2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
34 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
38 IUnknown_AddRef(iface);
45 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
46 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
47 ULONG refCount = InterlockedIncrement(&This->ref);
49 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
53 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
54 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
55 ULONG refCount = InterlockedDecrement(&This->ref);
57 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
60 HeapFree(GetProcessHeap(), 0, This);
65 /**********************************************************
66 * IWineD3DStateBlockImpl parts follows
67 **********************************************************/
68 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
69 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
70 IUnknown_AddRef(This->parent);
71 *pParent = This->parent;
75 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
77 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
79 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
80 IWineD3DDevice_AddRef(*ppDevice);
85 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
87 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
88 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
90 TRACE("(%p) : Updating state block %p ------------------v \n", targetStateBlock, This);
92 /* If not recorded, then update can just recapture */
93 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
94 IWineD3DStateBlockImpl* tmpBlock;
95 PLIGHTINFOEL *tmp = This->lights;
97 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
99 /* Note just swap the light chains over so when deleting, the old one goes */
100 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
101 tmpBlock->lights = tmp;
103 /* Delete the temporary one (which points to the old light chain though */
104 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
105 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
112 /* Recorded => Only update 'changed' values */
113 if (This->set.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
114 This->vertexShader = targetStateBlock->vertexShader;
115 TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
118 /* TODO: Vertex Shader Constants */
120 /* Lights... For a recorded state block, we just had a chain of actions to perform,
121 so we need to walk that chain and update any actions which differ */
123 while (src != NULL) {
124 PLIGHTINFOEL *realLight = NULL;
126 /* Locate the light in the live lights */
127 realLight = targetStateBlock->lights;
128 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
130 if (realLight == NULL) {
131 FIXME("A captured light no longer exists...?\n");
134 /* If 'changed' then its a SetLight command. Rather than comparing to see
135 if the OriginalParms have changed and then copy them (twice through
136 memory) just do the copy */
138 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
139 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
142 /* If 'enabledchanged' then its a LightEnable command */
143 if (src->enabledChanged) {
144 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
145 src->lightEnabled = realLight->lightEnabled;
154 #if 0 /*TODO: Pixel shaders*/
155 if (This->set.pixelShader && This->pixelShader != pDeviceImpl->stateBlock->pixelShader) {
156 TRACE("Updating pixel shader to %p\n", pDeviceImpl->stateBlock->pixelShader);
157 This->pixelShader = targetStateBlock->pixelShader;
160 /* TODO: Pixel Shader Constants */
162 /* Others + Render & Texture */
163 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
164 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
165 &This->transforms[i],
166 sizeof(D3DMATRIX)) != 0) {
167 TRACE("Updating transform %d\n", i);
168 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
172 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
173 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
174 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
175 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
176 This->pIndexData = targetStateBlock->pIndexData;
177 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
180 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
181 This->vertexDecl = targetStateBlock->vertexDecl;
184 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
185 This->fvf = targetStateBlock->fvf;
188 if (This->set.material && memcmp(&targetStateBlock->material,
190 sizeof(D3DMATERIAL9)) != 0) {
191 TRACE("Updating material\n");
192 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
195 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
197 sizeof(D3DVIEWPORT9)) != 0) {
198 TRACE("Updating viewport\n");
199 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
202 for (i = 0; i < MAX_STREAMS; i++) {
203 if (This->set.streamSource[i] &&
204 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
205 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
206 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
207 targetStateBlock->streamStride[i]);
208 This->streamStride[i] = targetStateBlock->streamStride[i];
209 This->streamSource[i] = targetStateBlock->streamSource[i];
212 if (This->set.streamFreq[i] &&
213 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
214 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
215 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
216 targetStateBlock->streamFlags[i]);
217 This->streamFreq[i] = targetStateBlock->streamFreq[i];
218 This->streamFlags[i] = targetStateBlock->streamFlags[i];
222 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
223 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
225 sizeof(This->clipplane)) != 0) {
227 TRACE("Updating clipplane %d\n", i);
228 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
229 sizeof(This->clipplane));
234 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
236 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
237 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
238 This->renderState[i] = targetStateBlock->renderState[i];
242 /* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
244 for (j = 0; j < GL_LIMITS(textures); j++) {
245 for (i = 1; i <= HIGHEST_TEXTURE_STATE ; i++) {
247 if (This->set.textureState[j][i] && (This->textureState[j][i] !=
248 targetStateBlock->textureState[j][i])) {
249 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
250 This->textureState[j][i]);
251 This->textureState[j][i] = targetStateBlock->textureState[j][i];
252 This->renderState[i] = targetStateBlock->renderState[i];
257 if ((This->set.textures[j] && (This->textures[j] != targetStateBlock->textures[j]))) {
258 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
259 This->textures[j] = targetStateBlock->textures[j];
265 for (j = 0 ; j < GL_LIMITS(samplers); j++){
266 for (i = 1; i <= HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
267 if (This->set.samplerState[j][i] && (This->samplerState[j][i] !=
268 targetStateBlock->samplerState[j][i])) {
269 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
270 j, i, targetStateBlock->samplerState[j][i],
271 This->samplerState[j][i]);
272 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
278 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
283 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
284 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
285 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
287 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
288 should really perform a delta so that only the changes get updated*/
294 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
296 /* FIXME: Only apply applicable states not all states */
298 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_VERTEXSTATE) {
301 PLIGHTINFOEL *toDo = This->lights;
302 while (toDo != NULL) {
304 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
305 if (toDo->enabledChanged)
306 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
310 #if 0 /*TODO: VertexShaders*/
311 if (This->set.vertexShader && This->changed.vertexShader)
312 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
