2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
39 IWineD3DStateBlockImpl *This = object;
41 /* Allocate space for floating point constants */
42 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
43 if (!object->pixelShaderConstantF) goto fail;
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 if (!object->changed.pixelShaderConstantsF) goto fail;
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 if (!object->vertexShaderConstantF) goto fail;
51 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 if (!object->changed.vertexShaderConstantsF) goto fail;
54 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
55 if (!object->contained_vs_consts_f) goto fail;
57 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
58 if (!object->contained_ps_consts_f) goto fail;
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
65 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
66 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
67 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
68 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
69 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
76 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
77 unsigned bsize = sizeof(BOOL);
80 dest->indices = source->indices;
81 dest->material = source->material;
82 dest->viewport = source->viewport;
83 dest->vertexDecl = source->vertexDecl;
84 dest->pixelShader = source->pixelShader;
85 dest->vertexShader = source->vertexShader;
86 dest->scissorRect = dest->scissorRect;
88 /* Fixed size arrays */
89 dest->streamSource = source->streamSource;
90 dest->streamFreq = source->streamFreq;
91 dest->textures = source->textures;
92 memcpy(dest->transform, source->transform, sizeof(source->transform));
93 memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
94 memcpy(dest->textureState, source->textureState, sizeof(source->textureState));
95 memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
96 dest->clipplane = source->clipplane;
97 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
98 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
99 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
100 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
102 /* Dynamically sized arrays */
103 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
104 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
107 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
109 DWORD mask = (1 << (map_size & 0x1f)) - 1;
110 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
111 if (mask) map[map_size >> 5] = mask;
114 /** Set all members of a stateblock savedstate to the given value */
115 void stateblock_savedstates_set(
116 IWineD3DStateBlock* iface,
120 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
121 unsigned bsize = sizeof(BOOL);
124 states->indices = value;
125 states->material = value;
126 states->viewport = value;
127 states->vertexDecl = value;
128 states->pixelShader = value;
129 states->vertexShader = value;
130 states->scissorRect = value;
132 /* Fixed size arrays */
136 states->streamSource = 0xffff;
137 states->streamFreq = 0xffff;
138 states->textures = 0xfffff;
139 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
140 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
141 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
142 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
143 states->clipplane = 0xffffffff;
144 states->pixelShaderConstantsB = 0xffff;
145 states->pixelShaderConstantsI = 0xffff;
146 states->vertexShaderConstantsB = 0xffff;
147 states->vertexShaderConstantsI = 0xffff;
151 states->streamSource = 0;
152 states->streamFreq = 0;
153 states->textures = 0;
154 memset(states->transform, 0, sizeof(states->transform));
155 memset(states->renderState, 0, sizeof(states->renderState));
156 memset(states->textureState, 0, sizeof(states->textureState));
157 memset(states->samplerState, 0, sizeof(states->samplerState));
158 states->clipplane = 0;
159 states->pixelShaderConstantsB = 0;
160 states->pixelShaderConstantsI = 0;
161 states->vertexShaderConstantsB = 0;
162 states->vertexShaderConstantsI = 0;
165 /* Dynamically sized arrays */
166 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
167 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
170 void stateblock_copy(
171 IWineD3DStateBlock* destination,
172 IWineD3DStateBlock* source) {
175 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
176 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
178 /* IUnknown fields */
179 Dest->lpVtbl = This->lpVtbl;
180 Dest->ref = This->ref;
182 /* IWineD3DStateBlock information */
183 Dest->parent = This->parent;
184 Dest->wineD3DDevice = This->wineD3DDevice;
185 Dest->blockType = This->blockType;
188 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
191 Dest->vertexDecl = This->vertexDecl;
192 Dest->vertexShader = This->vertexShader;
193 Dest->streamIsUP = This->streamIsUP;
194 Dest->pIndexData = This->pIndexData;
195 Dest->baseVertexIndex = This->baseVertexIndex;
196 /* Dest->lights = This->lights; */
197 Dest->clip_status = This->clip_status;
198 Dest->viewport = This->viewport;
199 Dest->material = This->material;
200 Dest->pixelShader = This->pixelShader;
201 Dest->scissorRect = This->scissorRect;
204 memset(This->activeLights, 0, sizeof(This->activeLights));
205 for(l = 0; l < LIGHTMAP_SIZE; l++) {
206 struct list *e1, *e2;
207 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
208 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
209 list_remove(&light->entry);
210 HeapFree(GetProcessHeap(), 0, light);
213 LIST_FOR_EACH(e1, &This->lightMap[l]) {
214 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
215 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
217 list_add_tail(&Dest->lightMap[l], &light2->entry);
218 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
222 /* Fixed size arrays */
223 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
224 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
225 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
226 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
228 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
229 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
230 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
231 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
232 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
233 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
234 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
235 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
236 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
237 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
238 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
240 /* Dynamically sized arrays */
