Added a couple of tests for SetActiveWindow.
[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     union {
58         D3DLINEPATTERN lp;
59         DWORD d;
60     } lp;
61     union {
62         float f;
63         DWORD d;
64     } tmpfloat;
65     int i;
66     int j;
67     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
68
69     /* Note this may have a large overhead but it should only be executed
70        once, in order to initialize the complete state of the device and 
71        all opengl equivalents                                            */
72     TRACE("-----------------------> Setting up device defaults...\n");
73     This->StateBlock->blockType = D3DSBT_ALL;
74
75     /* FIXME: Set some of the defaults for lights, transforms etc */
76     memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
77     memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
78     for (i = 0; i < 256; ++i) {
79       memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
80     }
81  
82     /* Render states: */
83     if (This->PresentParms.EnableAutoDepthStencil) {
84        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
85     } else {
86        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
87     }
88     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
89     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
90
91     lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0;
92     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, lp.d);
93     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
94     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
95     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
96     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
97     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
98     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
99     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
100     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
101     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
102     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
103     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
104     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
105     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
106     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
107     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
108     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
109     tmpfloat.f = 0.0f;
110     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, tmpfloat.d);
111     tmpfloat.f = 1.0f;
112     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, tmpfloat.d);
113     tmpfloat.f = 1.0f;
114     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, tmpfloat.d);
115     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
116     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
117     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
118     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
119     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
120     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
121     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
122
123     /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
124      * so only a single call performed (and ensure defaults initialized before making that call)    
125      *
126      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
127      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
128      */
129     This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
130     This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
131     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
132     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
133     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
134     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
135     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
136     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
137     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
138     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
139     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
140     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
141     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
142     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
143     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
144     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
145     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
146     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
147     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
148     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
149     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
150     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
151     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
152     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
153     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
154     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
155     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
156     tmpfloat.f = 1.0f;
157     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, tmpfloat.d);
158     tmpfloat.f = 0.0f;
159     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, tmpfloat.d);
160     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
161     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
162     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
163     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
164     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
165     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
166     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
167     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
168     tmpfloat.f = 1.0f;
169     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, tmpfloat.d);
170     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
171     tmpfloat.f = 64.0f;
172     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, tmpfloat.d);
173     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
174     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
175     tmpfloat.f = 0.0f;
176     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, tmpfloat.d);
177     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
178     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
179     IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
180
181     /* Texture Stage States - Put directly into state block, we will call function below */
182     for (i = 0; i < GL_LIMITS(textures); i++) {
