wined3d: Get rid of the WINED3DCMPFUNC typedef.
[wine] / dlls / wined3d / stateblock.c
1 /*
2  * state block implementation
3  *
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
9  *
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.
14  *
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.
19  *
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
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 static const DWORD pixel_states_render[] =
31 {
32     WINED3D_RS_ALPHABLENDENABLE,
33     WINED3D_RS_ALPHAFUNC,
34     WINED3D_RS_ALPHAREF,
35     WINED3D_RS_ALPHATESTENABLE,
36     WINED3D_RS_ANTIALIASEDLINEENABLE,
37     WINED3D_RS_BLENDFACTOR,
38     WINED3D_RS_BLENDOP,
39     WINED3D_RS_BLENDOPALPHA,
40     WINED3D_RS_CCW_STENCILFAIL,
41     WINED3D_RS_CCW_STENCILPASS,
42     WINED3D_RS_CCW_STENCILZFAIL,
43     WINED3D_RS_COLORWRITEENABLE,
44     WINED3D_RS_COLORWRITEENABLE1,
45     WINED3D_RS_COLORWRITEENABLE2,
46     WINED3D_RS_COLORWRITEENABLE3,
47     WINED3D_RS_DEPTHBIAS,
48     WINED3D_RS_DESTBLEND,
49     WINED3D_RS_DESTBLENDALPHA,
50     WINED3D_RS_DITHERENABLE,
51     WINED3D_RS_FILLMODE,
52     WINED3D_RS_FOGDENSITY,
53     WINED3D_RS_FOGEND,
54     WINED3D_RS_FOGSTART,
55     WINED3D_RS_LASTPIXEL,
56     WINED3D_RS_SCISSORTESTENABLE,
57     WINED3D_RS_SEPARATEALPHABLENDENABLE,
58     WINED3D_RS_SHADEMODE,
59     WINED3D_RS_SLOPESCALEDEPTHBIAS,
60     WINED3D_RS_SRCBLEND,
61     WINED3D_RS_SRCBLENDALPHA,
62     WINED3D_RS_SRGBWRITEENABLE,
63     WINED3D_RS_STENCILENABLE,
64     WINED3D_RS_STENCILFAIL,
65     WINED3D_RS_STENCILFUNC,
66     WINED3D_RS_STENCILMASK,
67     WINED3D_RS_STENCILPASS,
68     WINED3D_RS_STENCILREF,
69     WINED3D_RS_STENCILWRITEMASK,
70     WINED3D_RS_STENCILZFAIL,
71     WINED3D_RS_TEXTUREFACTOR,
72     WINED3D_RS_TWOSIDEDSTENCILMODE,
73     WINED3D_RS_WRAP0,
74     WINED3D_RS_WRAP1,
75     WINED3D_RS_WRAP10,
76     WINED3D_RS_WRAP11,
77     WINED3D_RS_WRAP12,
78     WINED3D_RS_WRAP13,
79     WINED3D_RS_WRAP14,
80     WINED3D_RS_WRAP15,
81     WINED3D_RS_WRAP2,
82     WINED3D_RS_WRAP3,
83     WINED3D_RS_WRAP4,
84     WINED3D_RS_WRAP5,
85     WINED3D_RS_WRAP6,
86     WINED3D_RS_WRAP7,
87     WINED3D_RS_WRAP8,
88     WINED3D_RS_WRAP9,
89     WINED3D_RS_ZENABLE,
90     WINED3D_RS_ZFUNC,
91     WINED3D_RS_ZWRITEENABLE,
92 };
93
94 static const DWORD pixel_states_texture[] =
95 {
96     WINED3DTSS_ALPHAARG0,
97     WINED3DTSS_ALPHAARG1,
98     WINED3DTSS_ALPHAARG2,
99     WINED3DTSS_ALPHAOP,
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,
109     WINED3DTSS_COLOROP,
110     WINED3DTSS_RESULTARG,
111     WINED3DTSS_TEXCOORDINDEX,
112     WINED3DTSS_TEXTURETRANSFORMFLAGS,
113 };
114
115 static const DWORD pixel_states_sampler[] =
116 {
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,
129 };
130
131 static const DWORD vertex_states_render[] =
132 {
133     WINED3D_RS_ADAPTIVETESS_W,
134     WINED3D_RS_ADAPTIVETESS_X,
135     WINED3D_RS_ADAPTIVETESS_Y,
136     WINED3D_RS_ADAPTIVETESS_Z,
137     WINED3D_RS_AMBIENT,
138     WINED3D_RS_AMBIENTMATERIALSOURCE,
139     WINED3D_RS_CLIPPING,
140     WINED3D_RS_CLIPPLANEENABLE,
141     WINED3D_RS_COLORVERTEX,
142     WINED3D_RS_CULLMODE,
143     WINED3D_RS_DIFFUSEMATERIALSOURCE,
144     WINED3D_RS_EMISSIVEMATERIALSOURCE,
145     WINED3D_RS_ENABLEADAPTIVETESSELLATION,
146     WINED3D_RS_FOGCOLOR,
147     WINED3D_RS_FOGDENSITY,
148     WINED3D_RS_FOGENABLE,
149     WINED3D_RS_FOGEND,
150     WINED3D_RS_FOGSTART,
151     WINED3D_RS_FOGTABLEMODE,
152     WINED3D_RS_FOGVERTEXMODE,
153     WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
154     WINED3D_RS_LIGHTING,
155     WINED3D_RS_LOCALVIEWER,
156     WINED3D_RS_MAXTESSELLATIONLEVEL,
157     WINED3D_RS_MINTESSELLATIONLEVEL,
158     WINED3D_RS_MULTISAMPLEANTIALIAS,
159     WINED3D_RS_MULTISAMPLEMASK,
160     WINED3D_RS_NORMALDEGREE,
161     WINED3D_RS_NORMALIZENORMALS,
162     WINED3D_RS_PATCHEDGESTYLE,
163     WINED3D_RS_POINTSCALE_A,
164     WINED3D_RS_POINTSCALE_B,
165     WINED3D_RS_POINTSCALE_C,
166     WINED3D_RS_POINTSCALEENABLE,
167     WINED3D_RS_POINTSIZE,
168     WINED3D_RS_POINTSIZE_MAX,
169     WINED3D_RS_POINTSIZE_MIN,
170     WINED3D_RS_POINTSPRITEENABLE,
171     WINED3D_RS_POSITIONDEGREE,
172     WINED3D_RS_RANGEFOGENABLE,
173     WINED3D_RS_SHADEMODE,
174     WINED3D_RS_SPECULARENABLE,
175     WINED3D_RS_SPECULARMATERIALSOURCE,
176     WINED3D_RS_TWEENFACTOR,
177     WINED3D_RS_VERTEXBLEND,
178 };
179
180 static const DWORD vertex_states_texture[] =
181 {
182     WINED3DTSS_TEXCOORDINDEX,
183     WINED3DTSS_TEXTURETRANSFORMFLAGS,
184 };
185
186 static const DWORD vertex_states_sampler[] =
187 {
188     WINED3DSAMP_DMAPOFFSET,
189 };
190
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
193  */
194 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
195 {
196     struct wined3d_device *device = object->device;
197
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;
202
203     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204             sizeof(BOOL) * device->d3d_pshader_constantF);
205     if (!object->changed.pixelShaderConstantsF) goto fail;
206
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;
210
211     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212             sizeof(BOOL) * device->d3d_vshader_constantF);
213     if (!object->changed.vertexShaderConstantsF) goto fail;
214
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;
218
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;
222
223     return WINED3D_OK;
224
225 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;
234 }
235
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
237 {
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;
241 }
242
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
245 {
246     unsigned int i;
247
248     /* Single values */
249     states->primitive_type = 1;
250     states->indices = 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;
257
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;
271
272     /* Dynamically sized arrays */
273     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
275 }
276
277 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
278 {
279     DWORD texture_mask = 0;
280     WORD sampler_mask = 0;
281     unsigned int i;
282
