Cast time_t to long for printing.
[wine] / dlls / d3d8 / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  */
20
21 #include "config.h"
22
23 #include <math.h>
24 #include <stdarg.h>
25
26 #include "windef.h"
27 #include "winbase.h"
28 #include "winuser.h"
29 #include "wingdi.h"
30 #include "wine/debug.h"
31
32 #include "d3d8_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Used for CreateStateBlock */
37 #define NUM_SAVEDPIXELSTATES_R     38
38 #define NUM_SAVEDPIXELSTATES_T     27
39 #define NUM_SAVEDVERTEXSTATES_R    33
40 #define NUM_SAVEDVERTEXSTATES_T    2
41
42 /*
43  * Globals
44  */
45 extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
46 extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
47 extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
48 extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
49 static const float idmatrix[16] = {
50   1.0, 0.0, 0.0, 0.0,
51   0.0, 1.0, 0.0, 0.0,
52   0.0, 0.0, 1.0, 0.0,
53   0.0, 0.0, 0.0, 1.0
54 };
55
56 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
57     D3DLINEPATTERN lp;
58     int i;
59     int j;
60     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
61
62     /* Note this may have a large overhead but it should only be executed
63        once, in order to initialize the complete state of the device and 
64        all opengl equivalents                                            */
65     TRACE("-----------------------> Setting up device defaults...\n");
66     This->StateBlock->blockType = D3DSBT_ALL;
67
68     /* FIXME: Set some of the defaults for lights, transforms etc */
69     memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
70     memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
71     for (i = 0; i < 256; ++i) {
72       memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
73     }
74  
75     /* Render states: */
76     if (This->PresentParms.EnableAutoDepthStencil) {
77        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
78     } else {
79        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
80     }
81     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
82     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
83     lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
84     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
85     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
86     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
87     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
88     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
89     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
90     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
91     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
92     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
93     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
94     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
95     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
96     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
97     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
98     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
99     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
100     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
101     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
102     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
103     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
104     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
105     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
106     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
107     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
108     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
109     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
110
111     /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
112      * so only a single call performed (and ensure defaults initialized before making that call)    
113      *
114      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
115      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
116      */
117     This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
118     This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
119     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
120     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
121     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
122     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
123     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
124     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
125     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
126     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
127     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
128     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
129     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
130     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
131     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
132     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
133     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
134     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
135     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
136     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
137     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
138     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
139     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
140     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
141     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
142     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
143     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
144     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
145     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
146     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
147     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
148     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
149     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
150     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
151     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
152     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
153     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
154     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
155     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
156     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
157     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
158     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
159     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
