- declare a new debug chanel for vertex shaders
[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 "windef.h"
24 #include "winbase.h"
25 #include "winuser.h"
26 #include "wingdi.h"
27 #include "wine/debug.h"
28
29 #include <math.h>
30
31 #include "d3d8_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34
35 /* Used for CreateStateBlock */
36 #define NUM_SAVEDPIXELSTATES_R     38
37 #define NUM_SAVEDPIXELSTATES_T     27
38 #define NUM_SAVEDVERTEXSTATES_R    33
39 #define NUM_SAVEDVERTEXSTATES_T    2
40
41 /*
42  * Globals
43  */
44 extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
45 extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
46 extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
47 extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
48 static const float idmatrix[16] = {
49   1.0, 0.0, 0.0, 0.0,
50   0.0, 1.0, 0.0, 0.0,
51   0.0, 0.0, 1.0, 0.0,
52   0.0, 0.0, 0.0, 1.0
53 };
54
55 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
56     D3DLINEPATTERN lp;
57     int i;
58     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
59
60     /* Note this may have a large overhead but it should only be executed
61        once, in order to initialize the complete state of the device and 
62        all opengl equivalents                                            */
63     TRACE("-----------------------> Setting up device defaults...\n");
64     This->StateBlock->blockType = D3DSBT_ALL;
65
66     /* FIXME: Set some of the defaults for lights, transforms etc */
67     memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
68     memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
69     for (i = 0; i < 256; ++i) {
70       memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
71     }
72  
73     /* Render states: */
74     if (This->PresentParms.EnableAutoDepthStencil) {
75        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
76     } else {
77        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
78     }
79     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
80     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
81     lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
82     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
83     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
84     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
85     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
86     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
87     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
88     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
89     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
90     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
91     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
92     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
93     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
94     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
95     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
96     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
97     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
98     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
99     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
100     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
101     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
102     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
103     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
104     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
105     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
106     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
107     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
108     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
109     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
110     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
111     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
112     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
113     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
114     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
115     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
116     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
117     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
118     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
119     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
120     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
121     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
122     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
123     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
124     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
125     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
126     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
127     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
128     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
129     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
130     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
131     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
132     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
133     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
134     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
135     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
136     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
137     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
138     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
139     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
140     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
141     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
142     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
143     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
144     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
145     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
146     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
147     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
148     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