283     states->pixelShader = 1;
284
285     for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
286     {
287         DWORD rs = pixel_states_render[i];
288         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
289     }
290
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;
299
300     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
301 }
302
303 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
304 {
305     DWORD texture_mask = 0;
306     WORD sampler_mask = 0;
307     unsigned int i;
308
309     states->vertexDecl = 1;
310     states->vertexShader = 1;
311
312     for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
313     {
314         DWORD rs = vertex_states_render[i];
315         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
316     }
317
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;
326
327     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
328 }
329
330 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
331 {
332     struct wined3d_device *device = stateblock->device;
333     unsigned int i, j;
334
335     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
336     {
337         DWORD map = stateblock->changed.renderState[i];
338         for (j = 0; map; map >>= 1, ++j)
339         {
340             if (!(map & 1)) continue;
341
342             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343             ++stateblock->num_contained_render_states;
344         }
345     }
346
347     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
348     {
349         DWORD map = stateblock->changed.transform[i];
350         for (j = 0; map; map >>= 1, ++j)
351         {
352             if (!(map & 1)) continue;
353
354             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355             ++stateblock->num_contained_transform_states;
356         }
357     }
358
359     for (i = 0; i < device->d3d_vshader_constantF; ++i)
360     {
361         if (stateblock->changed.vertexShaderConstantsF[i])
362         {
363             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364             ++stateblock->num_contained_vs_consts_f;
365         }
366     }
367
368     for (i = 0; i < MAX_CONST_I; ++i)
369     {
370         if (stateblock->changed.vertexShaderConstantsI & (1 << i))
371         {
372             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373             ++stateblock->num_contained_vs_consts_i;
374         }
375     }
376
377     for (i = 0; i < MAX_CONST_B; ++i)
378     {
379         if (stateblock->changed.vertexShaderConstantsB & (1 << i))
380         {
381             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382             ++stateblock->num_contained_vs_consts_b;
383         }
384     }
385
386     for (i = 0; i < device->d3d_pshader_constantF; ++i)
387     {
388         if (stateblock->changed.pixelShaderConstantsF[i])
389         {
390             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391             ++stateblock->num_contained_ps_consts_f;
392         }
393     }
394
395     for (i = 0; i < MAX_CONST_I; ++i)
396     {
397         if (stateblock->changed.pixelShaderConstantsI & (1 << i))
398         {
399             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400             ++stateblock->num_contained_ps_consts_i;
401         }
402     }
403
404     for (i = 0; i < MAX_CONST_B; ++i)
405     {
406         if (stateblock->changed.pixelShaderConstantsB & (1 << i))
407         {
408             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409             ++stateblock->num_contained_ps_consts_b;
410         }
411     }
412
413     for (i = 0; i < MAX_TEXTURES; ++i)
414     {
415         DWORD map = stateblock->changed.textureState[i];
416
417         for(j = 0; map; map >>= 1, ++j)
418         {
419             if (!(map & 1)) continue;
420
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;
424         }
425     }
426
427     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
428     {
429         DWORD map = stateblock->changed.samplerState[i];
430
431         for (j = 0; map; map >>= 1, ++j)
432         {
433             if (!(map & 1)) continue;
434
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;
438         }
439     }
440 }
441
442 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
443 {
444     unsigned int i;
445
446     for (i = 0; i < LIGHTMAP_SIZE; ++i)
447     {
448         const struct wined3d_light_info *src_light;
449
450         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
451         {
452             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
453
454             *dst_light = *src_light;
455             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
456         }
457     }
458 }
459
460 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
461 {
462     ULONG refcount = InterlockedIncrement(&stateblock->ref);
463
464     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
465
466     return refcount;
467 }
468
469 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
470 {
471     struct wined3d_state *state = &stateblock->state;
472     struct wined3d_vertex_declaration *decl;
473     struct wined3d_texture *texture;
474     struct wined3d_buffer *buffer;
475     struct wined3d_shader *shader;
476     unsigned int i;
477
478     if ((decl = state->vertex_declaration))
479     {
480         state->vertex_declaration = NULL;
481         wined3d_vertex_declaration_decref(decl);
482     }
483
484     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
485     {
486         if ((texture = state->textures[i]))
487         {
488             state->textures[i] = NULL;
489             wined3d_texture_decref(texture);
490         }
491     }
492
493     for (i = 0; i < MAX_STREAMS; ++i)
494     {
495         if ((buffer = state->streams[i].buffer))
496         {
497             state->streams[i].buffer = NULL;
498             wined3d_buffer_decref(buffer);
499         }
500     }
501
502     if ((buffer = state->index_buffer))
503     {
504         state->index_buffer = NULL;
505         wined3d_buffer_decref(buffer);
506     }
507
508     if ((shader = state->vertex_shader))
509     {
510         state->vertex_shader = NULL;
511         wined3d_shader_decref(shader);
512     }
513