160     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
161     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
162     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
163
164     /* Texture Stage States - Put directly into state block, we will call function below */
165     for (i = 0; i < GL_LIMITS(textures); i++) {
166         memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
167         This->StateBlock->texture_state[i][D3DTSS_COLOROP               ] = (i==0)? D3DTOP_MODULATE :  D3DTOP_DISABLE;
168         This->StateBlock->texture_state[i][D3DTSS_COLORARG1             ] = D3DTA_TEXTURE;
169         This->StateBlock->texture_state[i][D3DTSS_COLORARG2             ] = D3DTA_CURRENT;
170         This->StateBlock->texture_state[i][D3DTSS_ALPHAOP               ] = (i==0)? D3DTOP_SELECTARG1 :  D3DTOP_DISABLE;
171         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1             ] = D3DTA_TEXTURE;
172         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2             ] = D3DTA_CURRENT;
173         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
174         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
175         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
176         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
177         This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX         ] = i;
178         This->StateBlock->texture_state[i][D3DTSS_ADDRESSU              ] = D3DTADDRESS_WRAP;
179         This->StateBlock->texture_state[i][D3DTSS_ADDRESSV              ] = D3DTADDRESS_WRAP;
180         This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR           ] = 0x00;
181         This->StateBlock->texture_state[i][D3DTSS_MAGFILTER             ] = D3DTEXF_POINT;
182         This->StateBlock->texture_state[i][D3DTSS_MINFILTER             ] = D3DTEXF_POINT;
183         This->StateBlock->texture_state[i][D3DTSS_MIPFILTER             ] = D3DTEXF_NONE;
184         This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS         ] = 0;
185         This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL           ] = 0;
186         This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY         ] = 1;
187         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
188         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
189         This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
190         This->StateBlock->texture_state[i][D3DTSS_ADDRESSW              ] = D3DTADDRESS_WRAP;
191         This->StateBlock->texture_state[i][D3DTSS_COLORARG0             ] = D3DTA_CURRENT;
192         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0             ] = D3DTA_CURRENT;
193         This->StateBlock->texture_state[i][D3DTSS_RESULTARG             ] = D3DTA_CURRENT;
194     }
195
196     /* Under DirectX you can have texture stage operations even if no texture is
197        bound, whereas opengl will only do texture operations when a valid texture is
198        bound. We emulate this by creating dummy textures and binding them to each
199        texture stage, but disable all stages by default. Hence if a stage is enabled
200        then the default texture will kick in until replaced by a SetTexture call     */
201
202     ENTER_GL();
203
204     for (i = 0; i < GL_LIMITS(textures); i++) {
205         GLubyte white = 255;
206
207         /* Note this avoids calling settexture, so pretend it has been called */
208         This->StateBlock->Set.textures[i] = TRUE;
209         This->StateBlock->Changed.textures[i] = TRUE;
210         This->StateBlock->textures[i] = NULL;
211
212         /* Make appropriate texture active */
213         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
214 #if defined(GL_VERSION_1_3)
215             glActiveTexture(GL_TEXTURE0 + i);
216 #else
217             glActiveTextureARB(GL_TEXTURE0_ARB + i);
218 #endif
219             checkGLcall("glActiveTextureARB");
220         } else if (i > 0) {
221             FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
222         }
223
224         /* Generate an opengl texture name */
225         glGenTextures(1, &This->dummyTextureName[i]);
226         checkGLcall("glGenTextures");
227         TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
228
229         /* Generate a dummy 1d texture */
230         This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
231         glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
232         checkGLcall("glBindTexture");
233
234         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); 
235         checkGLcall("glTexImage1D");
236
237         /* Reapply all the texture state information to this texture */
238         setupTextureStates(iface, i, REAPPLY_ALL);
239     }
240
241     LEAVE_GL();
242
243     /* defaulting palettes */
244     for (i = 0; i < MAX_PALETTES; ++i) {
245       for (j = 0; j < 256; ++j) {
246         This->palettes[i][j].peRed   = 0xFF;
247         This->palettes[i][j].peGreen = 0xFF;
248         This->palettes[i][j].peBlue  = 0xFF;
249         This->palettes[i][j].peFlags = 0xFF;
250       }
251     }
252     This->currentPalette = 0;
253
254     TRACE("-----------------------> Device defaults now set up...\n");
255
256     return D3D_OK;
257 }
258
259
260
261 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
262   IDirect3DStateBlockImpl* object;
263   UINT i, j;
264
265   TRACE("(%p) : Type(%d)\n", This, Type);
266
267   /* Allocate Storage */
268   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
269   if (object) {
270     if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
271       /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
272       object->device = This;
273       object->ref = 1;
274       object->blockType = Type;
275       This->StateBlock = object;
276       /* don't forget to init it calling InitStartupStateBlock */
277       return D3D_OK;
278     }
279     memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
280   } else {
281     *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
282     return E_OUTOFMEMORY;
283   }
284   /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
285   object->device = This;
286   object->ref = 1;
287   object->blockType = Type;
288
289   TRACE("Updating changed flags appropriate for type %d\n", Type);
290
291   if (Type == D3DSBT_ALL) {
292     TRACE("ALL => Pretend everything has changed\n");
293     memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
294     
295   } else if (Type == D3DSBT_PIXELSTATE) {
296     
297     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
298     
299     /* TODO: Pixel Shader Constants */
300     object->Changed.pixelShader = TRUE;
301     for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
302       object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
