 stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
997 if (stateblock->changed.indices)
999 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1000 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1003 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1004 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1006 if (stateblock->changed.material)
1007 wined3d_device_set_material(device, &stateblock->state.material);
1009 if (stateblock->changed.viewport)
1010 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1012 if (stateblock->changed.scissorRect)
1013 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1015 map = stateblock->changed.streamSource;
1016 for (i = 0; map; map >>= 1, ++i)
1019 wined3d_device_set_stream_source(device, i,
1020 stateblock->state.streams[i].buffer,
1021 0, stateblock->state.streams[i].stride);
1024 map = stateblock->changed.streamFreq;
1025 for (i = 0; map; map >>= 1, ++i)
1028 wined3d_device_set_stream_source_freq(device, i,
1029 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1032 map = stateblock->changed.textures;
1033 for (i = 0; map; map >>= 1, ++i)
1037 if (!(map & 1)) continue;
1039 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1040 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1043 map = stateblock->changed.clipplane;
1044 for (i = 0; map; map >>= 1, ++i)
1048 if (!(map & 1)) continue;
1050 clip[0] = (float) stateblock->state.clip_planes[i][0];
1051 clip[1] = (float) stateblock->state.clip_planes[i][1];
1052 clip[2] = (float) stateblock->state.clip_planes[i][2];
1053 clip[3] = (float) stateblock->state.clip_planes[i][3];
1054 wined3d_device_set_clip_plane(device, i, clip);
1057 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1058 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1060 if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1062 stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1067 TRACE("Applied stateblock %p.\n", stateblock);
1072 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1074 struct wined3d_device *device = stateblock->device;
1075 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1076 struct wined3d_state *state = &stateblock->state;
1078 WINED3DLINEPATTERN lp;
1086 struct wined3d_swapchain *swapchain;
1087 struct wined3d_surface *backbuffer;
1090 TRACE("stateblock %p.\n", stateblock);
1092 stateblock->blockType = WINED3DSBT_INIT;
1094 /* Set some of the defaults for lights, transforms etc */
1095 memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1096 memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1097 for (i = 0; i < 256; ++i)
1099 memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1102 state->fb = &device->fb;
1104 TRACE("Render states\n");
1105 /* Render states: */
1106 if (device->auto_depth_stencil)
1107 state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
1109 state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
1110 state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
1111 state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
1112 lp.lp.wRepeatFactor = 0;
1113 lp.lp.wLinePattern = 0;
1114 state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
1115 state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
1116 state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
1117 state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
1118 state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
1119 state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
1120 state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
1121 state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
1122 state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
1123 state->render_states[WINED3DRS_ALPHAREF] = 0;
1124 state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
1125 state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
1126 state->render_states[WINED3DRS_FOGENABLE] = FALSE;
1127 state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
1128 state->render_states[WINED3DRS_ZVISIBLE] = 0;
1129 state->render_states[WINED3DRS_FOGCOLOR] = 0;
1130 state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
1132 state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
1134 state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
1136 state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
1137 state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
1138 state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
1139 state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
1140 state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1141 state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1142 state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1143 state->render_states[WINED3DRS_STENCILREF] = 0;
1144 state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
1145 state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
1146 state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
1147 state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
1148 state->render_states[WINED3DRS_WRAP0] = 0;
1149 state->render_states[WINED3DRS_WRAP1] = 0;
1150 state->render_states[WINED3DRS_WRAP2] = 0;
1151 state->render_states[WINED3DRS_WRAP3] = 0;
1152 state->render_states[WINED3DRS_WRAP4] = 0;
1153 state->render_states[WINED3DRS_WRAP5] = 0;
1154 state->render_states[WINED3DRS_WRAP6] = 0;
1155 state->render_states[WINED3DRS_WRAP7] = 0;
1156 state->render_states[WINED3DRS_CLIPPING] = TRUE;
1157 state->render_states[WINED3DRS_LIGHTING] = TRUE;
1158 state->render_states[WINED3DRS_AMBIENT] = 0;
1159 state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
1160 state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
1161 state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
1162 state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
1163 state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
1164 state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
1165 state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1166 state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1167 state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
1168 state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
1169 state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
1171 state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
1173 state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
1174 state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
1175 state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
1177 state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
1179 state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
1181 state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
1182 state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
1183 state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
1184 state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
1186 state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
1187 state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1188 tmpfloat.f = gl_info->limits.pointsize_max;
1189 state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
1190 state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1191 state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
1193 state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
1194 state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