241 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
242 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
245 /**********************************************************
246 * IWineD3DStateBlockImpl IUnknown parts follows
247 **********************************************************/
248 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
250 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
251 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
252 if (IsEqualGUID(riid, &IID_IUnknown)
253 || IsEqualGUID(riid, &IID_IWineD3DBase)
254 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
255 IUnknown_AddRef(iface);
260 return E_NOINTERFACE;
263 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
264 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
265 ULONG refCount = InterlockedIncrement(&This->ref);
267 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
271 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
272 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
273 ULONG refCount = InterlockedDecrement(&This->ref);
275 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
280 /* type 0 represents the primary stateblock, so free all the resources */
281 if (This->blockType == WINED3DSBT_INIT) {
282 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
283 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
284 if (This->textures[counter]) {
285 /* release our 'internal' hold on the texture */
286 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
287 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
293 for (counter = 0; counter < MAX_STREAMS; counter++) {
294 if(This->streamSource[counter]) {
295 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
296 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
300 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
301 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
302 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
304 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
305 struct list *e1, *e2;
306 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
307 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
308 list_remove(&light->entry);
309 HeapFree(GetProcessHeap(), 0, light);
313 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
314 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
315 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
316 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
317 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
318 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
319 HeapFree(GetProcessHeap(), 0, This);
324 /**********************************************************
325 * IWineD3DStateBlockImpl parts follows
326 **********************************************************/
327 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
328 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
329 IUnknown_AddRef(This->parent);
330 *pParent = This->parent;
334 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
336 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
338 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
339 IWineD3DDevice_AddRef(*ppDevice);
344 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
347 /* Lights... For a recorded state block, we just had a chain of actions to perform,
348 * so we need to walk that chain and update any actions which differ
350 for(i = 0; i < LIGHTMAP_SIZE; i++) {
352 LIST_FOR_EACH(e, &This->lightMap[i]) {
353 BOOL updated = FALSE;
354 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
355 if(!src->changed || !src->enabledChanged) continue;
357 /* Look up the light in the destination */
358 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
359 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
360 if(realLight->OriginalIndex == src->OriginalIndex) {
362 src->OriginalParms = realLight->OriginalParms;
364 if(src->enabledChanged) {
365 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
366 * or disabled -> enabled -> disabled changes
368 if(realLight->glIndex == -1 && src->glIndex != -1) {
370 This->activeLights[src->glIndex] = NULL;
371 } else if(realLight->glIndex != -1 && src->glIndex == -1){
373 This->activeLights[realLight->glIndex] = src;
375 src->glIndex = realLight->glIndex;
383 /* Found a light, all done, proceed with next hash entry */
385 } else if(src->changed) {
386 /* Otherwise assign defaul params */
387 src->OriginalParms = WINED3D_default_light;
389 /* Not enabled by default */
396 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
398 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
399 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
403 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
405 /* If not recorded, then update can just recapture */
406 if (This->blockType == WINED3DSBT_RECORDED) {
408 /* Recorded => Only update 'changed' values */
409 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
410 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
412 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
413 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
414 This->vertexShader = targetStateBlock->vertexShader;
417 /* Vertex Shader Float Constants */
418 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
419 i = This->contained_vs_consts_f[j];
420 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
421 targetStateBlock->vertexShaderConstantF[i * 4],
422 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
423 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
424 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
426 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
427 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
428 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
429 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
432 /* Vertex Shader Integer Constants */
433 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
434 i = This->contained_vs_consts_i[j];
435 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
436 targetStateBlock->vertexShaderConstantI[i * 4],
437 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
438 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
439 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
441 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
442 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
443 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
444 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
447 /* Vertex Shader Boolean Constants */
448 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
449 i = This->contained_vs_consts_b[j];
450 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
451 targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
