- rename PT_SPECIAL to PT_SHELLEXT
[wine] / dlls / d3d8 / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  */
20
21 #include "config.h"
22
23 #include <math.h>
24 #include <stdarg.h>
25
26 #include "windef.h"
27 #include "winbase.h"
28 #include "winuser.h"
29 #include "wingdi.h"
30 #include "wine/debug.h"
31
32 #include "d3d8_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Used for CreateStateBlock */
37 #define NUM_SAVEDPIXELSTATES_R     38
38 #define NUM_SAVEDPIXELSTATES_T     27
39 #define NUM_SAVEDVERTEXSTATES_R    33
40 #define NUM_SAVEDVERTEXSTATES_T    2
41
42 /*
43  * Globals
44  */
45 extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
46 extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
47 extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
48 extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
49 static const float idmatrix[16] = {
50   1.0, 0.0, 0.0, 0.0,
51   0.0, 1.0, 0.0, 0.0,
52   0.0, 0.0, 1.0, 0.0,
53   0.0, 0.0, 0.0, 1.0
54 };
55
56 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
57     D3DLINEPATTERN lp;
58     int i;
59     int j;
60     float tmpfloat = 0.0f; 
61     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
62
63     /* Note this may have a large overhead but it should only be executed
64        once, in order to initialize the complete state of the device and 
65        all opengl equivalents                                            */
66     TRACE("-----------------------> Setting up device defaults...\n");
67     This->StateBlock->blockType = D3DSBT_ALL;
68
69     /* FIXME: Set some of the defaults for lights, transforms etc */
70     memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
71     memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
72     for (i = 0; i < 256; ++i) {
73       memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
74     }
75  
76     /* Render states: */
77     if (This->PresentParms.EnableAutoDepthStencil) {
78        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
79     } else {
80        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
81     }
82     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
83     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
84     lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, *(DWORD *)&lp);
85     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
86     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
87     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
88     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
89     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
90     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
91     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
92     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
93     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
94     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
95     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
96     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
97     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
98     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
99     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
100     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
101     tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, *((DWORD *)&tmpfloat));
102     tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, *((DWORD *)&tmpfloat));
103     tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, *((DWORD *)&tmpfloat));
104     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
105     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
106     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
107     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
108     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
109     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
110     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
111
112     /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
113      * so only a single call performed (and ensure defaults initialized before making that call)    
114      *
115      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
116      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
117      */
118     This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
119     This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
120     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
121     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
122     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
123     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
124     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
125     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
126     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
127     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
128     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
129     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
130     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
131     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
132     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
133     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
134     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
135     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
136     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
137     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
138     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
139     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
140     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