313 /* TODO: Vertex Shader Constants */
317 #if 0 /*TODO: Pixel Shaders*/
318 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
320 if (This->set.pixelShader && This->changed.pixelShader)
321 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
323 /* TODO: Pixel Shader Constants */
327 if (This->set.fvf && This->changed.fvf) {
328 IWineD3DDevice_SetFVF(pDevice, This->fvf);
331 if (This->set.vertexDecl && This->changed.vertexDecl) {
332 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
335 /* Others + Render & Texture */
336 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL) {
337 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
338 if (This->set.transform[i] && This->changed.transform[i])
339 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
342 if (This->set.indices && This->changed.indices)
343 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
345 if (This->set.material && This->changed.material )
346 IWineD3DDevice_SetMaterial(pDevice, &This->material);
348 if (This->set.viewport && This->changed.viewport)
349 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
351 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
352 for (i=0; i<MAX_STREAMS; i++) {
353 if (This->set.streamSource[i] && This->changed.streamSource[i])
354 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
356 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
357 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
360 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
361 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
364 clip[0] = This->clipplane[i][0];
365 clip[1] = This->clipplane[i][1];
366 clip[2] = This->clipplane[i][2];
367 clip[3] = This->clipplane[i][3];
368 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
373 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
374 if (This->set.renderState[i] && This->changed.renderState[i])
375 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
378 /* FIXME: Texture are set against samplers... not just TextureStages */
380 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just incase it resets the states? */
381 if (This->set.textures[j] && This->changed.textures[j]) {
382 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
384 for (i = 1; i <= HIGHEST_TEXTURE_STATE; i++) {
385 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) {
386 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
392 for (j = 0 ; j < GL_LIMITS(samplers); j++){
393 for (i = 1; i <= HIGHEST_SAMPLER_STATE; i++){
394 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i] && This->samplerState[j][i] != 0) {
395 IWineD3DDevice_SetSamplerState(pDevice, j, i, This->samplerState[j][i]);
401 } else if (This->blockType == D3DSBT_PIXELSTATE) {
403 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
404 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
405 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
409 for (j = 0; j < GL_LIMITS(textures); i++) {
410 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
411 if (This->set.textureState[j][SavedPixelStates_T[i]] &&
412 This->changed.textureState[j][SavedPixelStates_T[i]])
413 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i], This->textureState[j][SavedPixelStates_T[i]]);
417 } else if (This->blockType == D3DSBT_VERTEXSTATE) {
419 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
420 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
421 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
424 for (j = 0; j < GL_LIMITS(textures); i++) {
425 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
426 if ( This->set.textureState[j][SavedVertexStates_T[i]] &&
427 This->changed.textureState[j][SavedVertexStates_T[i]])
428 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i], This->textureState[j][SavedVertexStates_T[i]]);
434 FIXME("Unrecognized state block type %d\n", This->blockType);
436 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
437 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
442 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
443 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
444 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
445 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
456 /* Note this may have a large overhead but it should only be executed
457 once, in order to initialize the complete state of the device and
458 all opengl equivalents */
459 TRACE("-----------------------> Setting up device defaults...\n");
460 This->blockType = D3DSBT_ALL;
462 /* FIXME: Set some of the defaults for lights, transforms etc */
463 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
464 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
465 for (i = 0; i < 256; ++i) {
466 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
469 TRACE("Render states\n");
471 if (ThisDevice->depthStencilBuffer != NULL) {
472 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
474 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
476 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
477 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
478 lp.lp.wRepeatFactor = 0;
479 lp.lp.wLinePattern = 0;
480 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
481 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
482 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
483 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
484 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
485 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
486 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
487 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
488 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
489 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
490 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
491 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
492 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
493 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
494 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
495 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
496 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
498 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
500 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
502 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
503 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
504 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
505 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
506 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
507 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
508 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
509 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
511 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
512 * so only a single call performed (and ensure defaults initialized before making that call)
514 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
515 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
517 This->renderState[WINED3DRS_STENCILREF] = 0;
518 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
519 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
520 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
521 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
522 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
523 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
524 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
525 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
526 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
527 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
528 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
529 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
530 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
531 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
532 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
533 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
534 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
535 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
536 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