453 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
456 /* Pixel Shader Float Constants */
457 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
458 i = This->contained_ps_consts_f[j];
459 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
460 targetStateBlock->pixelShaderConstantF[i * 4],
461 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
462 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
463 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
465 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
466 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
467 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
468 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
471 /* Pixel Shader Integer Constants */
472 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
473 i = This->contained_ps_consts_i[j];
474 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
475 targetStateBlock->pixelShaderConstantI[i * 4],
476 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
477 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
478 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
480 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
481 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
482 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
483 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
486 /* Pixel Shader Boolean Constants */
487 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
488 i = This->contained_ps_consts_b[j];
489 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
490 targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
492 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
495 /* Others + Render & Texture */
496 for (i = 0; i < This->num_contained_transform_states; i++) {
497 TRACE("Updating transform %u\n", i);
498 This->transforms[This->contained_transform_states[i]] =
499 targetStateBlock->transforms[This->contained_transform_states[i]];
502 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
503 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
504 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
505 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
506 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
507 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
508 This->pIndexData = targetStateBlock->pIndexData;
509 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
512 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
513 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
515 This->vertexDecl = targetStateBlock->vertexDecl;
518 if (This->changed.material && memcmp(&targetStateBlock->material,
520 sizeof(WINED3DMATERIAL)) != 0) {
521 TRACE("Updating material\n");
522 This->material = targetStateBlock->material;
525 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
527 sizeof(WINED3DVIEWPORT)) != 0) {
528 TRACE("Updating viewport\n");
529 This->viewport = targetStateBlock->viewport;
532 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
534 sizeof(targetStateBlock->scissorRect)))
536 TRACE("Updating scissor rect\n");
537 targetStateBlock->scissorRect = This->scissorRect;
540 map = This->changed.streamSource;
541 for (i = 0; map; map >>= 1, ++i)
543 if (!(map & 1)) continue;
545 if (This->streamStride[i] != targetStateBlock->streamStride[i]
546 || This->streamSource[i] != targetStateBlock->streamSource[i])
548 TRACE("Updating stream source %u to %p, stride to %u\n",
549 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
550 This->streamStride[i] = targetStateBlock->streamStride[i];
551 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
552 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
553 This->streamSource[i] = targetStateBlock->streamSource[i];
557 map = This->changed.streamFreq;
558 for (i = 0; map; map >>= 1, ++i)
560 if (!(map & 1)) continue;
562 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
563 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
565 TRACE("Updating stream frequency %u to %u flags to %#x\n",
566 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
567 This->streamFreq[i] = targetStateBlock->streamFreq[i];
568 This->streamFlags[i] = targetStateBlock->streamFlags[i];
572 map = This->changed.clipplane;
573 for (i = 0; map; map >>= 1, ++i)
575 if (!(map & 1)) continue;
577 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
579 TRACE("Updating clipplane %u\n", i);
580 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
585 for (i = 0; i < This->num_contained_render_states; i++) {
586 TRACE("Updating renderState %u to %u\n", This->contained_render_states[i],
587 targetStateBlock->renderState[This->contained_render_states[i]]);
588 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
592 for (j = 0; j < This->num_contained_tss_states; j++) {
593 DWORD stage = This->contained_tss_states[j].stage;
594 DWORD state = This->contained_tss_states[j].state;
596 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage, state,
597 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
598 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
602 /* TODO: move over to using memcpy */
603 map = This->changed.textures;
604 for (i = 0; map; map >>= 1, ++i)
606 if (!(map & 1)) continue;
608 TRACE("Updating texture %u to %p (was %p)\n", i, targetStateBlock->textures[i], This->textures[i]);
609 This->textures[i] = targetStateBlock->textures[i];
612 for (j = 0; j < This->num_contained_sampler_states; j++) {
613 DWORD stage = This->contained_sampler_states[j].stage;
614 DWORD state = This->contained_sampler_states[j].state;
615 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage, state,
616 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
617 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
619 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
620 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
621 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
622 This->pixelShader = targetStateBlock->pixelShader;
625 record_lights(This, targetStateBlock);
626 } else if(This->blockType == WINED3DSBT_ALL) {
627 This->vertexDecl = targetStateBlock->vertexDecl;
628 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
629 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
630 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
631 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
632 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
633 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
634 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
635 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
636 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
637 record_lights(This, targetStateBlock);
638 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