514     if ((shader = state->pixel_shader))
515     {
516         state->pixel_shader = NULL;
517         wined3d_shader_decref(shader);
518     }
519 }
520
521 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
522 {
523     ULONG refcount = InterlockedDecrement(&stateblock->ref);
524
525     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
526
527     if (!refcount)
528     {
529         int counter;
530
531         stateblock_unbind_resources(stateblock);
532
533         for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
534         {
535             struct list *e1, *e2;
536             LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
537             {
538                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
539                 list_remove(&light->entry);
540                 HeapFree(GetProcessHeap(), 0, light);
541             }
542         }
543
544         HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
545         HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
546         HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
547         HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
548         HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
549         HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
550         HeapFree(GetProcessHeap(), 0, stateblock);
551     }
552
553     return refcount;
554 }
555
556 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
557 {
558     UINT i;
559
560     /* Lights... For a recorded state block, we just had a chain of actions
561      * to perform, so we need to walk that chain and update any actions which
562      * differ. */
563     for (i = 0; i < LIGHTMAP_SIZE; ++i)
564     {
565         struct list *e, *f;
566         LIST_FOR_EACH(e, &dst_state->light_map[i])
567         {
568             BOOL updated = FALSE;
569             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
570
571             /* Look up the light in the destination */
572             LIST_FOR_EACH(f, &src_state->light_map[i])
573             {
574                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
575                 if (realLight->OriginalIndex == src->OriginalIndex)
576                 {
577                     src->OriginalParms = realLight->OriginalParms;
578
579                     if (realLight->glIndex == -1 && src->glIndex != -1)
580                     {
581                         /* Light disabled */
582                         dst_state->lights[src->glIndex] = NULL;
583                     }
584                     else if (realLight->glIndex != -1 && src->glIndex == -1)
585                     {
586                         /* Light enabled */
587                         dst_state->lights[realLight->glIndex] = src;
588                     }
589                     src->glIndex = realLight->glIndex;
590                     updated = TRUE;
591                     break;
592                 }
593             }
594
595             if (!updated)
596             {
597                 /* This can happen if the light was originally created as a
598                  * default light for SetLightEnable() while recording. */
599                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
600                         src->OriginalIndex, dst_state, src_state);
601
602                 src->OriginalParms = WINED3D_default_light;
603                 if (src->glIndex != -1)
604                 {
605                     dst_state->lights[src->glIndex] = NULL;
606                     src->glIndex = -1;
607                 }
608             }
609         }
610     }
611 }
612
613 HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
614 {
615     const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
616     unsigned int i;
617     DWORD map;
618
619     TRACE("stateblock %p.\n", stateblock);
620
621     TRACE("Capturing state %p.\n", src_state);
622
623     if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
624     {
625         TRACE("Updating vertex shader from %p to %p\n",
626                 stateblock->state.vertex_shader, src_state->vertex_shader);
627
628         if (src_state->vertex_shader)
629             wined3d_shader_incref(src_state->vertex_shader);
630         if (stateblock->state.vertex_shader)
631             wined3d_shader_decref(stateblock->state.vertex_shader);
632         stateblock->state.vertex_shader = src_state->vertex_shader;
633     }
634
635     /* Vertex shader float constants. */
636     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
637     {
638         unsigned int idx = stateblock->contained_vs_consts_f[i];
639
640         TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
641                 src_state->vs_consts_f[idx * 4 + 0],
642                 src_state->vs_consts_f[idx * 4 + 1],
643                 src_state->vs_consts_f[idx * 4 + 2],
644                 src_state->vs_consts_f[idx * 4 + 3]);
645
646         stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
647         stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
648         stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
649         stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
650     }
651
652     /* Vertex shader integer constants. */
653     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
654     {
655         unsigned int idx = stateblock->contained_vs_consts_i[i];
656
657         TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
658                 src_state->vs_consts_i[idx * 4 + 0],
659                 src_state->vs_consts_i[idx * 4 + 1],
660                 src_state->vs_consts_i[idx * 4 + 2],
661                 src_state->vs_consts_i[idx * 4 + 3]);
662
663         stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
664         stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
665         stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
666         stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
667     }
668
669     /* Vertex shader boolean constants. */
670     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
671     {
672         unsigned int idx = stateblock->contained_vs_consts_b[i];
673
674         TRACE("Setting vs_consts_b[%u] to %s.\n",