183         memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
184         This->StateBlock->texture_state[i][D3DTSS_COLOROP               ] = (i==0)? D3DTOP_MODULATE :  D3DTOP_DISABLE;
185         This->StateBlock->texture_state[i][D3DTSS_COLORARG1             ] = D3DTA_TEXTURE;
186         This->StateBlock->texture_state[i][D3DTSS_COLORARG2             ] = D3DTA_CURRENT;
187         This->StateBlock->texture_state[i][D3DTSS_ALPHAOP               ] = (i==0)? D3DTOP_SELECTARG1 :  D3DTOP_DISABLE;
188         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1             ] = D3DTA_TEXTURE;
189         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2             ] = D3DTA_CURRENT;
190         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
191         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
192         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
193         This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
194         This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX         ] = i;
195         This->StateBlock->texture_state[i][D3DTSS_ADDRESSU              ] = D3DTADDRESS_WRAP;
196         This->StateBlock->texture_state[i][D3DTSS_ADDRESSV              ] = D3DTADDRESS_WRAP;
197         This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR           ] = 0x00;
198         This->StateBlock->texture_state[i][D3DTSS_MAGFILTER             ] = D3DTEXF_POINT;
199         This->StateBlock->texture_state[i][D3DTSS_MINFILTER             ] = D3DTEXF_POINT;
200         This->StateBlock->texture_state[i][D3DTSS_MIPFILTER             ] = D3DTEXF_NONE;
201         This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS         ] = 0;
202         This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL           ] = 0;
203         This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY         ] = 1;
204         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
205         This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
206         This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
207         This->StateBlock->texture_state[i][D3DTSS_ADDRESSW              ] = D3DTADDRESS_WRAP;
208         This->StateBlock->texture_state[i][D3DTSS_COLORARG0             ] = D3DTA_CURRENT;
209         This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0             ] = D3DTA_CURRENT;
210         This->StateBlock->texture_state[i][D3DTSS_RESULTARG             ] = D3DTA_CURRENT;
211     }
212
213     /* Under DirectX you can have texture stage operations even if no texture is
214        bound, whereas opengl will only do texture operations when a valid texture is
215        bound. We emulate this by creating dummy textures and binding them to each
216        texture stage, but disable all stages by default. Hence if a stage is enabled
217        then the default texture will kick in until replaced by a SetTexture call     */
218
219     ENTER_GL();
220
221     for (i = 0; i < GL_LIMITS(textures); i++) {
222         GLubyte white = 255;
223
224         /* Note this avoids calling settexture, so pretend it has been called */
225         This->StateBlock->Set.textures[i] = TRUE;
226         This->StateBlock->Changed.textures[i] = TRUE;
227         This->StateBlock->textures[i] = NULL;
228
229         /* Make appropriate texture active */
230         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
231 #if defined(GL_VERSION_1_3)
232             glActiveTexture(GL_TEXTURE0 + i);
233 #else
234             glActiveTextureARB(GL_TEXTURE0_ARB + i);
235 #endif
236             checkGLcall("glActiveTextureARB");
237         } else if (i > 0) {
238             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
239         }
240
241         /* Generate an opengl texture name */
242         glGenTextures(1, &This->dummyTextureName[i]);
243         checkGLcall("glGenTextures");
244         TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
245
246         /* Generate a dummy 1d texture */
247         This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
248         glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
249         checkGLcall("glBindTexture");
250
251         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); 
252         checkGLcall("glTexImage1D");
253
254         /* Reapply all the texture state information to this texture */
255         setupTextureStates(iface, i, REAPPLY_ALL);
256     }
257
258     LEAVE_GL();
259
260     /* defaulting palettes */
261     for (i = 0; i < MAX_PALETTES; ++i) {
262       for (j = 0; j < 256; ++j) {
263         This->palettes[i][j].peRed   = 0xFF;
264         This->palettes[i][j].peGreen = 0xFF;
265         This->palettes[i][j].peBlue  = 0xFF;
266         This->palettes[i][j].peFlags = 0xFF;
267       }
268     }
269     This->currentPalette = 0;
270
271     TRACE("-----------------------> Device defaults now set up...\n");
272
273     return D3D_OK;
274 }
275
276
277
278 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
279   IDirect3DStateBlockImpl* object;
280   UINT i, j;
281
282   TRACE("(%p) : Type(%d)\n", This, Type);
283
284   /* Allocate Storage */
285   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
286   if (object) {
287     if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
288       /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
289       object->device = This;
290       object->ref = 1;
291       object->blockType = Type;
292       This->StateBlock = object;
293       /* don't forget to init it calling InitStartupStateBlock */
294       return D3D_OK;
295     }
296     memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
297   } else {
298     *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
299     return E_OUTOFMEMORY;
300   }
301   /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
302   object->device = This;
303   object->ref = 1;
304   object->blockType = Type;
305
306   TRACE("Updating changed flags appropriate for type %d\n", Type);
307
308   if (Type == D3DSBT_ALL) {
309     TRACE("ALL => Pretend everything has changed\n");
310     memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
311     
312   } else if (Type == D3DSBT_PIXELSTATE) {
313     
314     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
315     
316     /* TODO: Pixel Shader Constants */
317     object->Changed.pixelShader = TRUE;
318     for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
319       object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
320     }
321     for (j = 0; j < GL_LIMITS(textures); i++) {
322       for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
323         object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
324       }
325     }
326     