639 This->clip_status = targetStateBlock->clip_status;
640 This->viewport = targetStateBlock->viewport;
641 This->material = targetStateBlock->material;
642 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
643 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
644 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
645 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
646 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
647 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
648 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
649 This->scissorRect = targetStateBlock->scissorRect;
651 if(targetStateBlock->pIndexData != This->pIndexData) {
652 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
653 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
654 This->pIndexData = targetStateBlock->pIndexData;
656 for(i = 0; i < MAX_STREAMS; i++) {
657 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
658 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
659 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
660 This->streamSource[i] = targetStateBlock->streamSource[i];
663 if(This->vertexShader != targetStateBlock->vertexShader) {
664 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
665 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
666 This->vertexShader = targetStateBlock->vertexShader;
668 if(This->pixelShader != targetStateBlock->pixelShader) {
669 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
670 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
671 This->pixelShader = targetStateBlock->pixelShader;
673 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
674 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
675 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
676 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
677 record_lights(This, targetStateBlock);
678 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
679 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
681 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
682 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
683 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
686 for (j = 0; j < MAX_TEXTURES; j++) {
687 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
688 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
691 for(i = 0; i < MAX_STREAMS; i++) {
692 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
693 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
694 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
695 This->streamSource[i] = targetStateBlock->streamSource[i];
698 if(This->vertexShader != targetStateBlock->vertexShader) {
699 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
700 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
701 This->vertexShader = targetStateBlock->vertexShader;
703 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
704 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
705 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
706 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
707 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
708 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
710 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
711 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
712 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
715 for (j = 0; j < MAX_TEXTURES; j++) {
716 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
717 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
720 if(This->pixelShader != targetStateBlock->pixelShader) {
721 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
722 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
723 This->pixelShader = targetStateBlock->pixelShader;
727 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
732 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
734 for(i = 0; i < LIGHTMAP_SIZE; i++) {
737 LIST_FOR_EACH(e, &This->lightMap[i]) {
738 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
741 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
743 if(light->enabledChanged) {
744 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
750 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
751 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
752 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
754 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
755 should really perform a delta so that only the changes get updated*/
761 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
763 TRACE("Blocktype: %d\n", This->blockType);
765 if(This->blockType == WINED3DSBT_RECORDED) {
766 if (This->changed.vertexShader) {
767 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
769 /* Vertex Shader Constants */
770 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
771 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
772 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
774 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
775 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
776 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
778 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
779 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
780 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
783 apply_lights(pDevice, This);
785 if (This->changed.pixelShader) {
786 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
788 /* Pixel Shader Constants */
789 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
790 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
791 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
793 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
794 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
795 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
797 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
798 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
799 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
803 for (i = 0; i <= This->num_contained_render_states; i++) {
804 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
805 This->renderState[This->contained_render_states[i]]);
808 for (i = 0; i < This->num_contained_tss_states; i++) {
809 DWORD stage = This->contained_tss_states[i].stage;
810 DWORD state = This->contained_tss_states[i].state;
811 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
812 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state;
813 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
814 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
817 for (i = 0; i < This->num_contained_sampler_states; i++) {
818 DWORD stage = This->contained_sampler_states[i].stage;
819 DWORD state = This->contained_sampler_states[i].state;
820 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
