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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, 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 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 #undef WINED3D_MEMCHECK
61 /** Copy all members of one stateblock to another */
62 void stateblock_savedstates_copy(
63 IWineD3DStateBlock* iface,
65 SAVEDSTATES* source) {
67 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
68 unsigned bsize = sizeof(BOOL);
71 dest->indices = source->indices;
72 dest->material = source->material;
73 dest->fvf = source->fvf;
74 dest->viewport = source->viewport;
75 dest->vertexDecl = source->vertexDecl;
76 dest->pixelShader = source->pixelShader;
77 dest->vertexShader = source->vertexShader;
79 /* Fixed size arrays */
80 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
81 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
82 memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
83 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
84 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
85 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
86 memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
87 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
88 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
89 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
90 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
91 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
93 /* Dynamically sized arrays */
94 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
95 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
98 /** Set all members of a stateblock savedstate to the given value */
99 void stateblock_savedstates_set(
100 IWineD3DStateBlock* iface,
104 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
105 unsigned bsize = sizeof(BOOL);
108 states->indices = value;
109 states->material = value;
111 states->viewport = value;
112 states->vertexDecl = value;
113 states->pixelShader = value;
114 states->vertexShader = value;
116 /* Fixed size arrays */
117 memset(states->streamSource, value, bsize * MAX_STREAMS);
118 memset(states->streamFreq, value, bsize * MAX_STREAMS);
119 memset(states->textures, value, bsize * MAX_SAMPLERS);
120 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
121 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
122 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
123 memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
124 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
125 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
126 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
127 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
128 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
130 /* Dynamically sized arrays */
131 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
132 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
135 void stateblock_copy(
136 IWineD3DStateBlock* destination,
137 IWineD3DStateBlock* source) {
139 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
140 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
142 /* IUnknown fields */
143 Dest->lpVtbl = This->lpVtbl;
144 Dest->ref = This->ref;
146 /* IWineD3DStateBlock information */
147 Dest->parent = This->parent;
148 Dest->wineD3DDevice = This->wineD3DDevice;
149 Dest->blockType = This->blockType;
152 stateblock_savedstates_copy(source, &Dest->set, &This->set);
153 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
156 Dest->fvf = This->fvf;
157 Dest->vertexDecl = This->vertexDecl;
158 Dest->vertexShader = This->vertexShader;
159 Dest->streamIsUP = This->streamIsUP;
160 Dest->pIndexData = This->pIndexData;
161 Dest->baseVertexIndex = This->baseVertexIndex;
162 Dest->lights = This->lights;
163 Dest->clip_status = This->clip_status;
164 Dest->viewport = This->viewport;
165 Dest->material = This->material;
166 Dest->pixelShader = This->pixelShader;
167 Dest->vertex_blend = This->vertex_blend;
168 Dest->tween_factor = This->tween_factor;
169 Dest->glsl_program = This->glsl_program;
171 /* Fixed size arrays */
172 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
173 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
174 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
175 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
177 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
178 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
179 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
180 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
181 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
182 memcpy(Dest->transforms, This->transforms, sizeof(D3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
183 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
184 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
185 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
186 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
187 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
188 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
190 /* Dynamically sized arrays */
191 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
192 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
195 /**********************************************************
196 * IWineD3DStateBlockImpl IUnknown parts follows
197 **********************************************************/
198 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
200 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
201 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
202 if (IsEqualGUID(riid, &IID_IUnknown)
203 || IsEqualGUID(riid, &IID_IWineD3DBase)
204 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
205 IUnknown_AddRef(iface);
210 return E_NOINTERFACE;
213 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
214 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
215 ULONG refCount = InterlockedIncrement(&This->ref);
217 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
221 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
222 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
223 ULONG refCount = InterlockedDecrement(&This->ref);
225 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
228 /* type 0 represents the primary stateblock, so free all the resources */
229 if (This->blockType == WINED3DSBT_INIT) {
231 FIXME("Releasing primary stateblock\n");
232 /* Free any streams still bound */
233 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
234 if (This->streamSource[counter] != NULL) {
235 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
236 This->streamSource[counter] = NULL;
240 /* free any index data */
241 if (This->pIndexData) {
242 IWineD3DIndexBuffer_Release(This->pIndexData);
243 This->pIndexData = NULL;
246 if (NULL != This->pixelShader) {
247 IWineD3DPixelShader_Release(This->pixelShader);
250 if (NULL != This->vertexShader) {
251 IWineD3DVertexShader_Release(This->vertexShader);
254 if (NULL != This->vertexDecl) {
255 IWineD3DVertexDeclaration_Release(This->vertexDecl);
258 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
259 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
260 if (This->textures[counter]) {
261 /* release our 'internal' hold on the texture */
262 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
263 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
270 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
271 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
272 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
273 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
274 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
275 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
277 HeapFree(GetProcessHeap(), 0, This);
282 /**********************************************************
283 * IWineD3DStateBlockImpl parts follows
284 **********************************************************/
285 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
286 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
287 IUnknown_AddRef(This->parent);
288 *pParent = This->parent;
292 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
294 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
296 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
297 IWineD3DDevice_AddRef(*ppDevice);
302 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
304 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
305 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
307 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
309 /* If not recorded, then update can just recapture */
310 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
311 IWineD3DStateBlockImpl* tmpBlock;
312 PLIGHTINFOEL *tmp = This->lights;
314 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
316 /* Note just swap the light chains over so when deleting, the old one goes */
317 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
318 tmpBlock->lights = tmp;
320 /* Delete the temporary one (which points to the old light chain though */
321 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
322 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