327   } else if (Type == D3DSBT_VERTEXSTATE) {
328     
329     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
330     
331     /* TODO: Vertex Shader Constants */
332     object->Changed.vertexShader = TRUE;
333     for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
334       object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
335     }
336     for (j = 0; j < GL_LIMITS(textures); i++) {
337       for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
338         object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
339       }
340     }
341
342     /* Duplicate light chain */
343     {
344         PLIGHTINFOEL *src = NULL;
345         PLIGHTINFOEL *dst = NULL;
346         PLIGHTINFOEL *newEl = NULL;
347
348         src = This->StateBlock->lights;
349         object->lights = NULL;
350         
351         while (src) {
352             newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
353             if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
354             memcpy(newEl, src, sizeof(PLIGHTINFOEL));
355             newEl->prev = dst;
356             newEl->changed = TRUE;
357             newEl->enabledChanged = TRUE;
358             if (dst == NULL) {
359                 object->lights = newEl;
360             } else {
361                 dst->next = newEl;
362             }
363             dst = newEl;
364             src = src->next;
365         }
366     }
367     
368   } else {
369     FIXME("Unrecognized state block type %d\n", Type);
370   }
371   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
372   
373   *ppStateBlock = object;
374   return D3D_OK;
375 }
376
377 /** yakkk temporary waiting for Release */
378 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
379   PLIGHTINFOEL *tmp;
380
381   TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
382   tmp = pSB->lights;
383   if (tmp) tmp = tmp->next;
384   while (tmp != NULL) {
385       HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
386       tmp = tmp->next;
387   }
388   if (tmp) HeapFree(GetProcessHeap(), 0, (void *)tmp);
389   HeapFree(GetProcessHeap(), 0, (void *)pSB);
390   return D3D_OK;
391 }
392
393 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
394   IDirect3DStateBlockImpl* object;
395   
396   TRACE("(%p)\n", This);
397   
398   if (This->isRecordingState) {
399     TRACE("(%p) already recording! returning error\n", This);
400     return D3DERR_INVALIDCALL;
401   }
402
403   /* Allocate Storage */
404   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
405   if (object) {
406   } else {
407     return E_OUTOFMEMORY;
408   }
409   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
410   object->device = This;
411   object->ref = 1;
412   
413   This->isRecordingState = TRUE;
414   This->UpdateStateBlock = object;
415   
416   return D3D_OK;
417 }
418
419 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
420   TRACE("(%p)\n", This);
421   
422   if (!This->isRecordingState) {
423     TRACE("(%p) not recording! returning error\n", This);
424     *ppStateBlock = NULL;
425     return D3DERR_INVALIDCALL;
426   }
427
428   This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
429   *ppStateBlock = This->UpdateStateBlock;  /* FIXME: AddRef() */
430   This->isRecordingState = FALSE;
431   This->UpdateStateBlock = This->StateBlock;
432   
433   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
434   return D3D_OK;
435 }
436
437 HRESULT  WINAPI  IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
438     UINT i;
439     UINT j;
440     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
441
442     TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
443
444     /* FIXME: Only apply applicable states not all states */
445
446     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
447
448         PLIGHTINFOEL *toDo = pSB->lights;
449         while (toDo != NULL) {
450             if (toDo->changed) 
451                   IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
452             if (toDo->enabledChanged) 
453                   IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
454             toDo = toDo->next;
455         }
456
457         if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
458             IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
459
460         /* TODO: Vertex Shader Constants */
461     }
462
463     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
464
465         if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
466             IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
467
468         /* TODO: Pixel Shader Constants */
469     }
470
471     /* Others + Render & Texture */
472     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
473         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
474             if (pSB->Set.transform[i] && pSB->Changed.transform[i])
475                 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
476         }
477
478         if (pSB->Set.Indices && pSB->Changed.Indices)
479             IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
480
481         if (pSB->Set.material && pSB->Changed.material)
482             IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
483
484         if (pSB->Set.viewport && pSB->Changed.viewport)
485             IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
486
487         for (i=0; i<MAX_STREAMS; i++) {
488             if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
489                 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
490         }
491
492         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
493             if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
494                 float clip[4];
495
496                 clip[0] = pSB->clipplane[i][0];
497                 clip[1] = pSB->clipplane[i][1];
498                 clip[2] = pSB->clipplane[i][2];
499                 clip[3] = pSB->clipplane[i][3];
500                 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
501             }
502         }
503
504         /* Render */
505         for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
506             if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
507                 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
508         }
509
510         /* Texture */
511         for (j = 0; j < GL_LIMITS(textures); j++) {
512           for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
513             if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
514               IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
515             }
516           } 
517           if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