149     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
150     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
151     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
152     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
153     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
154
155     /* Texture Stage States - Put directly into state block, we will call function below */
156     for (i=0; i<This->TextureUnits;i++) {
157         memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0+i], &idmatrix, sizeof(idmatrix));
158         This->StateBlock->texture_state[i][D3DTSS_COLOROP               ] = (i==0)? D3DTOP_MODULATE :  D3DTOP_DISABLE;
159         This->StateBlock->texture_state[i][D3DTSS_COLORARG1             ] = D3DTA_TEXTURE;
160         This->StateBlock->texture_state[i][D3DTSS_COLORARG2             ] = D3DTA_CURRENT;
161         This->StateBlock->texture_state[i][D3DTSS_ALPHAOP               ] = (i==0)? D3DTOP_SELECTARG1 :  D3DTOP_DISABLE;
162         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1             ] = D3DTA_TEXTURE;
163         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2             ] = D3DTA_CURRENT;
164         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
165         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
166         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
167         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
168         This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX         ] = i;
169         This->StateBlock->texture_state[i][D3DTSS_ADDRESSU              ] = D3DTADDRESS_WRAP;
170         This->StateBlock->texture_state[i][D3DTSS_ADDRESSV              ] = D3DTADDRESS_WRAP;
171         This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR           ] = 0x00;
172         This->StateBlock->texture_state[i][D3DTSS_MAGFILTER             ] = D3DTEXF_POINT;
173         This->StateBlock->texture_state[i][D3DTSS_MINFILTER             ] = D3DTEXF_POINT;
174         This->StateBlock->texture_state[i][D3DTSS_MIPFILTER             ] = D3DTEXF_NONE;
175         This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS         ] = 0;
176         This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL           ] = 0;
177         This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY         ] = 1;
178         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
179         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
180         This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
181         This->StateBlock->texture_state[i][D3DTSS_ADDRESSW              ] = D3DTADDRESS_WRAP;
182         This->StateBlock->texture_state[i][D3DTSS_COLORARG0             ] = D3DTA_CURRENT;
183         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0             ] = D3DTA_CURRENT;
184         This->StateBlock->texture_state[i][D3DTSS_RESULTARG             ] = D3DTA_CURRENT;
185     }
186
187     /* Under DirectX you can have texture stage operations even if no texture is
188        bound, whereas opengl will only do texture operations when a valid texture is
189        bound. We emulate this by creating dummy textures and binding them to each
190        texture stage, but disable all stages by default. Hence if a stage is enabled
191        then the default texture will kick in until replaced by a SetTexture call     */
192
193     for (i = 0; i < This->TextureUnits; i++) {
194         GLubyte white = 255;
195
196         /* Note this avoids calling settexture, so pretend it has been called */
197         This->StateBlock->Set.textures[i] = TRUE;
198         This->StateBlock->Changed.textures[i] = TRUE;
199         This->StateBlock->textures[i] = NULL;
200
201         /* Make appropriate texture active */
202         if (This->isMultiTexture) {
203 #if defined(GL_VERSION_1_3)
204             glActiveTexture(GL_TEXTURE0 + i);
205 #else
206             glActiveTextureARB(GL_TEXTURE0_ARB + i);
207 #endif
208             checkGLcall("glActiveTextureARB");
209         } else if (i > 0) {
210             FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
211         }
212
213         /* Generate an opengl texture name */
214         glGenTextures(1, &This->dummyTextureName[i]);
215         checkGLcall("glGenTextures");
216         TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
217
218         /* Generate a dummy 1d texture */
219         This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
220         glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
221         checkGLcall("glBindTexture");
222
223         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); 
224         checkGLcall("glTexImage1D");
225
226         /* Reapply all the texture state information to this texture */
227         setupTextureStates(iface, i);
228     }
229
230     TRACE("-----------------------> Device defaults now set up...\n");
231
232     return D3D_OK;
233 }
234
235
236
237 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
238   IDirect3DStateBlockImpl* object;
239   UINT i, j;
240
241   TRACE("(%p) : Type(%d)\n", This, Type);
242
243   /* Allocate Storage */
244   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
245   if (object) {
246     if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
247       /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
248       object->device = This;
249       object->ref = 1;
250       object->blockType = Type;
251       This->StateBlock = object;
252       /* don't forget to init it calling InitStartupStateBlock */
253       return D3D_OK;
254     }
255     memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
256   } else {
257     *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
258     return E_OUTOFMEMORY;
259   }
260   /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
261   object->device = This;
262   object->ref = 1;
263   object->blockType = Type;
264
265   TRACE("Updating changed flags appropriate for type %d\n", Type);
266
267   if (Type == D3DSBT_ALL) {
268     TRACE("ALL => Pretend everything has changed\n");
269     memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
270     
271   } else if (Type == D3DSBT_PIXELSTATE) {
272     
273     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