675                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
676
677         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
678     }
679
680     /* Pixel shader float constants. */
681     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
682     {
683         unsigned int idx = stateblock->contained_ps_consts_f[i];
684
685         TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
686                 src_state->ps_consts_f[idx * 4 + 0],
687                 src_state->ps_consts_f[idx * 4 + 1],
688                 src_state->ps_consts_f[idx * 4 + 2],
689                 src_state->ps_consts_f[idx * 4 + 3]);
690
691         stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
692         stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
693         stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
694         stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
695     }
696
697     /* Pixel shader integer constants. */
698     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
699     {
700         unsigned int idx = stateblock->contained_ps_consts_i[i];
701         TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
702                 src_state->ps_consts_i[idx * 4 + 0],
703                 src_state->ps_consts_i[idx * 4 + 1],
704                 src_state->ps_consts_i[idx * 4 + 2],
705                 src_state->ps_consts_i[idx * 4 + 3]);
706
707         stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
708         stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
709         stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
710         stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
711     }
712
713     /* Pixel shader boolean constants. */
714     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
715     {
716         unsigned int idx = stateblock->contained_ps_consts_b[i];
717         TRACE("Setting ps_consts_b[%u] to %s.\n",
718                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
719
720         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
721     }
722
723     /* Others + Render & Texture */
724     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
725     {
726         WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i];
727
728         TRACE("Updating transform %#x.\n", transform);
729
730         stateblock->state.transforms[transform] = src_state->transforms[transform];
731     }
732
733     if (stateblock->changed.primitive_type)
734         stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
735
736     if (stateblock->changed.indices
737             && ((stateblock->state.index_buffer != src_state->index_buffer)
738                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
739                 || (stateblock->state.index_format != src_state->index_format)))
740     {
741         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
742                 src_state->index_buffer, src_state->base_vertex_index);
743
744         if (src_state->index_buffer)
745             wined3d_buffer_incref(src_state->index_buffer);
746         if (stateblock->state.index_buffer)
747             wined3d_buffer_decref(stateblock->state.index_buffer);
748         stateblock->state.index_buffer = src_state->index_buffer;
749         stateblock->state.base_vertex_index = src_state->base_vertex_index;
750         stateblock->state.index_format = src_state->index_format;
751     }
752
753     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
754     {
755         TRACE("Updating vertex declaration from %p to %p.\n",
756                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
757
758         if (src_state->vertex_declaration)
759                 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
760         if (stateblock->state.vertex_declaration)
761                 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
762         stateblock->state.vertex_declaration = src_state->vertex_declaration;
763     }
764
765     if (stateblock->changed.material
766             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
767     {
768         TRACE("Updating material.\n");
769
770         stateblock->state.material = src_state->material;
771     }
772
773     if (stateblock->changed.viewport
774             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
775     {
776         TRACE("Updating viewport.\n");
777
778         stateblock->state.viewport = src_state->viewport;
779     }
780
781     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
782             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
783     {
784         TRACE("Updating scissor rect.\n");
785
786         stateblock->state.scissor_rect = src_state->scissor_rect;
787     }
788
789     map = stateblock->changed.streamSource;
790     for (i = 0; map; map >>= 1, ++i)
791     {
792         if (!(map & 1)) continue;
793
794         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
795                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
796         {
797             TRACE("Updating stream source %u to %p, stride to %u.\n",
798                     i, src_state->streams[i].buffer,
799                     src_state->streams[i].stride);
800
801             stateblock->state.streams[i].stride = src_state->streams[i].stride;
802             if (src_state->streams[i].buffer)
803                     wined3d_buffer_incref(src_state->streams[i].buffer);
804             if (stateblock->state.streams[i].buffer)
805                     wined3d_buffer_decref(stateblock->state.streams[i].buffer);
806             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
807         }
808     }
809
810     map = stateblock->changed.streamFreq;
811     for (i = 0; map; map >>= 1, ++i)
812     {
813         if (!(map & 1)) continue;
814
815         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
816                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
817         {
818             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
819                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
820
821             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
822             stateblock->state.streams[i].flags = src_state->streams[i].flags;