518             IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
519           } 
520         }
521
522
523     } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
524
525         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
526             if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
527                 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
528
529         }
530
531         for (j = 0; j < GL_LIMITS(textures); i++) {
532             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
533                 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
534                     pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
535                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
536             }
537         }
538
539     } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
540
541         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
542             if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
543                 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
544         }
545
546         for (j = 0; j < GL_LIMITS(textures); i++) {
547             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
548                 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
549                     pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
550                     IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
551             }
552         }
553
554
555     } else {
556         FIXME("Unrecognized state block type %d\n", pSB->blockType);
557     }
558     memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
559     TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
560
561     return D3D_OK;
562 }
563
564 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
565     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
566     PLIGHTINFOEL     *tmp;
567
568     TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
569
570     /* If not recorded, then update can just recapture */
571     if (updateBlock->blockType != D3DSBT_RECORDED) {
572         IDirect3DStateBlockImpl* tmpBlock;
573         IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
574
575         /* Note just swap the light chains over so when deleting, the old one goes */
576         tmp = updateBlock->lights;
577         memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
578         tmpBlock->lights = tmp;
579
580         /* Delete the temporary one (which points to the old light chain though */
581         IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
582
583     } else {
584         int i, j;
585         PLIGHTINFOEL *src;
586
587         /* Recorded => Only update 'changed' values */
588         if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
589             updateBlock->VertexShader = This->StateBlock->VertexShader;
590             TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
591         }
592
593         /* TODO: Vertex Shader Constants */
594
595         /* Lights... For a recorded state block, we just had a chain of actions to perform,
596              so we need to walk that chain and update any actions which differ */
597         src = updateBlock->lights;
598         while (src != NULL) {
599             PLIGHTINFOEL *realLight = NULL;
600             
601             /* Locate the light in the live lights */
602             realLight = This->StateBlock->lights;
603             while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
604
605             if (realLight == NULL) {
606                 FIXME("A captured light no longer exists...?\n");
607             } else {
608
609                 /* If 'changed' then its a SetLight command. Rather than comparing to see
610                      if the OriginalParms have changed and then copy them (twice through
611                      memory) just do the copy                                              */
612                 if (src->changed) {
613                     TRACE("Updating lights for light %ld\n", src->OriginalIndex);
614                     memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
615                 }
616
617                 /* If 'enabledChanged' then its a LightEnable command */
618                 if (src->enabledChanged) {
619                     TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
620                     src->lightEnabled = realLight->lightEnabled;
621                 }
622
623             }
624
625             src = src->next;
626         }
627         
628
629         if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
630             TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
631             IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
632         }
633
634         /* TODO: Pixel Shader Constants */
635
636         /* Others + Render & Texture */
637         for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
638           if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i], 
639                                                       &updateBlock->transforms[i], 
640                                                       sizeof(D3DMATRIX)) != 0) {
641             TRACE("Updating transform %d\n", i);
642             memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
643           }
644         }
645
646         if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
647                                          || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
648           TRACE("Updating pindexData to %p, baseVertexIndex to %d\n", 
649                 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
650           updateBlock->pIndexData = This->StateBlock->pIndexData;
651           updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
652         }
653
654        if (updateBlock->Set.material && memcmp(&This->StateBlock->material, 
655                                                    &updateBlock->material, 
656                                                    sizeof(D3DMATERIAL8)) != 0) {
657                 TRACE("Updating material\n");
658                 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
659        }
660            
661        if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport, 
662                                                    &updateBlock->viewport, 
663                                                    sizeof(D3DVIEWPORT8)) != 0) {
664                 TRACE("Updating viewport\n");
665                 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
666        }
667
668        for (i = 0; i < MAX_STREAMS; i++) {
669            if (updateBlock->Set.stream_source[i] && 
670                            ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