274     
275     /* TODO: Pixel Shader Constants */
276     object->Changed.pixelShader = TRUE;
277     for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
278       object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
279     }
280     for (j = 0; j < This->TextureUnits; i++) {
281       for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
282         object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
283       }
284     }
285     
286   } else if (Type == D3DSBT_VERTEXSTATE) {
287     
288     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
289     
290     /* TODO: Vertex Shader Constants */
291     object->Changed.vertexShader = TRUE;
292     for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
293       object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
294     }
295     for (j = 0; j < This->TextureUnits; i++) {
296       for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
297         object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
298       }
299     }
300     for (i = 0; i < This->maxLights; i++) {
301       object->Changed.lightEnable[i] = TRUE;
302       object->Changed.lights[i] = TRUE;
303     }
304     
305   } else {
306     FIXME("Unrecognized state block type %d\n", Type);
307   }
308   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
309   
310   *ppStateBlock = object;
311   return D3D_OK;
312 }
313
314 /** yakkk temporary waiting for Release */
315 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
316   TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
317   HeapFree(GetProcessHeap(), 0, (void *)pSB);
318   return D3D_OK;
319 }
320
321 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
322   IDirect3DStateBlockImpl* object;
323   
324   TRACE("(%p)\n", This);
325   
326   if (This->isRecordingState) {
327     TRACE("(%p) already recording! returning error\n", This);
328     return D3DERR_INVALIDCALL;
329   }
330
331   /* Allocate Storage */
332   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
333   if (object) {
334   } else {
335     return E_OUTOFMEMORY;
336   }
337   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
338   object->device = This;
339   object->ref = 1;
340   
341   This->isRecordingState = TRUE;
342   This->UpdateStateBlock = object;
343   
344   return D3D_OK;
345 }
346
347 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
348   TRACE("(%p)\n", This);
349   
350   if (!This->isRecordingState) {
351     TRACE("(%p) not recording! returning error\n", This);
352     *ppStateBlock = NULL;
353     return D3DERR_INVALIDCALL;
354   }
355
356   This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
357   *ppStateBlock = This->UpdateStateBlock;  /* FIXME: AddRef() */
358   This->isRecordingState = FALSE;
359   This->UpdateStateBlock = This->StateBlock;
360   
361   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
362   return D3D_OK;
363 }
364
365 HRESULT  WINAPI  IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
366     UINT i;
367     UINT j;
368     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
369
370     TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
371
372     /* FIXME: Only apply applicable states not all states */
373
374     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
375
376         for (i = 0; i < This->maxLights; i++) {
377
378             if (pSB->Set.lightEnable[i] && pSB->Changed.lightEnable[i])
379                 IDirect3DDevice8Impl_LightEnable(iface, i, pSB->lightEnable[i]);
380             if (pSB->Set.lights[i] && pSB->Changed.lights[i])
381                 IDirect3DDevice8Impl_SetLight(iface, i, &pSB->lights[i]);
382         }
383
384         if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
385             IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
386
387         /* TODO: Vertex Shader Constants */
388     }
389
390     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
391
392         if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
393             IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
394
395         /* TODO: Pixel Shader Constants */
396     }
397
398     /* Others + Render & Texture */
399     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
400         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
401             if (pSB->Set.transform[i] && pSB->Changed.transform[i])
402                 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
403         }
404
405         if (pSB->Set.Indices && pSB->Changed.Indices)
406             IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
407
408         if (pSB->Set.material && pSB->Changed.material)
409             IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
410
411         if (pSB->Set.viewport && pSB->Changed.viewport)
412             IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
413
414         for (i=0; i<MAX_STREAMS; i++) {
415             if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
416                 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
417         }
418
419         for (i = 0; i < This->clipPlanes; i++) {
420             if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
421                 float clip[4];
422
423                 clip[0] = pSB->clipplane[i][0];
424                 clip[1] = pSB->clipplane[i][1];
425                 clip[2] = pSB->clipplane[i][2];
426                 clip[3] = pSB->clipplane[i][3];
427                 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
428             }
429         }
430
431         /* Render */
432         for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
433             if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
434                 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
435         }
436
437         /* Texture */
438         for (j = 0; j < This->TextureUnits; j++) {
439           for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
440             if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
441               IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
442             }
443           } 
444           if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
445             IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
446           } 