823         }
824     }
825
826     map = stateblock->changed.clipplane;
827     for (i = 0; map; map >>= 1, ++i)
828     {
829         if (!(map & 1)) continue;
830
831         if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes)))
832         {
833             TRACE("Updating clipplane %u.\n", i);
834             memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes));
835         }
836     }
837
838     /* Render */
839     for (i = 0; i < stateblock->num_contained_render_states; ++i)
840     {
841         enum wined3d_render_state rs = stateblock->contained_render_states[i];
842
843         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
844
845         stateblock->state.render_states[rs] = src_state->render_states[rs];
846     }
847
848     /* Texture states */
849     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
850     {
851         DWORD stage = stateblock->contained_tss_states[i].stage;
852         DWORD state = stateblock->contained_tss_states[i].state;
853
854         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
855                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
856
857         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
858     }
859
860     /* Samplers */
861     map = stateblock->changed.textures;
862     for (i = 0; map; map >>= 1, ++i)
863     {
864         if (!(map & 1)) continue;
865
866         TRACE("Updating texture %u to %p (was %p).\n",
867                 i, src_state->textures[i], stateblock->state.textures[i]);
868
869         if (src_state->textures[i])
870             wined3d_texture_incref(src_state->textures[i]);
871         if (stateblock->state.textures[i])
872             wined3d_texture_decref(stateblock->state.textures[i]);
873         stateblock->state.textures[i] = src_state->textures[i];
874     }
875
876     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
877     {
878         DWORD stage = stateblock->contained_sampler_states[i].stage;
879         DWORD state = stateblock->contained_sampler_states[i].state;
880
881         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
882                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
883
884         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
885     }
886
887     if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
888     {
889         if (src_state->pixel_shader)
890             wined3d_shader_incref(src_state->pixel_shader);
891         if (stateblock->state.pixel_shader)
892             wined3d_shader_decref(stateblock->state.pixel_shader);
893         stateblock->state.pixel_shader = src_state->pixel_shader;
894     }
895
896     wined3d_state_record_lights(&stateblock->state, src_state);
897
898     TRACE("Capture done.\n");
899
900     return WINED3D_OK;
901 }
902
903 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
904 {
905     UINT i;
906
907     for (i = 0; i < LIGHTMAP_SIZE; ++i)
908     {
909         struct list *e;
910
911         LIST_FOR_EACH(e, &state->light_map[i])
912         {
913             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
914
915             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
916             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
917         }
918     }
919 }
920
921 HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
922 {
923     struct wined3d_device *device = stateblock->device;
924     unsigned int i;
925     DWORD map;
926
927     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
928     TRACE("Blocktype: %#x.\n", stateblock->blockType);
929
930     if (stateblock->changed.vertexShader)
931         wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
932
933     /* Vertex Shader Constants. */
934     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
935     {
936         wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
937                 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
938     }
939     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
940     {
941         wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
942                 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
943     }
944     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
945     {
946         wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
947                 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
948     }
949
950     apply_lights(device, &stateblock->state);
951
952     if (stateblock->changed.pixelShader)
953         wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
954
955     /* Pixel Shader Constants. */
956     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
957     {
958         wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
959                 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
960     }
961     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
962     {
963         wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
964                 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
965     }
966     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
967     {
968         wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
969                 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
970     }
971
972     /* Render states. */
973     for (i = 0; i < stateblock->num_contained_render_states; ++i)
974     {
975         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
976                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
977     }
978
979     /* Texture states. */
980     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
981     {
982         DWORD stage = stateblock->contained_tss_states[i].stage;
983         DWORD state = stateblock->contained_tss_states[i].state;
984
985         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
986     }
987
988     /* Sampler states. */
989     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
990     {
991         DWORD stage = stateblock->contained_sampler_states[i].stage;
992         DWORD state = stateblock->contained_sampler_states[i].state;
993         DWORD value = stateblock->state.sampler_states[stage][state];
994
995         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
