crypt32: Implement CertFindCRLInStore for find type CRL_FIND_ISSUED_FOR.
[wine] / dlls / wined3d / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2007 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 static const DWORD pixel_states_render[] =
31 {
32     WINED3DRS_ALPHABLENDENABLE,
33     WINED3DRS_ALPHAFUNC,
34     WINED3DRS_ALPHAREF,
35     WINED3DRS_ALPHATESTENABLE,
36     WINED3DRS_ANTIALIASEDLINEENABLE,
37     WINED3DRS_BLENDFACTOR,
38     WINED3DRS_BLENDOP,
39     WINED3DRS_BLENDOPALPHA,
40     WINED3DRS_CCW_STENCILFAIL,
41     WINED3DRS_CCW_STENCILPASS,
42     WINED3DRS_CCW_STENCILZFAIL,
43     WINED3DRS_COLORWRITEENABLE,
44     WINED3DRS_COLORWRITEENABLE1,
45     WINED3DRS_COLORWRITEENABLE2,
46     WINED3DRS_COLORWRITEENABLE3,
47     WINED3DRS_DEPTHBIAS,
48     WINED3DRS_DESTBLEND,
49     WINED3DRS_DESTBLENDALPHA,
50     WINED3DRS_DITHERENABLE,
51     WINED3DRS_FILLMODE,
52     WINED3DRS_FOGDENSITY,
53     WINED3DRS_FOGEND,
54     WINED3DRS_FOGSTART,
55     WINED3DRS_LASTPIXEL,
56     WINED3DRS_SCISSORTESTENABLE,
57     WINED3DRS_SEPARATEALPHABLENDENABLE,
58     WINED3DRS_SHADEMODE,
59     WINED3DRS_SLOPESCALEDEPTHBIAS,
60     WINED3DRS_SRCBLEND,
61     WINED3DRS_SRCBLENDALPHA,
62     WINED3DRS_SRGBWRITEENABLE,
63     WINED3DRS_STENCILENABLE,
64     WINED3DRS_STENCILFAIL,
65     WINED3DRS_STENCILFUNC,
66     WINED3DRS_STENCILMASK,
67     WINED3DRS_STENCILPASS,
68     WINED3DRS_STENCILREF,
69     WINED3DRS_STENCILWRITEMASK,
70     WINED3DRS_STENCILZFAIL,
71     WINED3DRS_TEXTUREFACTOR,
72     WINED3DRS_TWOSIDEDSTENCILMODE,
73     WINED3DRS_WRAP0,
74     WINED3DRS_WRAP1,
75     WINED3DRS_WRAP10,
76     WINED3DRS_WRAP11,
77     WINED3DRS_WRAP12,
78     WINED3DRS_WRAP13,
79     WINED3DRS_WRAP14,
80     WINED3DRS_WRAP15,
81     WINED3DRS_WRAP2,
82     WINED3DRS_WRAP3,
83     WINED3DRS_WRAP4,
84     WINED3DRS_WRAP5,
85     WINED3DRS_WRAP6,
86     WINED3DRS_WRAP7,
87     WINED3DRS_WRAP8,
88     WINED3DRS_WRAP9,
89     WINED3DRS_ZENABLE,
90     WINED3DRS_ZFUNC,
91     WINED3DRS_ZWRITEENABLE,
92 };
93
94 static const DWORD pixel_states_texture[] =
95 {
96     WINED3DTSS_ALPHAARG0,
97     WINED3DTSS_ALPHAARG1,
98     WINED3DTSS_ALPHAARG2,
99     WINED3DTSS_ALPHAOP,
100     WINED3DTSS_BUMPENVLOFFSET,
101     WINED3DTSS_BUMPENVLSCALE,
102     WINED3DTSS_BUMPENVMAT00,
103     WINED3DTSS_BUMPENVMAT01,
104     WINED3DTSS_BUMPENVMAT10,
105     WINED3DTSS_BUMPENVMAT11,
106     WINED3DTSS_COLORARG0,
107     WINED3DTSS_COLORARG1,
108     WINED3DTSS_COLORARG2,
109     WINED3DTSS_COLOROP,
110     WINED3DTSS_RESULTARG,
111     WINED3DTSS_TEXCOORDINDEX,
112     WINED3DTSS_TEXTURETRANSFORMFLAGS,
113 };
114
115 static const DWORD pixel_states_sampler[] =
116 {
117     WINED3DSAMP_ADDRESSU,
118     WINED3DSAMP_ADDRESSV,
119     WINED3DSAMP_ADDRESSW,
120     WINED3DSAMP_BORDERCOLOR,
121     WINED3DSAMP_MAGFILTER,
122     WINED3DSAMP_MINFILTER,
123     WINED3DSAMP_MIPFILTER,
124     WINED3DSAMP_MIPMAPLODBIAS,
125     WINED3DSAMP_MAXMIPLEVEL,
126     WINED3DSAMP_MAXANISOTROPY,
127     WINED3DSAMP_SRGBTEXTURE,
128     WINED3DSAMP_ELEMENTINDEX,
129 };
130
131 static const DWORD vertex_states_render[] =
132 {
133     WINED3DRS_ADAPTIVETESS_W,
134     WINED3DRS_ADAPTIVETESS_X,
135     WINED3DRS_ADAPTIVETESS_Y,
136     WINED3DRS_ADAPTIVETESS_Z,
137     WINED3DRS_AMBIENT,
138     WINED3DRS_AMBIENTMATERIALSOURCE,
139     WINED3DRS_CLIPPING,
140     WINED3DRS_CLIPPLANEENABLE,
141     WINED3DRS_COLORVERTEX,
142     WINED3DRS_CULLMODE,
143     WINED3DRS_DIFFUSEMATERIALSOURCE,
144     WINED3DRS_EMISSIVEMATERIALSOURCE,
145     WINED3DRS_ENABLEADAPTIVETESSELLATION,
146     WINED3DRS_FOGCOLOR,
147     WINED3DRS_FOGDENSITY,
148     WINED3DRS_FOGENABLE,
149     WINED3DRS_FOGEND,
150     WINED3DRS_FOGSTART,
151     WINED3DRS_FOGTABLEMODE,
152     WINED3DRS_FOGVERTEXMODE,
153     WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154     WINED3DRS_LIGHTING,
155     WINED3DRS_LOCALVIEWER,
156     WINED3DRS_MAXTESSELLATIONLEVEL,