141     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
142     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
143     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
144     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
145     tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, *((DWORD *)&tmpfloat));
146     tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, *((DWORD *)&tmpfloat));
147     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
148     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
149     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
150     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
151     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
152     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
153     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
154     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
155     tmpfloat = 1.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, *((DWORD *)&tmpfloat));
156     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
157     tmpfloat = 64.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) *((DWORD *)&tmpfloat));
158     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
159     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
160     tmpfloat = 0.0f; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) *((DWORD *)&tmpfloat));
161     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
162     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
163     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
164
165     /* Texture Stage States - Put directly into state block, we will call function below */
166     for (i = 0; i < GL_LIMITS(textures); i++) {
167         memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
168         This->StateBlock->texture_state[i][D3DTSS_COLOROP               ] = (i==0)? D3DTOP_MODULATE :  D3DTOP_DISABLE;
169         This->StateBlock->texture_state[i][D3DTSS_COLORARG1             ] = D3DTA_TEXTURE;
170         This->StateBlock->texture_state[i][D3DTSS_COLORARG2             ] = D3DTA_CURRENT;
171         This->StateBlock->texture_state[i][D3DTSS_ALPHAOP               ] = (i==0)? D3DTOP_SELECTARG1 :  D3DTOP_DISABLE;
172         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1             ] = D3DTA_TEXTURE;
173         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2             ] = D3DTA_CURRENT;
174         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
175         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
176         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
177         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
178         This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX         ] = i;
179         This->StateBlock->texture_state[i][D3DTSS_ADDRESSU              ] = D3DTADDRESS_WRAP;
180         This->StateBlock->texture_state[i][D3DTSS_ADDRESSV              ] = D3DTADDRESS_WRAP;
181         This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR           ] = 0x00;
182         This->StateBlock->texture_state[i][D3DTSS_MAGFILTER             ] = D3DTEXF_POINT;
183         This->StateBlock->texture_state[i][D3DTSS_MINFILTER             ] = D3DTEXF_POINT;
184         This->StateBlock->texture_state[i][D3DTSS_MIPFILTER             ] = D3DTEXF_NONE;
185         This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS         ] = 0;
186         This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL           ] = 0;
187         This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY         ] = 1;
188         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
189         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
190         This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
191         This->StateBlock->texture_state[i][D3DTSS_ADDRESSW              ] = D3DTADDRESS_WRAP;
192         This->StateBlock->texture_state[i][D3DTSS_COLORARG0             ] = D3DTA_CURRENT;
193         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0             ] = D3DTA_CURRENT;
194         This->StateBlock->texture_state[i][D3DTSS_RESULTARG             ] = D3DTA_CURRENT;
195     }
196
197     /* Under DirectX you can have texture stage operations even if no texture is
198        bound, whereas opengl will only do texture operations when a valid texture is
199        bound. We emulate this by creating dummy textures and binding them to each
200        texture stage, but disable all stages by default. Hence if a stage is enabled
201        then the default texture will kick in until replaced by a SetTexture call     */
202
203     ENTER_GL();
204
205     for (i = 0; i < GL_LIMITS(textures); i++) {
206         GLubyte white = 255;
207
208         /* Note this avoids calling settexture, so pretend it has been called */
209         This->StateBlock->Set.textures[i] = TRUE;
210         This->StateBlock->Changed.textures[i] = TRUE;
211         This->StateBlock->textures[i] = NULL;
212
213         /* Make appropriate texture active */
214         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
215 #if defined(GL_VERSION_1_3)
216             glActiveTexture(GL_TEXTURE0 + i);
217 #else
218             glActiveTextureARB(GL_TEXTURE0_ARB + i);
219 #endif
220             checkGLcall("glActiveTextureARB");
221         } else if (i > 0) {
222             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
223         }
224
225         /* Generate an opengl texture name */
226         glGenTextures(1, &This->dummyTextureName[i]);
227         checkGLcall("glGenTextures");
228         TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
229
230         /* Generate a dummy 1d texture */