821 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state;
822 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
825 for (i = 0; i < This->num_contained_transform_states; i++) {
826 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
827 &This->transforms[This->contained_transform_states[i]]);
830 if (This->changed.indices) {
831 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
832 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
835 if (This->changed.vertexDecl) {
836 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
839 if (This->changed.material ) {
840 IWineD3DDevice_SetMaterial(pDevice, &This->material);
843 if (This->changed.viewport) {
844 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
847 if (This->changed.scissorRect) {
848 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
851 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
852 map = This->changed.streamSource;
853 for (i = 0; map; map >>= 1, ++i)
855 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
858 map = This->changed.streamFreq;
859 for (i = 0; map; map >>= 1, ++i)
861 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
864 map = This->changed.textures;
865 for (i = 0; map; map >>= 1, ++i)
867 if (!(map & 1)) continue;
869 if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]);
870 else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS,
874 map = This->changed.clipplane;
875 for (i = 0; map; map >>= 1, ++i)
879 if (!(map & 1)) continue;
881 clip[0] = This->clipplane[i][0];
882 clip[1] = This->clipplane[i][1];
883 clip[2] = This->clipplane[i][2];
884 clip[3] = This->clipplane[i][3];
885 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
887 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
888 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
889 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
890 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
891 This->vertexShaderConstantF + i * 4, 1);
893 for (i = 0; i < MAX_CONST_I; i++) {
894 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
895 This->vertexShaderConstantI + i * 4, 1);
897 for (i = 0; i < MAX_CONST_B; i++) {
898 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
899 This->vertexShaderConstantB + i, 1);
902 apply_lights(pDevice, This);
904 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
905 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
907 for(j = 0; j < MAX_TEXTURES; j++) {
908 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
909 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
910 This->textureState[j][SavedVertexStates_T[i]]);
914 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
915 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
916 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
917 This->samplerState[j][SavedVertexStates_S[i]]);
920 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
921 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
922 IWineD3DDevice_SetSamplerState(pDevice,
923 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
924 SavedVertexStates_S[i],
925 This->samplerState[j][SavedVertexStates_S[i]]);
928 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
929 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
930 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
931 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
932 This->pixelShaderConstantF + i * 4, 1);
934 for (i = 0; i < MAX_CONST_I; i++) {
935 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
936 This->pixelShaderConstantI + i * 4, 1);
938 for (i = 0; i < MAX_CONST_B; i++) {
939 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
940 This->pixelShaderConstantB + i, 1);
943 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
944 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
946 for(j = 0; j < MAX_TEXTURES; j++) {
947 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
948 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
949 This->textureState[j][SavedPixelStates_T[i]]);
953 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
954 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
955 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
956 This->samplerState[j][SavedPixelStates_S[i]]);
959 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
960 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
961 IWineD3DDevice_SetSamplerState(pDevice,
962 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
963 SavedPixelStates_S[i],
964 This->samplerState[j][SavedPixelStates_S[i]]);
967 } else if(This->blockType == WINED3DSBT_ALL) {
968 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
969 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
970 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
971 This->vertexShaderConstantF + i * 4, 1);
973 for (i = 0; i < MAX_CONST_I; i++) {
974 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
975 This->vertexShaderConstantI + i * 4, 1);
977 for (i = 0; i < MAX_CONST_B; i++) {
978 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
979 This->vertexShaderConstantB + i, 1);
982 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
983 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
984 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
985 This->pixelShaderConstantF + i * 4, 1);
987 for (i = 0; i < MAX_CONST_I; i++) {
988 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
989 This->pixelShaderConstantI + i * 4, 1);
991 for (i = 0; i < MAX_CONST_B; i++) {
992 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
993 This->pixelShaderConstantB + i, 1);
996 apply_lights(pDevice, This);
998 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
999 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
1001 for(j = 0; j < MAX_TEXTURES; j++) {
1002 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
1004 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
1008 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1009 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
1010 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
1012 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
1013 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
1014 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1015 IWineD3DDevice_SetMaterial(pDevice, &This->material);
1016 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1017 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1019 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1020 for (i=0; i<MAX_STREAMS; i++) {
1021 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1022 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1024 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
1025 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