157     WINED3DRS_MINTESSELLATIONLEVEL,
158     WINED3DRS_MULTISAMPLEANTIALIAS,
159     WINED3DRS_MULTISAMPLEMASK,
160     WINED3DRS_NORMALDEGREE,
161     WINED3DRS_NORMALIZENORMALS,
162     WINED3DRS_PATCHEDGESTYLE,
163     WINED3DRS_POINTSCALE_A,
164     WINED3DRS_POINTSCALE_B,
165     WINED3DRS_POINTSCALE_C,
166     WINED3DRS_POINTSCALEENABLE,
167     WINED3DRS_POINTSIZE,
168     WINED3DRS_POINTSIZE_MAX,
169     WINED3DRS_POINTSIZE_MIN,
170     WINED3DRS_POINTSPRITEENABLE,
171     WINED3DRS_POSITIONDEGREE,
172     WINED3DRS_RANGEFOGENABLE,
173     WINED3DRS_SHADEMODE,
174     WINED3DRS_SPECULARENABLE,
175     WINED3DRS_SPECULARMATERIALSOURCE,
176     WINED3DRS_TWEENFACTOR,
177     WINED3DRS_VERTEXBLEND,
178 };
179
180 static const DWORD vertex_states_texture[] =
181 {
182     WINED3DTSS_TEXCOORDINDEX,
183     WINED3DTSS_TEXTURETRANSFORMFLAGS,
184 };
185
186 static const DWORD vertex_states_sampler[] =
187 {
188     WINED3DSAMP_DMAPOFFSET,
189 };
190
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192  * along with their set/changed flags on the given stateblock object
193  */
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
195 {
196     IWineD3DDeviceImpl *device = object->wineD3DDevice;
197
198     /* Allocate space for floating point constants */
199     object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200             sizeof(float) * device->d3d_pshader_constantF * 4);
201     if (!object->pixelShaderConstantF) goto fail;
202
203     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204             sizeof(BOOL) * device->d3d_pshader_constantF);
205     if (!object->changed.pixelShaderConstantsF) goto fail;
206
207     object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208             sizeof(float) * device->d3d_vshader_constantF * 4);
209     if (!object->vertexShaderConstantF) goto fail;
210
211     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212             sizeof(BOOL) * device->d3d_vshader_constantF);
213     if (!object->changed.vertexShaderConstantsF) goto fail;
214
215     object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216             sizeof(DWORD) * device->d3d_vshader_constantF);
217     if (!object->contained_vs_consts_f) goto fail;
218
219     object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220             sizeof(DWORD) * device->d3d_pshader_constantF);
221     if (!object->contained_ps_consts_f) goto fail;
222
223     return WINED3D_OK;
224
225 fail:
226     ERR("Failed to allocate memory\n");
227     HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
228     HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229     HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
230     HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231     HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232     HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233     return E_OUTOFMEMORY;
234 }
235
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
237 {
238     DWORD mask = (1 << (map_size & 0x1f)) - 1;
239     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240     if (mask) map[map_size >> 5] = mask;
241 }
242
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
245 {
246     unsigned int i;
247
248     /* Single values */
249     states->primitive_type = 1;
250     states->indices = 1;
251     states->material = 1;
252     states->viewport = 1;
253     states->vertexDecl = 1;
254     states->pixelShader = 1;
255     states->vertexShader = 1;
256     states->scissorRect = 1;
257
258     /* Fixed size arrays */
259     states->streamSource = 0xffff;
260     states->streamFreq = 0xffff;
261     states->textures = 0xfffff;
262     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
266     states->clipplane = 0xffffffff;
267     states->pixelShaderConstantsB = 0xffff;
268     states->pixelShaderConstantsI = 0xffff;
269     states->vertexShaderConstantsB = 0xffff;
270     states->vertexShaderConstantsI = 0xffff;