329 /* Recorded => Only update 'changed' values */
330 if (This->vertexShader != targetStateBlock->vertexShader) {
331 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
333 if (targetStateBlock->vertexShader) {
334 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
336 if (This->vertexShader) {
337 IWineD3DVertexShader_Release(This->vertexShader);
340 This->vertexShader = targetStateBlock->vertexShader;
343 /* Vertex Shader Float Constants */
344 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
345 if (This->set.vertexShaderConstantsF[i]) {
346 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
347 targetStateBlock->vertexShaderConstantF[i * 4],
348 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
349 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
350 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
352 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
353 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
354 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
355 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
359 /* Vertex Shader Integer Constants */
360 for (i = 0; i < MAX_CONST_I; ++i) {
361 if (This->set.vertexShaderConstantsI[i]) {
362 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
363 targetStateBlock->vertexShaderConstantI[i * 4],
364 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
365 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
366 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
368 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
369 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
370 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
371 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
375 /* Vertex Shader Boolean Constants */
376 for (i = 0; i < MAX_CONST_B; ++i) {
377 if (This->set.vertexShaderConstantsB[i]) {
378 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
379 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
381 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
385 /* Lights... For a recorded state block, we just had a chain of actions to perform,
386 so we need to walk that chain and update any actions which differ */
388 while (src != NULL) {
389 PLIGHTINFOEL *realLight = NULL;
391 /* Locate the light in the live lights */
392 realLight = targetStateBlock->lights;
393 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
395 /* If 'changed' then its a SetLight command. Rather than comparing to see
396 if the OriginalParms have changed and then copy them (twice through
397 memory) just do the copy */
400 /* If the light exists, copy its parameters, otherwise copy the default parameters */
401 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
402 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
403 memcpy(&src->OriginalParms, params, sizeof(*params));
406 /* If 'enabledchanged' then its a LightEnable command */
407 if (src->enabledChanged) {
409 /* If the light exists, check if it's enabled, otherwise default is disabled state */
410 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
411 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
417 /* Recorded => Only update 'changed' values */
418 if (This->pixelShader != targetStateBlock->pixelShader) {
419 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
421 if (targetStateBlock->pixelShader) {
422 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
424 if (This->pixelShader) {
425 IWineD3DPixelShader_Release(This->pixelShader);
428 This->pixelShader = targetStateBlock->pixelShader;
431 /* Pixel Shader Float Constants */
432 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
433 if (This->set.pixelShaderConstantsF[i]) {
434 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
435 targetStateBlock->pixelShaderConstantF[i * 4],
436 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
437 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
438 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
440 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
441 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
442 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
443 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
447 /* Pixel Shader Integer Constants */
448 for (i = 0; i < MAX_CONST_I; ++i) {
449 if (This->set.pixelShaderConstantsI[i]) {
450 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
451 targetStateBlock->pixelShaderConstantI[i * 4],
452 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
453 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
454 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
456 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
457 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
458 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
459 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
463 /* Pixel Shader Boolean Constants */
464 for (i = 0; i < MAX_CONST_B; ++i) {
465 if (This->set.pixelShaderConstantsB[i]) {
466 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
467 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
469 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
473 /* Others + Render & Texture */
474 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
475 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
476 &This->transforms[i],
477 sizeof(D3DMATRIX)) != 0) {
478 TRACE("Updating transform %d\n", i);
479 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
483 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
484 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
485 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
486 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
487 This->pIndexData = targetStateBlock->pIndexData;
488 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
491 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
492 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
494 if (targetStateBlock->vertexDecl) {
495 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
497 if (This->vertexDecl) {
498 IWineD3DVertexDeclaration_Release(This->vertexDecl);
501 This->vertexDecl = targetStateBlock->vertexDecl;
504 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
505 This->fvf = targetStateBlock->fvf;
508 if (This->set.material && memcmp(&targetStateBlock->material,
510 sizeof(D3DMATERIAL9)) != 0) {
511 TRACE("Updating material\n");
512 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
515 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
517 sizeof(D3DVIEWPORT9)) != 0) {
518 TRACE("Updating viewport\n");
519 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
522 for (i = 0; i < MAX_STREAMS; i++) {
523 if (This->set.streamSource[i] &&
524 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
525 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
526 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
527 targetStateBlock->streamStride[i]);
528 This->streamStride[i] = targetStateBlock->streamStride[i];
529 This->streamSource[i] = targetStateBlock->streamSource[i];
532 if (This->set.streamFreq[i] &&
533 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
534 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
535 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
536 targetStateBlock->streamFlags[i]);
537 This->streamFreq[i] = targetStateBlock->streamFreq[i];
538 This->streamFlags[i] = targetStateBlock->streamFlags[i];
542 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
543 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
545 sizeof(This->clipplane)) != 0) {
547 TRACE("Updating clipplane %d\n", i);
548 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
549 sizeof(This->clipplane));
554 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
556 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
557 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
558 This->renderState[i] = targetStateBlock->renderState[i];
563 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
564 /* TODO: move over to using memcpy */
565 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
566 if (This->set.textureState[j][i]) {
567 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
568 This->textureState[j][i]);
569 This->textureState[j][i] = targetStateBlock->textureState[j][i];
575 /* TODO: move over to using memcpy */
576 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
577 if (This->set.textures[j]) {
578 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
579 This->textures[j] = targetStateBlock->textures[j];
581 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
582 if (This->set.samplerState[j][i]) {
583 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
584 j, i, targetStateBlock->samplerState[j][i],
585 This->samplerState[j][i]);
586 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
592 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
597 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
598 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
599 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
601 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
602 should really perform a delta so that only the changes get updated*/