1195 state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
1196 state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
1197 /* states new in d3d9 */
1198 state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
1199 state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
1201 state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1202 state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1203 state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
1205 state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
1206 state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
1208 state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
1210 state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
1211 state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
1212 state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
1213 state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1214 state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1215 state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1216 state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
1217 state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
1218 state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
1219 state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
1220 state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
1221 state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
1222 state->render_states[WINED3DRS_DEPTHBIAS] = 0;
1223 state->render_states[WINED3DRS_WRAP8] = 0;
1224 state->render_states[WINED3DRS_WRAP9] = 0;
1225 state->render_states[WINED3DRS_WRAP10] = 0;
1226 state->render_states[WINED3DRS_WRAP11] = 0;
1227 state->render_states[WINED3DRS_WRAP12] = 0;
1228 state->render_states[WINED3DRS_WRAP13] = 0;
1229 state->render_states[WINED3DRS_WRAP14] = 0;
1230 state->render_states[WINED3DRS_WRAP15] = 0;
1231 state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
1232 state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
1233 state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
1234 state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
1236 /* Texture Stage States - Put directly into state block, we will call function below */
1237 for (i = 0; i < MAX_TEXTURES; ++i)
1239 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1240 memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1241 state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1242 state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1243 state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1244 state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1245 state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1246 state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1247 state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1248 state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1249 state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1250 state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1251 state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1252 state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1253 state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1254 state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1255 state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1256 state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1257 state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1259 state->lowest_disabled_stage = 1;
1262 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1264 TRACE("Setting up default samplers states for sampler %u.\n", i);
1265 state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1266 state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1267 state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1268 state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1269 state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1270 state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1271 state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1272 state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1273 state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1274 state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1275 state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1276 /* TODO: Indicates which element of a multielement texture to use. */
1277 state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1278 /* TODO: Vertex offset in the presampled displacement map. */
1279 state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1282 for (i = 0; i < gl_info->limits.textures; ++i)
1284 state->textures[i] = NULL;
1287 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1288 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
1289 if (SUCCEEDED(hr) && swapchain)
1291 hr = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1292 if (SUCCEEDED(hr) && backbuffer)
1294 struct wined3d_resource_desc desc;
1296 wined3d_resource_get_desc(&backbuffer->resource, &desc);
1297 wined3d_surface_decref(backbuffer);
1299 /* Set the default scissor rect values */
1300 state->scissor_rect.left = 0;
1301 state->scissor_rect.right = desc.width;
1302 state->scissor_rect.top = 0;
1303 state->scissor_rect.bottom = desc.height;
1306 /* Set the default viewport */
1307 state->viewport.X = 0;
1308 state->viewport.Y = 0;
1309 state->viewport.Width = swapchain->presentParms.BackBufferWidth;
1310 state->viewport.Height = swapchain->presentParms.BackBufferHeight;
1311 state->viewport.MinZ = 0.0f;
1312 state->viewport.MaxZ = 1.0f;
1314 wined3d_swapchain_decref(swapchain);
1320 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1321 struct wined3d_device *device, WINED3DSTATEBLOCKTYPE type)
1326 stateblock->ref = 1;
1327 stateblock->device = device;
1328 stateblock->blockType = type;
1330 for (i = 0; i < LIGHTMAP_SIZE; i++)
1332 list_init(&stateblock->state.light_map[i]);
1335 hr = stateblock_allocate_shader_constants(stateblock);
1336 if (FAILED(hr)) return hr;
1338 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1339 * produce a placeholder stateblock so other functions called can update a
1341 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1343 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1347 case WINED3DSBT_ALL:
1348 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1349 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1350 device->d3d_pshader_constantF);
1353 case WINED3DSBT_PIXELSTATE:
1354 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1357 case WINED3DSBT_VERTEXSTATE:
1358 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1359 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1363 FIXME("Unrecognized state block type %#x.\n", type);
1367 stateblock_init_contained_states(stateblock);
1368 wined3d_stateblock_capture(stateblock);
1373 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1374 WINED3DSTATEBLOCKTYPE type, struct wined3d_stateblock **stateblock)
1376 struct wined3d_stateblock *object;
1379 TRACE("device %p, type %#x, stateblock %p.\n",
1380 device, type, stateblock);
1382 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1385 ERR("Failed to allocate stateblock memory.\n");
1386 return E_OUTOFMEMORY;
1389 hr = stateblock_init(object, device, type);
1392 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1393 HeapFree(GetProcessHeap(), 0, object);
1397 TRACE("Created stateblock %p.\n", object);
1398 *stateblock = object;