1027 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1028 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i)
1030 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1033 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1036 clip[0] = This->clipplane[i][0];
1037 clip[1] = This->clipplane[i][1];
1038 clip[2] = This->clipplane[i][2];
1039 clip[3] = This->clipplane[i][3];
1040 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1044 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1045 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1046 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1047 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1051 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1056 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1057 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1058 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1059 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1061 WINED3DLINEPATTERN lp;
1069 IWineD3DSwapChain *swapchain;
1070 IWineD3DSurface *backbuffer;
1071 WINED3DSURFACE_DESC desc = {0};
1076 /* Note this may have a large overhead but it should only be executed
1077 once, in order to initialize the complete state of the device and
1078 all opengl equivalents */
1079 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1080 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1081 This->blockType = WINED3DSBT_INIT;
1083 /* Set some of the defaults for lights, transforms etc */
1084 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1085 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1086 for (i = 0; i < 256; ++i) {
1087 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1090 TRACE("Render states\n");
1091 /* Render states: */
1092 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1099 lp.lp.wRepeatFactor = 0;
1100 lp.lp.wLinePattern = 0;
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1160 tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f;
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1176 tmpfloat.f = GL_LIMITS(pointsize);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1185 /* states new in d3d9 */
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1198 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1200 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1205 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1208 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1217 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1220 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1221 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1222 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1224 /* clipping status */
1225 This->clip_status.ClipUnion = 0;
1226 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1228 /* Texture Stage States - Put directly into state block, we will call function below */
1229 for (i = 0; i < MAX_TEXTURES; i++) {
1230 TRACE("Setting up default texture states for texture Stage %d\n", i);
1231 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1232 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1233 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1234 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1235 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1236 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1237 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1238 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1239 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1240 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1241 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1242 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1243 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1244 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1245 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1246 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1247 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1248 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1250 This->lowest_disabled_stage = 1;
1253 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1254 TRACE("Setting up default samplers states for sampler %d\n", i);
1255 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1256 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1257 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1258 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1259 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1260 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1261 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1262 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1263 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1264 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1265 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1266 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1267 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1270 for(i = 0; i < GL_LIMITS(textures); i++) {
1271 /* Note: This avoids calling SetTexture, so pretend it has been called */
1272 This->changed.textures |= 1 << i;
1273 This->textures[i] = NULL;
1276 /* Set the default scissor rect values */
1277 desc.Width = &width;
1278 desc.Height = &height;
1280 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1281 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1282 if( hr == WINED3D_OK && swapchain != NULL) {
1285 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1286 if( hr == WINED3D_OK && backbuffer != NULL) {
1287 IWineD3DSurface_GetDesc(backbuffer, &desc);
1288 IWineD3DSurface_Release(backbuffer);
1290 scissorrect.left = 0;
1291 scissorrect.right = width;
1292 scissorrect.top = 0;
1293 scissorrect.bottom = height;
1294 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1295 if( hr != WINED3D_OK ) {
1296 ERR("This should never happen, expect rendering issues!\n");
1300 /* Set the default viewport */
1303 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1304 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1307 IWineD3DDevice_SetViewport(device, &vp);
1309 IWineD3DSwapChain_Release(swapchain);
1312 TRACE("-----------------------> Device defaults now set up...\n");
1316 /**********************************************************
1317 * IWineD3DStateBlock VTbl follows
1318 **********************************************************/
1320 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1323 IWineD3DStateBlockImpl_QueryInterface,
1324 IWineD3DStateBlockImpl_AddRef,
1325 IWineD3DStateBlockImpl_Release,
1326 /* IWineD3DStateBlock */
1327 IWineD3DStateBlockImpl_GetParent,
1328 IWineD3DStateBlockImpl_GetDevice,
1329 IWineD3DStateBlockImpl_Capture,
1330 IWineD3DStateBlockImpl_Apply,
1331 IWineD3DStateBlockImpl_InitStartupStateBlock