608 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
610 /* FIXME: Only apply applicable states not all states */
612 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
615 PLIGHTINFOEL *toDo = This->lights;
616 while (toDo != NULL) {
618 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
619 if (toDo->enabledChanged)
620 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
625 if (This->set.vertexShader && This->changed.vertexShader) {
626 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
629 /* Vertex Shader Constants */
630 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
631 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
632 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
635 for (i = 0; i < MAX_CONST_I; i++) {
636 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
637 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
640 for (i = 0; i < MAX_CONST_B; i++) {
641 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
642 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
646 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
649 if (This->set.pixelShader && This->changed.pixelShader) {
650 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
653 /* Pixel Shader Constants */
654 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
655 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
656 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
659 for (i = 0; i < MAX_CONST_I; ++i) {
660 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
661 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
664 for (i = 0; i < MAX_CONST_B; ++i) {
665 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
666 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
670 if (This->set.fvf && This->changed.fvf) {
671 IWineD3DDevice_SetFVF(pDevice, This->fvf);
674 if (This->set.vertexDecl && This->changed.vertexDecl) {
675 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
678 /* Others + Render & Texture */
679 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
680 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
681 if (This->set.transform[i] && This->changed.transform[i])
682 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
685 if (This->set.indices && This->changed.indices)
686 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
688 if (This->set.material && This->changed.material )
689 IWineD3DDevice_SetMaterial(pDevice, &This->material);
691 if (This->set.viewport && This->changed.viewport)
692 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
694 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
695 for (i=0; i<MAX_STREAMS; i++) {
696 if (This->set.streamSource[i] && This->changed.streamSource[i])
697 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
699 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
700 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
703 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
704 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
707 clip[0] = This->clipplane[i][0];
708 clip[1] = This->clipplane[i][1];
709 clip[2] = This->clipplane[i][2];
710 clip[3] = This->clipplane[i][3];
711 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
716 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
717 if (This->set.renderState[i] && This->changed.renderState[i])
718 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
722 for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
723 /* TODO: move over to memcpy */
724 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
725 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
726 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
727 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
728 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
734 /* TODO: move over to memcpy */
735 for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
736 if (This->set.textures[j] && This->changed.textures[j]) {
737 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
739 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
740 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
741 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
742 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
743 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
749 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
751 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
752 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
753 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
757 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
758 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
759 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
763 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
764 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
765 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
769 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
771 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
772 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
773 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
776 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
777 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
778 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
782 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
783 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
784 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
790 FIXME("Unrecognized state block type %d\n", This->blockType);
792 stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
793 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
798 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
799 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
800 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
801 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
812 /* Note this may have a large overhead but it should only be executed
813 once, in order to initialize the complete state of the device and
814 all opengl equivalents */
815 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
816 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
817 This->blockType = WINED3DSBT_INIT;
819 /* Set some of the defaults for lights, transforms etc */
820 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
821 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
822 for (i = 0; i < 256; ++i) {
823 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
826 TRACE("Render states\n");
828 if (ThisDevice->depthStencilBuffer != NULL) {
829 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
831 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
833 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
834 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
835 lp.lp.wRepeatFactor = 0;
836 lp.lp.wLinePattern = 0;
837 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
838 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
839 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
840 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
841 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
842 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
843 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
844 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
845 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
846 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
847 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
848 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
849 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
850 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
851 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
852 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
853 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
855 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
857 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
859 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
860 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
861 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
862 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
863 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
864 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
865 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
866 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
868 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
869 * so only a single call performed (and ensure defaults initialized before making that call)
871 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
872 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
874 This->renderState[WINED3DRS_STENCILREF] = 0;
875 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
876 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
877 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
878 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
879 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
880 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
881 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
882 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