996         wined3d_device_set_sampler_state(device, stage, state, value);
997     }
998
999     /* Transform states. */
1000     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1001     {
1002         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1003                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1004     }
1005
1006     if (stateblock->changed.primitive_type)
1007     {
1008         stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1009         stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1010     }
1011
1012     if (stateblock->changed.indices)
1013     {
1014         wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1015         wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1016     }
1017
1018     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1019         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1020
1021     if (stateblock->changed.material)
1022         wined3d_device_set_material(device, &stateblock->state.material);
1023
1024     if (stateblock->changed.viewport)
1025         wined3d_device_set_viewport(device, &stateblock->state.viewport);
1026
1027     if (stateblock->changed.scissorRect)
1028         wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1029
1030     map = stateblock->changed.streamSource;
1031     for (i = 0; map; map >>= 1, ++i)
1032     {
1033         if (map & 1)
1034             wined3d_device_set_stream_source(device, i,
1035                     stateblock->state.streams[i].buffer,
1036                     0, stateblock->state.streams[i].stride);
1037     }
1038
1039     map = stateblock->changed.streamFreq;
1040     for (i = 0; map; map >>= 1, ++i)
1041     {
1042         if (map & 1)
1043             wined3d_device_set_stream_source_freq(device, i,
1044                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1045     }
1046
1047     map = stateblock->changed.textures;
1048     for (i = 0; map; map >>= 1, ++i)
1049     {
1050         DWORD stage;
1051
1052         if (!(map & 1)) continue;
1053
1054         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1055         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1056     }
1057
1058     map = stateblock->changed.clipplane;
1059     for (i = 0; map; map >>= 1, ++i)
1060     {
1061         float clip[4];
1062
1063         if (!(map & 1)) continue;
1064
1065         clip[0] = (float) stateblock->state.clip_planes[i][0];
1066         clip[1] = (float) stateblock->state.clip_planes[i][1];
1067         clip[2] = (float) stateblock->state.clip_planes[i][2];
1068         clip[3] = (float) stateblock->state.clip_planes[i][3];
1069         wined3d_device_set_clip_plane(device, i, clip);
1070     }
1071
1072     stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1073     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1074     {
1075         if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1076         {
1077             stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1078             break;
1079         }
1080     }
1081
1082     TRACE("Applied stateblock %p.\n", stateblock);
1083
1084     return WINED3D_OK;
1085 }
1086
1087 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1088 {
1089     struct wined3d_device *device = stateblock->device;
1090     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1091     struct wined3d_state *state = &stateblock->state;
1092     union
1093     {
1094         struct wined3d_line_pattern lp;
1095         DWORD d;
1096     } lp;
1097     union {
1098         float f;
1099         DWORD d;
1100     } tmpfloat;
1101     unsigned int i;
1102     struct wined3d_swapchain *swapchain;
1103     struct wined3d_surface *backbuffer;
1104     HRESULT hr;
1105
1106     TRACE("stateblock %p.\n", stateblock);
1107
1108     stateblock->blockType = WINED3DSBT_INIT;
1109
1110     /* Set some of the defaults for lights, transforms etc */
1111     memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1112     memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1113     for (i = 0; i < 256; ++i)
1114     {
1115         memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1116     }
1117
1118     state->fb = &device->fb;
1119
1120     TRACE("Render states\n");
1121     /* Render states: */
1122     if (device->auto_depth_stencil)
1123        state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_TRUE;
1124     else
1125        state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_FALSE;
1126     state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID;
1127     state->render_states[WINED3D_RS_SHADEMODE] = WINED3DSHADE_GOURAUD;
1128     lp.lp.repeat_factor = 0;
1129     lp.lp.line_pattern = 0;
1130     state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1131     state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1132     state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1133     state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1134     state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1135     state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1136     state->render_states[WINED3D_RS_CULLMODE] = WINED3DCULL_CCW;
1137     state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1138     state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1139     state->render_states[WINED3D_RS_ALPHAREF] = 0;
1140     state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1141     state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1142     state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1143     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1144     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1145     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1146     state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3DFOG_NONE;
1147     tmpfloat.f = 0.0f;
1148     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1149     tmpfloat.f = 1.0f;
1150     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1151     tmpfloat.f = 1.0f;