231         This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
232         glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
233         checkGLcall("glBindTexture");
234
235         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); 
236         checkGLcall("glTexImage1D");
237
238         /* Reapply all the texture state information to this texture */
239         setupTextureStates(iface, i, REAPPLY_ALL);
240     }
241
242     LEAVE_GL();
243
244     /* defaulting palettes */
245     for (i = 0; i < MAX_PALETTES; ++i) {
246       for (j = 0; j < 256; ++j) {
247         This->palettes[i][j].peRed   = 0xFF;
248         This->palettes[i][j].peGreen = 0xFF;
249         This->palettes[i][j].peBlue  = 0xFF;
250         This->palettes[i][j].peFlags = 0xFF;
251       }
252     }
253     This->currentPalette = 0;
254
255     TRACE("-----------------------> Device defaults now set up...\n");
256
257     return D3D_OK;
258 }
259
260
261
262 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
263   IDirect3DStateBlockImpl* object;
264   UINT i, j;
265
266   TRACE("(%p) : Type(%d)\n", This, Type);
267
268   /* Allocate Storage */
269   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
270   if (object) {
271     if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
272       /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
273       object->device = This;
274       object->ref = 1;
275       object->blockType = Type;
276       This->StateBlock = object;
277       /* don't forget to init it calling InitStartupStateBlock */
278       return D3D_OK;
279     }
280     memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
281   } else {
282     *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
283     return E_OUTOFMEMORY;
284   }
285   /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
286   object->device = This;
287   object->ref = 1;
288   object->blockType = Type;
289
290   TRACE("Updating changed flags appropriate for type %d\n", Type);
291
292   if (Type == D3DSBT_ALL) {
293     TRACE("ALL => Pretend everything has changed\n");
294     memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
295     
296   } else if (Type == D3DSBT_PIXELSTATE) {
297     
298     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
299     
300     /* TODO: Pixel Shader Constants */
301     object->Changed.pixelShader = TRUE;
302     for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
303       object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
304     }
305     for (j = 0; j < GL_LIMITS(textures); i++) {
306       for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
307         object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
308       }
309     }
310     
311   } else if (Type == D3DSBT_VERTEXSTATE) {
312     
313     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
314     
315     /* TODO: Vertex Shader Constants */
316     object->Changed.vertexShader = TRUE;
317     for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
318       object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
319     }
320     for (j = 0; j < GL_LIMITS(textures); i++) {
321       for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
322         object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
323       }
324     }
325
326     /* Duplicate light chain */
327     {
328         PLIGHTINFOEL *src = NULL;
329         PLIGHTINFOEL *dst = NULL;
330         PLIGHTINFOEL *newEl = NULL;
331
332         src = This->StateBlock->lights;
333         object->lights = NULL;
334         
335         while (src) {
336             newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
337             if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
338             memcpy(newEl, src, sizeof(PLIGHTINFOEL));
339             newEl->prev = dst;
340             newEl->changed = TRUE;
341             newEl->enabledChanged = TRUE;
342             if (dst == NULL) {
343                 object->lights = newEl;
344             } else {
345                 dst->next = newEl;
346             }
347             dst = newEl;
348             src = src->next;
349         }
350     }
351     
352   } else {
353     FIXME("Unrecognized state block type %d\n", Type);
354   }
355   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
356   
357   *ppStateBlock = object;
358   return D3D_OK;
359 }
360
361 /** yakkk temporary waiting for Release */
362 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
363   PLIGHTINFOEL *tmp;
364
365   TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
366   tmp = pSB->lights;
367   if (tmp) tmp = tmp->next;
368   while (tmp != NULL) {
369       HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
370       tmp = tmp->next;
371   }
372   if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp);
373   HeapFree(GetProcessHeap(), 0, (void *)pSB);
374   return D3D_OK;
375 }
376
377 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
378   IDirect3DStateBlockImpl* object;
379   
380   TRACE("(%p)\n", This);
381   
382   if (This->isRecordingState) {
383     TRACE("(%p) already recording! returning error\n", This);
384     return D3DERR_INVALIDCALL;
385   }
386
387   /* Allocate Storage */
388   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
389   if (object) {
390   } else {
391     return E_OUTOFMEMORY;
392   }
393   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
394   object->device = This;
395   object->ref = 1;
396   
397   This->isRecordingState = TRUE;
398   This->UpdateStateBlock = object;
399   
400   return D3D_OK;
401 }
402
403 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
404   TRACE("(%p)\n", This);
405   
406   if (!This->isRecordingState) {
407     TRACE("(%p) not recording! returning error\n", This);