447         }
448
449
450     } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
451
452         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
453             if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
454                 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
455
456         }
457
458         for (j = 0; j < This->TextureUnits; i++) {
459             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
460                 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
461                     pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
462                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
463             }
464         }
465
466     } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
467
468         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
469             if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
470                 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
471         }
472
473         for (j = 0; j < This->TextureUnits; i++) {
474             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
475                 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
476                     pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
477                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
478             }
479         }
480
481
482     } else {
483         FIXME("Unrecognized state block type %d\n", pSB->blockType);
484     }
485     memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
486     TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
487
488     return D3D_OK;
489 }
490
491 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
492     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
493
494     TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
495
496     /* If not recorded, then update can just recapture */
497     if (updateBlock->blockType != D3DSBT_RECORDED) {
498         IDirect3DStateBlockImpl* tmpBlock;
499         IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
500         memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
501         IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
502
503         /* FIXME: This will record states of new lights! May need to have and save set_lights
504            across this action */
505
506     } else {
507         int i, j;
508
509         /* Recorded => Only update 'changed' values */
510         if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
511             updateBlock->VertexShader = This->StateBlock->VertexShader;
512             TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
513         }
514
515         /* TODO: Vertex Shader Constants */
516
517         for (i = 0; i < This->maxLights; i++) {
518           if (updateBlock->Set.lightEnable[i] && This->StateBlock->lightEnable[i] != updateBlock->lightEnable[i]) {
519               TRACE("Updating light enable for light %d to %d\n", i, This->StateBlock->lightEnable[i]);
520               updateBlock->lightEnable[i] = This->StateBlock->lightEnable[i];
521           }
522
523           if (updateBlock->Set.lights[i] && memcmp(&This->StateBlock->lights[i], 
524                                                    &updateBlock->lights[i], 
525                                                    sizeof(D3DLIGHT8)) != 0) {
526               TRACE("Updating lights for light %d\n", i);
527               memcpy(&updateBlock->lights[i], &This->StateBlock->lights[i], sizeof(D3DLIGHT8));
528           }
529         }
530
531         if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
532             TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
533             updateBlock->lights[i] = This->StateBlock->lights[i];
534             IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
535         }
536
537         /* TODO: Pixel Shader Constants */
538
539         /* Others + Render & Texture */
540         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
541           if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i], 
542                                                       &updateBlock->transforms[i], 
543                                                       sizeof(D3DMATRIX)) != 0) {
544             TRACE("Updating transform %d\n", i);
545             memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
546           }
547         }
548
549         if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
550                                          || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
551           TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", 
552                 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
553           updateBlock->pIndexData = This->StateBlock->pIndexData;
554           updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
555         }
556
557        if (updateBlock->Set.material && memcmp(&This->StateBlock->material, 
558                                                    &updateBlock->material, 
559                                                    sizeof(D3DMATERIAL8)) != 0) {
560                 TRACE("Updating material\n");
561                 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
562        }
563            
564        if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport, 
565                                                    &updateBlock->viewport, 
566                                                    sizeof(D3DVIEWPORT8)) != 0) {
567                 TRACE("Updating viewport\n");
568                 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
569        }
570
571        for (i = 0; i < MAX_STREAMS; i++) {
572            if (updateBlock->Set.stream_source[i] && 
573                            ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
574                            (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
575                TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i], 
576                                                                         This->StateBlock->stream_stride[i]);
577                updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
578                updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