1152     state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1153     state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1154     state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1155     state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1156     state->render_states[WINED3D_RS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1157     state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1158     state->render_states[WINED3D_RS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1159     state->render_states[WINED3D_RS_STENCILREF] = 0;
1160     state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1161     state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1162     state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1163     state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1164     state->render_states[WINED3D_RS_WRAP0] = 0;
1165     state->render_states[WINED3D_RS_WRAP1] = 0;
1166     state->render_states[WINED3D_RS_WRAP2] = 0;
1167     state->render_states[WINED3D_RS_WRAP3] = 0;
1168     state->render_states[WINED3D_RS_WRAP4] = 0;
1169     state->render_states[WINED3D_RS_WRAP5] = 0;
1170     state->render_states[WINED3D_RS_WRAP6] = 0;
1171     state->render_states[WINED3D_RS_WRAP7] = 0;
1172     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1173     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1174     state->render_states[WINED3D_RS_AMBIENT] = 0;
1175     state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3DFOG_NONE;
1176     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1177     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1178     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1179     state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
1180     state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
1181     state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1182     state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1183     state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1184     state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1185     state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1186     tmpfloat.f = 1.0f;
1187     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1188     tmpfloat.f = 1.0f;
1189     state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1190     state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1191     state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1192     tmpfloat.f = 1.0f;
1193     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1194     tmpfloat.f = 0.0f;
1195     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1196     tmpfloat.f = 0.0f;
1197     state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1198     state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1199     state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1200     state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
1201     tmpfloat.f = 1.0f;
1202     state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1203     state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1204     tmpfloat.f = gl_info->limits.pointsize_max;
1205     state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1206     state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1207     state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1208     tmpfloat.f = 0.0f;
1209     state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1210     state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1211     state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1212     state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1213     /* states new in d3d9 */
1214     state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1215     state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1216     tmpfloat.f = 1.0f;
1217     state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1218     state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1219     state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1220     tmpfloat.f = 0.0f;
1221     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1222     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1223     tmpfloat.f = 1.0f;
1224     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1225     tmpfloat.f = 0.0f;
1226     state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1227     state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1228     state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1229     state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1230     state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1231     state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1232     state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1233     state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1234     state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1235     state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1236     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xFFFFFFFF;
1237     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1238     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1239     state->render_states[WINED3D_RS_WRAP8] = 0;
1240     state->render_states[WINED3D_RS_WRAP9] = 0;
1241     state->render_states[WINED3D_RS_WRAP10] = 0;
1242     state->render_states[WINED3D_RS_WRAP11] = 0;
1243     state->render_states[WINED3D_RS_WRAP12] = 0;
1244     state->render_states[WINED3D_RS_WRAP13] = 0;
1245     state->render_states[WINED3D_RS_WRAP14] = 0;
1246     state->render_states[WINED3D_RS_WRAP15] = 0;
1247     state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1248     state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1249     state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1250     state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1251
1252     /* Texture Stage States - Put directly into state block, we will call function below */
1253     for (i = 0; i < MAX_TEXTURES; ++i)
1254     {