408     *ppStateBlock = NULL;
409     return D3DERR_INVALIDCALL;
410   }
411
412   This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
413   *ppStateBlock = This->UpdateStateBlock;  /* FIXME: AddRef() */
414   This->isRecordingState = FALSE;
415   This->UpdateStateBlock = This->StateBlock;
416   
417   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
418   return D3D_OK;
419 }
420
421 HRESULT  WINAPI  IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
422     UINT i;
423     UINT j;
424     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
425
426     TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
427
428     /* FIXME: Only apply applicable states not all states */
429
430     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
431
432         PLIGHTINFOEL *toDo = pSB->lights;
433         while (toDo != NULL) {
434             if (toDo->changed) 
435                   IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
436             if (toDo->enabledChanged) 
437                   IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
438             toDo = toDo->next;
439         }
440
441         if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
442             IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
443
444         /* TODO: Vertex Shader Constants */
445     }
446
447     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
448
449         if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
450             IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
451
452         /* TODO: Pixel Shader Constants */
453     }
454
455     /* Others + Render & Texture */
456     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
457         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
458             if (pSB->Set.transform[i] && pSB->Changed.transform[i])
459                 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
460         }
461
462         if (pSB->Set.Indices && pSB->Changed.Indices)
463             IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
464
465         if (pSB->Set.material && pSB->Changed.material)
466             IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
467
468         if (pSB->Set.viewport && pSB->Changed.viewport)
469             IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
470
471         for (i=0; i<MAX_STREAMS; i++) {
472             if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
473                 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
474         }
475
476         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
477             if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
478                 float clip[4];
479
480                 clip[0] = pSB->clipplane[i][0];
481                 clip[1] = pSB->clipplane[i][1];
482                 clip[2] = pSB->clipplane[i][2];
483                 clip[3] = pSB->clipplane[i][3];
484                 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
485             }
486         }
487
488         /* Render */
489         for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
490             if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
491                 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
492         }
493
494         /* Texture */
495         for (j = 0; j < GL_LIMITS(textures); j++) {
496           for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
497             if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
498               IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
499             }
500           } 
501           if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
502             IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
503           } 
504         }
505
506
507     } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
508
509         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
510             if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
511                 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
512
513         }
514
515         for (j = 0; j < GL_LIMITS(textures); i++) {
516             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
517                 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
518                     pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
519                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
520             }
521         }
522
523     } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
524
525         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
526             if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
527                 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
528         }
529
530         for (j = 0; j < GL_LIMITS(textures); i++) {
531             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
532                 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
533                     pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
534                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
535             }
536         }
537
538
539     } else {
540         FIXME("Unrecognized state block type %d\n", pSB->blockType);
541     }
542     memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
543     TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
544
545     return D3D_OK;
546 }
547
548 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
549     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
550     PLIGHTINFOEL     *tmp;
551
552     TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
553
554     /* If not recorded, then update can just recapture */