537 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
538 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
539 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
540 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
541 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
542 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
543 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
545 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
547 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
548 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
549 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
550 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
551 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
552 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
553 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
554 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
555 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
557 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
558 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
560 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
561 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
562 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
564 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
565 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
566 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
567 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
568 /* states new in d3d9 */
569 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
570 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
572 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
573 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
574 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
576 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
577 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
579 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
581 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
582 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
583 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
584 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
585 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
586 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
587 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
588 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
589 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
590 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
591 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
592 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
593 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
594 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
595 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
596 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
597 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
598 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
599 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
600 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
601 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
602 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
603 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
604 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
605 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
607 /* clipping status */
608 This->clip_status.ClipUnion = 0;
609 This->clip_status.ClipIntersection = 0xFFFFFFFF;
611 /* Texture Stage States - Put directly into state block, we will call function below */
612 for (i = 0; i < GL_LIMITS(textures); i++) {
613 TRACE("Setting up default texture states for texture Stage %d\n", i);
614 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
615 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
616 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
617 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
618 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
619 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
620 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
621 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
622 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
623 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
624 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
625 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
626 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
627 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
628 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
629 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
630 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
631 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
632 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
636 for (i = 0 ; i < MAX_SAMPLERS; i++) {
637 TRACE("Setting up default samplers states for sampler %d\n", i);
638 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
639 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
640 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
641 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
642 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = D3DTEXF_POINT;
643 This->samplerState[i][WINED3DSAMP_MINFILTER ] = D3DTEXF_POINT;
644 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = D3DTEXF_NONE;
645 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
646 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
647 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
648 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
649 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
650 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
653 /* Under DirectX you can have texture stage operations even if no texture is
654 bound, whereas opengl will only do texture operations when a valid texture is
655 bound. We emulate this by creating dummy textures and binding them to each
656 texture stage, but disable all stages by default. Hence if a stage is enabled
657 then the default texture will kick in until replaced by a SetTexture call */
661 for (i = 0; i < GL_LIMITS(textures); i++) {
664 /* Note this avoids calling settexture, so pretend it has been called */
665 This->set.textures[i] = TRUE;
666 This->changed.textures[i] = TRUE;
667 This->textures[i] = NULL;
669 /* Make appropriate texture active */
670 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
673 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
676 /* Generate an opengl texture name */
677 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
678 checkGLcall("glGenTextures");
679 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
681 /* Generate a dummy 1d texture */
682 This->textureDimensions[i] = GL_TEXTURE_1D;
683 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
684 checkGLcall("glBindTexture");
686 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
687 checkGLcall("glTexImage1D");
689 /* Reapply all the texture state information to this texture */
690 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
695 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
696 for (i = 0; i < MAX_PALETTES; ++i) {
698 for (j = 0; j < 256; ++j) {
699 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
700 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
701 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
702 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
705 This->wineD3DDevice->currentPalette = 0;
707 TRACE("-----------------------> Device defaults now set up...\n");
711 /**********************************************************
712 * IWineD3DStateBlock VTbl follows
713 **********************************************************/
715 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
717 IWineD3DStateBlockImpl_QueryInterface,
718 IWineD3DStateBlockImpl_AddRef,
719 IWineD3DStateBlockImpl_Release,
720 IWineD3DStateBlockImpl_GetParent,
721 IWineD3DStateBlockImpl_GetDevice,
722 IWineD3DStateBlockImpl_Capture,
723 IWineD3DStateBlockImpl_Apply,
724 IWineD3DStateBlockImpl_InitStartupStateBlock