579            }
580        }
581
582        for (i = 0; i < This->clipPlanes; i++) {
583            if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i], 
584                                                        &updateBlock->clipplane[i], 
585                                                        sizeof(updateBlock->clipplane)) != 0) {
586
587                TRACE("Updating clipplane %d\n", i);
588                memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], 
589                                        sizeof(updateBlock->clipplane));
590            }
591        }
592
593        /* Render */
594        for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
595
596            if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] != 
597                                                        This->StateBlock->renderstate[i])) {
598                TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
599                updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
600            }
601        }
602
603        /* Texture */
604        for (j = 0; j < This->TextureUnits; j++) {
605            for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
606
607                if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] != 
608                                                                 This->StateBlock->texture_state[j][i])) {
609                    TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i], 
610                                updateBlock->texture_state[j][i]);
611                    updateBlock->texture_state[j][i] =  This->StateBlock->texture_state[j][i];
612                }
613
614                if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
615                    TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j],  updateBlock->textures[j]);
616                    updateBlock->textures[j] =  This->StateBlock->textures[j];
617                }
618            }
619
620        }
621     }
622
623     TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
624
625     return D3D_OK;
626 }
627
628 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
629     D3DRS_ALPHABLENDENABLE   ,
630     D3DRS_ALPHAFUNC          ,
631     D3DRS_ALPHAREF           ,
632     D3DRS_ALPHATESTENABLE    ,
633     D3DRS_BLENDOP            ,
634     D3DRS_COLORWRITEENABLE   ,
635     D3DRS_DESTBLEND          ,
636     D3DRS_DITHERENABLE       ,
637     D3DRS_EDGEANTIALIAS      ,
638     D3DRS_FILLMODE           ,
639     D3DRS_FOGDENSITY         ,
640     D3DRS_FOGEND             ,
641     D3DRS_FOGSTART           ,
642     D3DRS_LASTPIXEL          ,
643     D3DRS_LINEPATTERN        ,
644     D3DRS_SHADEMODE          ,
645     D3DRS_SRCBLEND           ,
646     D3DRS_STENCILENABLE      ,
647     D3DRS_STENCILFAIL        ,
648     D3DRS_STENCILFUNC        ,
649     D3DRS_STENCILMASK        ,
650     D3DRS_STENCILPASS        ,
651     D3DRS_STENCILREF         ,
652     D3DRS_STENCILWRITEMASK   ,
653     D3DRS_STENCILZFAIL       ,
654     D3DRS_TEXTUREFACTOR      ,
655     D3DRS_WRAP0              ,
656     D3DRS_WRAP1              ,
657     D3DRS_WRAP2              ,
658     D3DRS_WRAP3              ,
659     D3DRS_WRAP4              ,
660     D3DRS_WRAP5              ,
661     D3DRS_WRAP6              ,
662     D3DRS_WRAP7              ,
663     D3DRS_ZBIAS              ,
664     D3DRS_ZENABLE            ,
665     D3DRS_ZFUNC              ,
666     D3DRS_ZWRITEENABLE
667 };
668
669 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
670     D3DTSS_ADDRESSU              ,
671     D3DTSS_ADDRESSV              ,
672     D3DTSS_ADDRESSW              ,
673     D3DTSS_ALPHAARG0             ,
674     D3DTSS_ALPHAARG1             ,
675     D3DTSS_ALPHAARG2             ,
676     D3DTSS_ALPHAOP               ,
677     D3DTSS_BORDERCOLOR           ,
678     D3DTSS_BUMPENVLOFFSET        ,
679     D3DTSS_BUMPENVLSCALE         ,
680     D3DTSS_BUMPENVMAT00          ,
681     D3DTSS_BUMPENVMAT01          ,
682     D3DTSS_BUMPENVMAT10          ,
683     D3DTSS_BUMPENVMAT11          ,
684     D3DTSS_COLORARG0             ,
685     D3DTSS_COLORARG1             ,
686     D3DTSS_COLORARG2             ,
687     D3DTSS_COLOROP               ,
688     D3DTSS_MAGFILTER             ,
689     D3DTSS_MAXANISOTROPY         ,
690     D3DTSS_MAXMIPLEVEL           ,
691     D3DTSS_MINFILTER             ,
692     D3DTSS_MIPFILTER             ,
693     D3DTSS_MIPMAPLODBIAS         ,
694     D3DTSS_RESULTARG             ,
695     D3DTSS_TEXCOORDINDEX         ,
696     D3DTSS_TEXTURETRANSFORMFLAGS
697 };
698
699 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
700     D3DRS_AMBIENT                       ,
701     D3DRS_AMBIENTMATERIALSOURCE         ,
702     D3DRS_CLIPPING                      ,
703     D3DRS_CLIPPLANEENABLE               ,
704     D3DRS_COLORVERTEX                   ,
705     D3DRS_DIFFUSEMATERIALSOURCE         ,
706     D3DRS_EMISSIVEMATERIALSOURCE        ,
707     D3DRS_FOGDENSITY                    ,
708     D3DRS_FOGEND                        ,
709     D3DRS_FOGSTART                      ,
710     D3DRS_FOGTABLEMODE                  ,
711     D3DRS_FOGVERTEXMODE                 ,
712     D3DRS_INDEXEDVERTEXBLENDENABLE      ,
713     D3DRS_LIGHTING                      ,
714     D3DRS_LOCALVIEWER                   ,
715     D3DRS_MULTISAMPLEANTIALIAS          ,
716     D3DRS_MULTISAMPLEMASK               ,
717     D3DRS_NORMALIZENORMALS              ,
718     D3DRS_PATCHEDGESTYLE                ,
719     D3DRS_PATCHSEGMENTS                 ,
720     D3DRS_POINTSCALE_A                  ,
721     D3DRS_POINTSCALE_B                  ,
722     D3DRS_POINTSCALE_C                  ,
723     D3DRS_POINTSCALEENABLE              ,
724     D3DRS_POINTSIZE                     ,
725     D3DRS_POINTSIZE_MAX                 ,
726     D3DRS_POINTSIZE_MIN                 ,
727     D3DRS_POINTSPRITEENABLE             ,
728     D3DRS_RANGEFOGENABLE                ,
729     D3DRS_SOFTWAREVERTEXPROCESSING      ,
730     D3DRS_SPECULARMATERIALSOURCE        ,
731     D3DRS_TWEENFACTOR                   ,
732     D3DRS_VERTEXBLEND
733 };
734
735 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
736     D3DTSS_TEXCOORDINDEX         ,
737     D3DTSS_TEXTURETRANSFORMFLAGS
738 };