303     }
304     for (j = 0; j < GL_LIMITS(textures); i++) {
305       for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
306         object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
307       }
308     }
309     
310   } else if (Type == D3DSBT_VERTEXSTATE) {
311     
312     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
313     
314     /* TODO: Vertex Shader Constants */
315     object->Changed.vertexShader = TRUE;
316     for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
317       object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
318     }
319     for (j = 0; j < GL_LIMITS(textures); i++) {
320       for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
321         object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
322       }
323     }
324
325     /* Duplicate light chain */
326     {
327         PLIGHTINFOEL *src = NULL;
328         PLIGHTINFOEL *dst = NULL;
329         PLIGHTINFOEL *newEl = NULL;
330
331         src = This->StateBlock->lights;
332         object->lights = NULL;
333         
334         while (src) {
335             newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
336             if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
337             memcpy(newEl, src, sizeof(PLIGHTINFOEL));
338             newEl->prev = dst;
339             newEl->changed = TRUE;
340             newEl->enabledChanged = TRUE;
341             if (dst == NULL) {
342                 object->lights = newEl;
343             } else {
344                 dst->next = newEl;
345             }
346             dst = newEl;
347             src = src->next;
348         }
349     }
350     
351   } else {
352     FIXME("Unrecognized state block type %d\n", Type);
353   }
354   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
355   
356   *ppStateBlock = object;
357   return D3D_OK;
358 }
359
360 /** yakkk temporary waiting for Release */
361 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
362   PLIGHTINFOEL *tmp;
363
364   TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
365   tmp = pSB->lights;
366   if (tmp) tmp = tmp->next;
367   while (tmp != NULL) {
368       HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
369       tmp = tmp->next;
370   }
371   if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp);
372   HeapFree(GetProcessHeap(), 0, (void *)pSB);
373   return D3D_OK;
374 }
375
376 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
377   IDirect3DStateBlockImpl* object;
378   
379   TRACE("(%p)\n", This);
380   
381   if (This->isRecordingState) {
382     TRACE("(%p) already recording! returning error\n", This);
383     return D3DERR_INVALIDCALL;
384   }
385
386   /* Allocate Storage */
387   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
388   if (object) {
389   } else {
390     return E_OUTOFMEMORY;
391   }
392   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
393   object->device = This;
394   object->ref = 1;
395   
396   This->isRecordingState = TRUE;
397   This->UpdateStateBlock = object;
398   
399   return D3D_OK;
400 }
401
402 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
403   TRACE("(%p)\n", This);
404   
405   if (!This->isRecordingState) {
406     TRACE("(%p) not recording! returning error\n", This);
407     *ppStateBlock = NULL;
408     return D3DERR_INVALIDCALL;
409   }
410
411   This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
412   *ppStateBlock = This->UpdateStateBlock;  /* FIXME: AddRef() */
413   This->isRecordingState = FALSE;
414   This->UpdateStateBlock = This->StateBlock;
415   
416   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
417   return D3D_OK;
418 }
419
420 HRESULT  WINAPI  IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
421     UINT i;
422     UINT j;
423     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
424
425     TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
426
427     /* FIXME: Only apply applicable states not all states */
428
429     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
430
431         PLIGHTINFOEL *toDo = pSB->lights;
432         while (toDo != NULL) {
433             if (toDo->changed) 
434                   IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
435             if (toDo->enabledChanged) 
436                   IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
437             toDo = toDo->next;
438         }
439
440         if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
441             IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
442
443         /* TODO: Vertex Shader Constants */
444     }
445
446     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
447
448         if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
449             IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
450
451         /* TODO: Pixel Shader Constants */
452     }
453
454     /* Others + Render & Texture */
455     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
456         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
457             if (pSB->Set.transform[i] && pSB->Changed.transform[i])
458                 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
459         }
460
461         if (pSB->Set.Indices && pSB->Changed.Indices)
462             IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
463
464         if (pSB->Set.material && pSB->Changed.material)
465             IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
466
467         if (pSB->Set.viewport && pSB->Changed.viewport)
468             IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
469
470         for (i=0; i<MAX_STREAMS; i++) {
471             if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
472                 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
473         }
474
475         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
476             if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
477                 float clip[4];
478
479                 clip[0] = pSB->clipplane[i][0];
480                 clip[1] = pSB->clipplane[i][1];
481                 clip[2] = pSB->clipplane[i][2];
482                 clip[3] = pSB->clipplane[i][3];
483                 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
484             }
485         }
486
487         /* Render */
488         for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
489             if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
490                 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
491         }
492
493         /* Texture */
494         for (j = 0; j < GL_LIMITS(textures); j++) {
495           for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
496             if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
497               IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