671                            (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
672                TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i], 
673                                                                         This->StateBlock->stream_stride[i]);
674                updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
675                updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
676            }
677        }
678
679        for (i = 0; i < GL_LIMITS(clipplanes); i++) {
680            if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i], 
681                                                        &updateBlock->clipplane[i], 
682                                                        sizeof(updateBlock->clipplane)) != 0) {
683
684                TRACE("Updating clipplane %d\n", i);
685                memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], 
686                                        sizeof(updateBlock->clipplane));
687            }
688        }
689
690        /* Render */
691        for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
692
693            if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] != 
694                                                        This->StateBlock->renderstate[i])) {
695                TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
696                updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
697            }
698        }
699
700        /* Texture */
701        for (j = 0; j < GL_LIMITS(textures); j++) {
702            for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
703
704                if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] != 
705                                                                 This->StateBlock->texture_state[j][i])) {
706                    TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i], 
707                                updateBlock->texture_state[j][i]);
708                    updateBlock->texture_state[j][i] =  This->StateBlock->texture_state[j][i];
709                }
710
711                if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
712                    TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j],  updateBlock->textures[j]);
713                    updateBlock->textures[j] =  This->StateBlock->textures[j];
714                }
715            }
716
717        }
718     }
719
720     TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
721
722     return D3D_OK;
723 }
724
725 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
726     D3DRS_ALPHABLENDENABLE   ,
727     D3DRS_ALPHAFUNC          ,
728     D3DRS_ALPHAREF           ,
729     D3DRS_ALPHATESTENABLE    ,
730     D3DRS_BLENDOP            ,
731     D3DRS_COLORWRITEENABLE   ,
732     D3DRS_DESTBLEND          ,
733     D3DRS_DITHERENABLE       ,
734     D3DRS_EDGEANTIALIAS      ,
735     D3DRS_FILLMODE           ,
736     D3DRS_FOGDENSITY         ,
737     D3DRS_FOGEND             ,
738     D3DRS_FOGSTART           ,
739     D3DRS_LASTPIXEL          ,
740     D3DRS_LINEPATTERN        ,
741     D3DRS_SHADEMODE          ,
742     D3DRS_SRCBLEND           ,
743     D3DRS_STENCILENABLE      ,
744     D3DRS_STENCILFAIL        ,
745     D3DRS_STENCILFUNC        ,
746     D3DRS_STENCILMASK        ,
747     D3DRS_STENCILPASS        ,
748     D3DRS_STENCILREF         ,
749     D3DRS_STENCILWRITEMASK   ,
750     D3DRS_STENCILZFAIL       ,
751     D3DRS_TEXTUREFACTOR      ,
752     D3DRS_WRAP0              ,
753     D3DRS_WRAP1              ,
754     D3DRS_WRAP2              ,
755     D3DRS_WRAP3              ,
756     D3DRS_WRAP4              ,
757     D3DRS_WRAP5              ,
758     D3DRS_WRAP6              ,
759     D3DRS_WRAP7              ,
760     D3DRS_ZBIAS              ,
761     D3DRS_ZENABLE            ,
762     D3DRS_ZFUNC              ,
763     D3DRS_ZWRITEENABLE
764 };
765
766 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
767     D3DTSS_ADDRESSU              ,
768     D3DTSS_ADDRESSV              ,
769     D3DTSS_ADDRESSW              ,
770     D3DTSS_ALPHAARG0             ,
771     D3DTSS_ALPHAARG1             ,
772     D3DTSS_ALPHAARG2             ,
773     D3DTSS_ALPHAOP               ,
774     D3DTSS_BORDERCOLOR           ,
775     D3DTSS_BUMPENVLOFFSET        ,
776     D3DTSS_BUMPENVLSCALE         ,
777     D3DTSS_BUMPENVMAT00          ,
778     D3DTSS_BUMPENVMAT01          ,
779     D3DTSS_BUMPENVMAT10          ,
780     D3DTSS_BUMPENVMAT11          ,
781     D3DTSS_COLORARG0             ,
782     D3DTSS_COLORARG1             ,
783     D3DTSS_COLORARG2             ,
784     D3DTSS_COLOROP               ,
785     D3DTSS_MAGFILTER             ,
786     D3DTSS_MAXANISOTROPY         ,
787     D3DTSS_MAXMIPLEVEL           ,
788     D3DTSS_MINFILTER             ,
789     D3DTSS_MIPFILTER             ,
790     D3DTSS_MIPMAPLODBIAS         ,
791     D3DTSS_RESULTARG             ,
792     D3DTSS_TEXCOORDINDEX         ,
793     D3DTSS_TEXTURETRANSFORMFLAGS
794 };
795
796 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
797     D3DRS_AMBIENT                       ,
798     D3DRS_AMBIENTMATERIALSOURCE         ,
799     D3DRS_CLIPPING                      ,
800     D3DRS_CLIPPLANEENABLE               ,
801     D3DRS_COLORVERTEX                   ,
802     D3DRS_DIFFUSEMATERIALSOURCE         ,
803     D3DRS_EMISSIVEMATERIALSOURCE        ,
804     D3DRS_FOGDENSITY                    ,
805     D3DRS_FOGEND                        ,
806     D3DRS_FOGSTART                      ,
807     D3DRS_FOGTABLEMODE                  ,
808     D3DRS_FOGVERTEXMODE                 ,
809     D3DRS_INDEXEDVERTEXBLENDENABLE      ,
810     D3DRS_LIGHTING                      ,
811     D3DRS_LOCALVIEWER                   ,
812     D3DRS_MULTISAMPLEANTIALIAS          ,
813     D3DRS_MULTISAMPLEMASK               ,
814     D3DRS_NORMALIZENORMALS              ,
815     D3DRS_PATCHEDGESTYLE                ,
816     D3DRS_PATCHSEGMENTS                 ,
817     D3DRS_POINTSCALE_A                  ,
818     D3DRS_POINTSCALE_B                  ,
819     D3DRS_POINTSCALE_C                  ,
820     D3DRS_POINTSCALEENABLE              ,
821     D3DRS_POINTSIZE                     ,
822     D3DRS_POINTSIZE_MAX                 ,
823     D3DRS_POINTSIZE_MIN                 ,
824     D3DRS_POINTSPRITEENABLE             ,
825     D3DRS_RANGEFOGENABLE                ,
826     D3DRS_SOFTWAREVERTEXPROCESSING      ,
827     D3DRS_SPECULARMATERIALSOURCE        ,
828     D3DRS_TWEENFACTOR                   ,
829     D3DRS_VERTEXBLEND
830 };
831
832 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
833     D3DTSS_TEXCOORDINDEX         ,
834     D3DTSS_TEXTURETRANSFORMFLAGS
835 };