555     if (updateBlock->blockType != D3DSBT_RECORDED) {
556         IDirect3DStateBlockImpl* tmpBlock;
557         IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
558
559         /* Note just swap the light chains over so when deleting, the old one goes */
560         tmp = updateBlock->lights;
561         memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
562         tmpBlock->lights = tmp;
563
564         /* Delete the temporary one (which points to the old light chain though */
565         IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
566
567     } else {
568         int i, j;
569         PLIGHTINFOEL *src;
570
571         /* Recorded => Only update 'changed' values */
572         if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
573             updateBlock->VertexShader = This->StateBlock->VertexShader;
574             TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
575         }
576
577         /* TODO: Vertex Shader Constants */
578
579         /* Lights... For a recorded state block, we just had a chain of actions to perform,
580              so we need to walk that chain and update any actions which differ */
581         src = updateBlock->lights;
582         while (src != NULL) {
583             PLIGHTINFOEL *realLight = NULL;
584             
585             /* Locate the light in the live lights */
586             realLight = This->StateBlock->lights;
587             while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
588
589             if (realLight == NULL) {
590                 FIXME("A captured light no longer exists...?\n");
591             } else {
592
593                 /* If 'changed' then its a SetLight command. Rather than comparing to see
594                      if the OriginalParms have changed and then copy them (twice through
595                      memory) just do the copy                                              */
596                 if (src->changed) {
597                     TRACE("Updating lights for light %ld\n", src->OriginalIndex);
598                     memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
599                 }
600
601                 /* If 'enabledChanged' then its a LightEnable command */
602                 if (src->enabledChanged) {
603                     TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
604                     src->lightEnabled = realLight->lightEnabled;
605                 }
606
607             }
608
609             src = src->next;
610         }
611         
612
613         if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
614             TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
615             IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
616         }
617
618         /* TODO: Pixel Shader Constants */
619
620         /* Others + Render & Texture */
621         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
622           if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i], 
623                                                       &updateBlock->transforms[i], 
624                                                       sizeof(D3DMATRIX)) != 0) {
625             TRACE("Updating transform %d\n", i);
626             memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
627           }
628         }
629
630         if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
631                                          || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
632           TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", 
633                 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
634           updateBlock->pIndexData = This->StateBlock->pIndexData;
635           updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
636         }
637
638        if (updateBlock->Set.material && memcmp(&This->StateBlock->material, 
639                                                    &updateBlock->material, 
640                                                    sizeof(D3DMATERIAL8)) != 0) {
641                 TRACE("Updating material\n");
642                 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
643        }
644            
645        if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport, 
646                                                    &updateBlock->viewport, 
647                                                    sizeof(D3DVIEWPORT8)) != 0) {
648                 TRACE("Updating viewport\n");
649                 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
650        }
651
652        for (i = 0; i < MAX_STREAMS; i++) {
653            if (updateBlock->Set.stream_source[i] && 
654                            ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
655                            (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
656                TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i], 
657                                                                         This->StateBlock->stream_stride[i]);
658                updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
659                updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
660            }
661        }
662
663        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
664            if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i], 
665                                                        &updateBlock->clipplane[i], 
666                                                        sizeof(updateBlock->clipplane)) != 0) {
667
668                TRACE("Updating clipplane %d\n", i);
669                memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], 
670                                        sizeof(updateBlock->clipplane));