498             }
499           } 
500           if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
501             IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
502           } 
503         }
504
505
506     } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
507
508         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
509             if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
510                 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
511
512         }
513
514         for (j = 0; j < GL_LIMITS(textures); i++) {
515             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
516                 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
517                     pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
518                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
519             }
520         }
521
522     } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
523
524         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
525             if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
526                 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
527         }
528
529         for (j = 0; j < GL_LIMITS(textures); i++) {
530             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
531                 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
532                     pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
533                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
534             }
535         }
536
537
538     } else {
539         FIXME("Unrecognized state block type %d\n", pSB->blockType);
540     }
541     memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
542     TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
543
544     return D3D_OK;
545 }
546
547 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
548     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
549     PLIGHTINFOEL     *tmp;
550
551     TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
552
553     /* If not recorded, then update can just recapture */
554     if (updateBlock->blockType != D3DSBT_RECORDED) {
555         IDirect3DStateBlockImpl* tmpBlock;
556         IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
557
558         /* Note just swap the light chains over so when deleting, the old one goes */
559         tmp = updateBlock->lights;
560         memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
561         tmpBlock->lights = tmp;
562
563         /* Delete the temporary one (which points to the old light chain though */
564         IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
565
566     } else {
567         int i, j;
568         PLIGHTINFOEL *src;
569
570         /* Recorded => Only update 'changed' values */
571         if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
572             updateBlock->VertexShader = This->StateBlock->VertexShader;
573             TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
574         }
575
576         /* TODO: Vertex Shader Constants */
577
578         /* Lights... For a recorded state block, we just had a chain of actions to perform,
579              so we need to walk that chain and update any actions which differ */
580         src = updateBlock->lights;
581         while (src != NULL) {
582             PLIGHTINFOEL *realLight = NULL;
583             
584             /* Locate the light in the live lights */
585             realLight = This->StateBlock->lights;
586             while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
587
588             if (realLight == NULL) {
589                 FIXME("A captured light no longer exists...?\n");
590             } else {
591
592                 /* If 'changed' then its a SetLight command. Rather than comparing to see
593                      if the OriginalParms have changed and then copy them (twice through
594                      memory) just do the copy                                              */
595                 if (src->changed) {
596                     TRACE("Updating lights for light %ld\n", src->OriginalIndex);
597                     memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
598                 }
599
600                 /* If 'enabledChanged' then its a LightEnable command */
601                 if (src->enabledChanged) {
602                     TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
603                     src->lightEnabled = realLight->lightEnabled;
604                 }
605
606             }
607
608             src = src->next;
609         }
610         
611
612         if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
613             TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
614             IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
615         }
616
617         /* TODO: Pixel Shader Constants */
618
619         /* Others + Render & Texture */
620         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
621           if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i], 
622                                                       &updateBlock->transforms[i], 
623                                                       sizeof(D3DMATRIX)) != 0) {
624             TRACE("Updating transform %d\n", i);
625             memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
626           }
627         }
628
629         if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
630                                          || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
631           TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", 
632                 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
633           updateBlock->pIndexData = This->StateBlock->pIndexData;
634           updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
635         }
636
637        if (updateBlock->Set.material && memcmp(&This->StateBlock->material, 
638                                                    &updateBlock->material, 
639                                                    sizeof(D3DMATERIAL8)) != 0) {
640                 TRACE("Updating material\n");
641                 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
642        }
643            
644        if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport, 
645                                                    &updateBlock->viewport, 
646                                                    sizeof(D3DVIEWPORT8)) != 0) {
647                 TRACE("Updating viewport\n");
648                 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
649        }
650
651        for (i = 0; i < MAX_STREAMS; i++) {
652            if (updateBlock->Set.stream_source[i] && 