883 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
884 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
885 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
886 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
887 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
888 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
889 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
890 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
891 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
892 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
893 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
894 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
895 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
896 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
897 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
898 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
899 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
900 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
902 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
904 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
906 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
908 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
910 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
912 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
913 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
914 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
915 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
917 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
918 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
920 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
921 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
922 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
924 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
925 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
926 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
927 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
928 /* states new in d3d9 */
929 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
930 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
932 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
934 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
936 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
937 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
939 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
941 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
942 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
943 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
944 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
945 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
946 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
947 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
948 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
949 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
950 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
951 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
952 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
953 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
954 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
955 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
956 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
957 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
958 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
959 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
960 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
961 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
962 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
963 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
964 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
965 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
967 /* clipping status */
968 This->clip_status.ClipUnion = 0;
969 This->clip_status.ClipIntersection = 0xFFFFFFFF;
971 /* Texture Stage States - Put directly into state block, we will call function below */
972 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
973 TRACE("Setting up default texture states for texture Stage %d\n", i);
974 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
975 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
976 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
977 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
978 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
979 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
980 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
981 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
982 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
983 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
984 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
985 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
986 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
987 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
988 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
989 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
990 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
991 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
992 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
996 for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
997 TRACE("Setting up default samplers states for sampler %d\n", i);
998 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
999 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
1000 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
1001 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1002 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1003 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1004 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1005 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1006 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1007 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1008 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
1009 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1010 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
1013 /* Under DirectX you can have texture stage operations even if no texture is
1014 bound, whereas opengl will only do texture operations when a valid texture is
1015 bound. We emulate this by creating dummy textures and binding them to each
1016 texture stage, but disable all stages by default. Hence if a stage is enabled
1017 then the default texture will kick in until replaced by a SetTexture call */
1018 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1021 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
1022 GLubyte white = 255;
1024 /* Note this avoids calling settexture, so pretend it has been called */
1025 This->set.textures[i] = TRUE;
1026 This->changed.textures[i] = TRUE;
1027 This->textures[i] = NULL;
1029 /* Make appropriate texture active */
1030 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1031 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1032 checkGLcall("glActiveTextureARB");
1034 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1037 /* Generate an opengl texture name */
1038 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1039 checkGLcall("glGenTextures");
1040 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1042 /* Generate a dummy 1d texture */
1043 This->textureDimensions[i] = GL_TEXTURE_1D;
1044 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
1045 checkGLcall("glBindTexture");
1047 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1048 checkGLcall("glTexImage1D");
1049 #if 1 /* TODO: move the setting texture states off to basetexture */
1050 /* Reapply all the texture state information to this texture */
1051 IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
1058 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1059 for (i = 0; i < MAX_PALETTES; ++i) {
1061 for (j = 0; j < 256; ++j) {
1062 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1063 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1064 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1065 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1068 This->wineD3DDevice->currentPalette = 0;
1070 /* Set default GLSL program to NULL. We won't actually create one
1071 * until the app sets a vertex or pixel shader */
1072 This->glsl_program = NULL;
1074 TRACE("-----------------------> Device defaults now set up...\n");
1078 /**********************************************************
1079 * IWineD3DStateBlock VTbl follows
1080 **********************************************************/
1082 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1085 IWineD3DStateBlockImpl_QueryInterface,
1086 IWineD3DStateBlockImpl_AddRef,
1087 IWineD3DStateBlockImpl_Release,
1088 /* IWineD3DStateBlock */
1089 IWineD3DStateBlockImpl_GetParent,
1090 IWineD3DStateBlockImpl_GetDevice,
1091 IWineD3DStateBlockImpl_Capture,
1092 IWineD3DStateBlockImpl_Apply,
1093 IWineD3DStateBlockImpl_InitStartupStateBlock