671            }
672        }
673
674        /* Render */
675        for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
676
677            if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] != 
678                                                        This->StateBlock->renderstate[i])) {
679                TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
680                updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
681            }
682        }
683
684        /* Texture */
685        for (j = 0; j < GL_LIMITS(textures); j++) {
686            for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
687
688                if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] != 
689                                                                 This->StateBlock->texture_state[j][i])) {
690                    TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i], 
691                                updateBlock->texture_state[j][i]);
692                    updateBlock->texture_state[j][i] =  This->StateBlock->texture_state[j][i];
693                }
694
695                if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
696                    TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j],  updateBlock->textures[j]);
697                    updateBlock->textures[j] =  This->StateBlock->textures[j];
698                }
699            }
700
701        }
702     }
703
704     TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
705
706     return D3D_OK;
707 }
708
709 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
710     D3DRS_ALPHABLENDENABLE   ,
711     D3DRS_ALPHAFUNC          ,
712     D3DRS_ALPHAREF           ,
713     D3DRS_ALPHATESTENABLE    ,
714     D3DRS_BLENDOP            ,
715     D3DRS_COLORWRITEENABLE   ,
716     D3DRS_DESTBLEND          ,
717     D3DRS_DITHERENABLE       ,
718     D3DRS_EDGEANTIALIAS      ,
719     D3DRS_FILLMODE           ,
720     D3DRS_FOGDENSITY         ,
721     D3DRS_FOGEND             ,
722     D3DRS_FOGSTART           ,
723     D3DRS_LASTPIXEL          ,
724     D3DRS_LINEPATTERN        ,
725     D3DRS_SHADEMODE          ,
726     D3DRS_SRCBLEND           ,
727     D3DRS_STENCILENABLE      ,
728     D3DRS_STENCILFAIL        ,
729     D3DRS_STENCILFUNC        ,
730     D3DRS_STENCILMASK        ,
731     D3DRS_STENCILPASS        ,
732     D3DRS_STENCILREF         ,
733     D3DRS_STENCILWRITEMASK   ,
734     D3DRS_STENCILZFAIL       ,
735     D3DRS_TEXTUREFACTOR      ,
736     D3DRS_WRAP0              ,
737     D3DRS_WRAP1              ,
738     D3DRS_WRAP2              ,
739     D3DRS_WRAP3              ,
740     D3DRS_WRAP4              ,
741     D3DRS_WRAP5              ,
742     D3DRS_WRAP6              ,
743     D3DRS_WRAP7              ,
744     D3DRS_ZBIAS              ,
745     D3DRS_ZENABLE            ,
746     D3DRS_ZFUNC              ,
747     D3DRS_ZWRITEENABLE
748 };
749
750 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
751     D3DTSS_ADDRESSU              ,
752     D3DTSS_ADDRESSV              ,
753     D3DTSS_ADDRESSW              ,
754     D3DTSS_ALPHAARG0             ,
755     D3DTSS_ALPHAARG1             ,
756     D3DTSS_ALPHAARG2             ,
757     D3DTSS_ALPHAOP               ,
758     D3DTSS_BORDERCOLOR           ,
759     D3DTSS_BUMPENVLOFFSET        ,
760     D3DTSS_BUMPENVLSCALE         ,
761     D3DTSS_BUMPENVMAT00          ,
762     D3DTSS_BUMPENVMAT01          ,
763     D3DTSS_BUMPENVMAT10          ,
764     D3DTSS_BUMPENVMAT11          ,
765     D3DTSS_COLORARG0             ,
766     D3DTSS_COLORARG1             ,
767     D3DTSS_COLORARG2             ,
768     D3DTSS_COLOROP               ,
769     D3DTSS_MAGFILTER             ,
770     D3DTSS_MAXANISOTROPY         ,
771     D3DTSS_MAXMIPLEVEL           ,
772     D3DTSS_MINFILTER             ,
773     D3DTSS_MIPFILTER             ,
774     D3DTSS_MIPMAPLODBIAS         ,
775     D3DTSS_RESULTARG             ,
776     D3DTSS_TEXCOORDINDEX         ,
777     D3DTSS_TEXTURETRANSFORMFLAGS
778 };
779
780 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
781     D3DRS_AMBIENT                       ,
782     D3DRS_AMBIENTMATERIALSOURCE         ,
783     D3DRS_CLIPPING                      ,
784     D3DRS_CLIPPLANEENABLE               ,
785     D3DRS_COLORVERTEX                   ,
786     D3DRS_DIFFUSEMATERIALSOURCE         ,
787     D3DRS_EMISSIVEMATERIALSOURCE        ,
788     D3DRS_FOGDENSITY                    ,
789     D3DRS_FOGEND                        ,
790     D3DRS_FOGSTART                      ,
791     D3DRS_FOGTABLEMODE                  ,
792     D3DRS_FOGVERTEXMODE                 ,
793     D3DRS_INDEXEDVERTEXBLENDENABLE      ,
794     D3DRS_LIGHTING                      ,
795     D3DRS_LOCALVIEWER                   ,
796     D3DRS_MULTISAMPLEANTIALIAS          ,
797     D3DRS_MULTISAMPLEMASK               ,
798     D3DRS_NORMALIZENORMALS              ,
799     D3DRS_PATCHEDGESTYLE                ,
800     D3DRS_PATCHSEGMENTS                 ,
801     D3DRS_POINTSCALE_A                  ,
802     D3DRS_POINTSCALE_B                  ,
803     D3DRS_POINTSCALE_C                  ,
804     D3DRS_POINTSCALEENABLE              ,
805     D3DRS_POINTSIZE                     ,
806     D3DRS_POINTSIZE_MAX                 ,
807     D3DRS_POINTSIZE_MIN                 ,
808     D3DRS_POINTSPRITEENABLE             ,
809     D3DRS_RANGEFOGENABLE                ,
810     D3DRS_SOFTWAREVERTEXPROCESSING      ,
811     D3DRS_SPECULARMATERIALSOURCE        ,
812     D3DRS_TWEENFACTOR                   ,
813     D3DRS_VERTEXBLEND
814 };
815
816 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
817     D3DTSS_TEXCOORDINDEX         ,
818     D3DTSS_TEXTURETRANSFORMFLAGS
819 };