1255         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1256         memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1257         state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1258         state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1259         state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1260         state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1261         state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1262         state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1263         state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1264         state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1265         state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1266         state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1267         state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1268         state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1269         state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1270         state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1271         state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1272         state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1273         state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1274     }
1275     state->lowest_disabled_stage = 1;
1276
1277         /* Sampler states*/
1278     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1279     {
1280         TRACE("Setting up default samplers states for sampler %u.\n", i);
1281         state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1282         state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1283         state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1284         state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1285         state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1286         state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1287         state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1288         state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1289         state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1290         state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1291         state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1292         /* TODO: Indicates which element of a multielement texture to use. */
1293         state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1294         /* TODO: Vertex offset in the presampled displacement map. */
1295         state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1296     }
1297
1298     for (i = 0; i < gl_info->limits.textures; ++i)
1299     {
1300         state->textures[i] = NULL;
1301     }
1302
1303     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1304     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
1305     if (SUCCEEDED(hr) && swapchain)
1306     {
1307         hr = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1308         if (SUCCEEDED(hr) && backbuffer)
1309         {
1310             struct wined3d_resource_desc desc;
1311
1312             wined3d_resource_get_desc(&backbuffer->resource, &desc);
1313             wined3d_surface_decref(backbuffer);
1314
1315             /* Set the default scissor rect values */
1316             state->scissor_rect.left = 0;
1317             state->scissor_rect.right = desc.width;
1318             state->scissor_rect.top = 0;
1319             state->scissor_rect.bottom = desc.height;
1320         }
1321
1322         /* Set the default viewport */
1323         state->viewport.x = 0;
1324         state->viewport.y = 0;
1325         state->viewport.width = swapchain->desc.backbuffer_width;
1326         state->viewport.height = swapchain->desc.backbuffer_height;
1327         state->viewport.min_z = 0.0f;
1328         state->viewport.max_z = 1.0f;
1329
1330         wined3d_swapchain_decref(swapchain);
1331     }
1332
1333     TRACE("Done.\n");
1334 }
1335
1336 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1337         struct wined3d_device *device, WINED3DSTATEBLOCKTYPE type)
1338 {
1339     unsigned int i;
1340     HRESULT hr;
1341
1342     stateblock->ref = 1;
1343     stateblock->device = device;
1344     stateblock->blockType = type;
1345
1346     for (i = 0; i < LIGHTMAP_SIZE; i++)
1347     {
1348         list_init(&stateblock->state.light_map[i]);
1349     }
1350
1351     hr = stateblock_allocate_shader_constants(stateblock);
1352     if (FAILED(hr)) return hr;
1353
1354     /* The WINED3DSBT_INIT stateblock type is used during initialization to
1355      * produce a placeholder stateblock so other functions called can update a
1356      * state block. */
1357     if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1358
1359     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1360
1361     switch (type)
1362     {
1363         case WINED3DSBT_ALL:
1364             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1365             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1366                                            device->d3d_pshader_constantF);
1367             break;
1368
1369         case WINED3DSBT_PIXELSTATE:
1370             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1371             break;
1372
1373         case WINED3DSBT_VERTEXSTATE:
1374             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1375             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1376             break;
1377
1378         default:
1379             FIXME("Unrecognized state block type %#x.\n", type);
1380             break;
1381     }
1382
1383     stateblock_init_contained_states(stateblock);
1384     wined3d_stateblock_capture(stateblock);
1385
1386     return WINED3D_OK;
1387 }
1388
1389 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1390         WINED3DSTATEBLOCKTYPE type, struct wined3d_stateblock **stateblock)
1391 {
1392     struct wined3d_stateblock *object;
1393     HRESULT hr;
1394
1395     TRACE("device %p, type %#x, stateblock %p.\n",
1396             device, type, stateblock);
1397
1398     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1399     if (!object)
1400     {
1401         ERR("Failed to allocate stateblock memory.\n");
1402         return E_OUTOFMEMORY;
1403     }
1404
1405     hr = stateblock_init(object, device, type);
1406     if (FAILED(hr))
1407     {
1408         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1409         HeapFree(GetProcessHeap(), 0, object);
1410         return hr;
1411     }
1412
1413     TRACE("Created stateblock %p.\n", object);
1414     *stateblock = object;
1415
1416     return WINED3D_OK;
1417 }