653                            ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
654                            (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
655                TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i], 
656                                                                         This->StateBlock->stream_stride[i]);
657                updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
658                updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
659            }
660        }
661
662        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
663            if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i], 
664                                                        &updateBlock->clipplane[i], 
665                                                        sizeof(updateBlock->clipplane)) != 0) {
666
667                TRACE("Updating clipplane %d\n", i);
668                memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], 
669                                        sizeof(updateBlock->clipplane));
670            }
671        }
672
673        /* Render */
674        for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
675
676            if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] != 
677                                                        This->StateBlock->renderstate[i])) {
678                TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
679                updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
680            }
681        }
682
683        /* Texture */
684        for (j = 0; j < GL_LIMITS(textures); j++) {
685            for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
686
687                if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] != 
688                                                                 This->StateBlock->texture_state[j][i])) {
689                    TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i], 
690                                updateBlock->texture_state[j][i]);
691                    updateBlock->texture_state[j][i] =  This->StateBlock->texture_state[j][i];
692                }
693
694                if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
695                    TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j],  updateBlock->textures[j]);
696                    updateBlock->textures[j] =  This->StateBlock->textures[j];
697                }
698            }
699
700        }
701     }
702
703     TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
704
705     return D3D_OK;
706 }
707
708 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
709     D3DRS_ALPHABLENDENABLE   ,
710     D3DRS_ALPHAFUNC          ,
711     D3DRS_ALPHAREF           ,
712     D3DRS_ALPHATESTENABLE    ,
713     D3DRS_BLENDOP            ,
714     D3DRS_COLORWRITEENABLE   ,
715     D3DRS_DESTBLEND          ,
716     D3DRS_DITHERENABLE       ,
717     D3DRS_EDGEANTIALIAS      ,
718     D3DRS_FILLMODE           ,
719     D3DRS_FOGDENSITY         ,
720     D3DRS_FOGEND             ,
721     D3DRS_FOGSTART           ,
722     D3DRS_LASTPIXEL          ,
723     D3DRS_LINEPATTERN        ,
724     D3DRS_SHADEMODE          ,
725     D3DRS_SRCBLEND           ,
726     D3DRS_STENCILENABLE      ,
727     D3DRS_STENCILFAIL        ,
728     D3DRS_STENCILFUNC        ,
729     D3DRS_STENCILMASK        ,
730     D3DRS_STENCILPASS        ,
731     D3DRS_STENCILREF         ,
732     D3DRS_STENCILWRITEMASK   ,
733     D3DRS_STENCILZFAIL       ,
734     D3DRS_TEXTUREFACTOR      ,
735     D3DRS_WRAP0              ,
736     D3DRS_WRAP1              ,
737     D3DRS_WRAP2              ,
738     D3DRS_WRAP3              ,
739     D3DRS_WRAP4              ,
740     D3DRS_WRAP5              ,
741     D3DRS_WRAP6              ,
742     D3DRS_WRAP7              ,
743     D3DRS_ZBIAS              ,
744     D3DRS_ZENABLE            ,
745     D3DRS_ZFUNC              ,
746     D3DRS_ZWRITEENABLE
747 };
748
749 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
750     D3DTSS_ADDRESSU              ,
751     D3DTSS_ADDRESSV              ,
752     D3DTSS_ADDRESSW              ,
753     D3DTSS_ALPHAARG0             ,
754     D3DTSS_ALPHAARG1             ,
755     D3DTSS_ALPHAARG2             ,
756     D3DTSS_ALPHAOP               ,
757     D3DTSS_BORDERCOLOR           ,
758     D3DTSS_BUMPENVLOFFSET        ,
759     D3DTSS_BUMPENVLSCALE         ,
760     D3DTSS_BUMPENVMAT00          ,
761     D3DTSS_BUMPENVMAT01          ,
762     D3DTSS_BUMPENVMAT10          ,
763     D3DTSS_BUMPENVMAT11          ,
764     D3DTSS_COLORARG0             ,
765     D3DTSS_COLORARG1             ,
766     D3DTSS_COLORARG2             ,
767     D3DTSS_COLOROP               ,
768     D3DTSS_MAGFILTER             ,
769     D3DTSS_MAXANISOTROPY         ,
770     D3DTSS_MAXMIPLEVEL           ,
771     D3DTSS_MINFILTER             ,
772     D3DTSS_MIPFILTER             ,
773     D3DTSS_MIPMAPLODBIAS         ,
774     D3DTSS_RESULTARG             ,
775     D3DTSS_TEXCOORDINDEX         ,
776     D3DTSS_TEXTURETRANSFORMFLAGS
777 };
778
779 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
780     D3DRS_AMBIENT                       ,
781     D3DRS_AMBIENTMATERIALSOURCE         ,
782     D3DRS_CLIPPING                      ,
783     D3DRS_CLIPPLANEENABLE               ,
784     D3DRS_COLORVERTEX                   ,
785     D3DRS_DIFFUSEMATERIALSOURCE         ,
786     D3DRS_EMISSIVEMATERIALSOURCE        ,
787     D3DRS_FOGDENSITY                    ,
788     D3DRS_FOGEND                        ,
789     D3DRS_FOGSTART                      ,
790     D3DRS_FOGTABLEMODE                  ,
791     D3DRS_FOGVERTEXMODE                 ,
792     D3DRS_INDEXEDVERTEXBLENDENABLE      ,
793     D3DRS_LIGHTING                      ,
794     D3DRS_LOCALVIEWER                   ,
795     D3DRS_MULTISAMPLEANTIALIAS          ,
796     D3DRS_MULTISAMPLEMASK               ,
797     D3DRS_NORMALIZENORMALS              ,
798     D3DRS_PATCHEDGESTYLE                ,
799     D3DRS_PATCHSEGMENTS                 ,
800     D3DRS_POINTSCALE_A                  ,
801     D3DRS_POINTSCALE_B                  ,
802     D3DRS_POINTSCALE_C                  ,
803     D3DRS_POINTSCALEENABLE              ,
804     D3DRS_POINTSIZE                     ,
805     D3DRS_POINTSIZE_MAX                 ,
806     D3DRS_POINTSIZE_MIN                 ,
807     D3DRS_POINTSPRITEENABLE             ,
808     D3DRS_RANGEFOGENABLE                ,
809     D3DRS_SOFTWAREVERTEXPROCESSING      ,
810     D3DRS_SPECULARMATERIALSOURCE        ,
811     D3DRS_TWEENFACTOR                   ,
812     D3DRS_VERTEXBLEND
813 };
814
815 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
816     D3DTSS_TEXCOORDINDEX         ,
817     D3DTSS_TEXTURETRANSFORMFLAGS
818 };