271
272     /* Dynamically sized arrays */
273     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
275 }
276
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
278 {
279     DWORD texture_mask = 0;
280     WORD sampler_mask = 0;
281     unsigned int i;
282
283     states->pixelShader = 1;
284
285     for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
286     {
287         DWORD rs = pixel_states_render[i];
288         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
289     }
290
291     for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292         texture_mask |= 1 << pixel_states_texture[i];
293     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294     for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295         sampler_mask |= 1 << pixel_states_sampler[i];
296     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297     states->pixelShaderConstantsB = 0xffff;
298     states->pixelShaderConstantsI = 0xffff;
299
300     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
301 }
302
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
304 {
305     DWORD texture_mask = 0;
306     WORD sampler_mask = 0;
307     unsigned int i;
308
309     states->vertexDecl = 1;
310     states->vertexShader = 1;
311
312     for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
313     {
314         DWORD rs = vertex_states_render[i];
315         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
316     }
317
318     for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319         texture_mask |= 1 << vertex_states_texture[i];
320     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321     for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322         sampler_mask |= 1 << vertex_states_sampler[i];
323     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324     states->vertexShaderConstantsB = 0xffff;
325     states->vertexShaderConstantsI = 0xffff;
326
327     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
328 }
329
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
331 {
332     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
333     unsigned int i, j;
334
335     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
336     {
337         DWORD map = stateblock->changed.renderState[i];
338         for (j = 0; map; map >>= 1, ++j)
339         {
340             if (!(map & 1)) continue;
341
342             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343             ++stateblock->num_contained_render_states;
344         }
345     }
346
347     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
348     {
349         DWORD map = stateblock->changed.transform[i];
350         for (j = 0; map; map >>= 1, ++j)
351         {
352             if (!(map & 1)) continue;
353
354             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355             ++stateblock->num_contained_transform_states;
356         }
357     }
358
359     for (i = 0; i < device->d3d_vshader_constantF; ++i)
360     {
361         if (stateblock->changed.vertexShaderConstantsF[i])
362         {
363             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364             ++stateblock->num_contained_vs_consts_f;
365         }
366     }
367
368     for (i = 0; i < MAX_CONST_I; ++i)
369     {
370         if (stateblock->changed.vertexShaderConstantsI & (1 << i))
371         {
372             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373             ++stateblock->num_contained_vs_consts_i;
374         }
375     }
376
377     for (i = 0; i < MAX_CONST_B; ++i)
378     {
379         if (stateblock->changed.vertexShaderConstantsB & (1 << i))
380         {
381             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382             ++stateblock->num_contained_vs_consts_b;
383         }
384     }
385
386     for (i = 0; i < device->d3d_pshader_constantF; ++i)
387     {
388         if (stateblock->changed.pixelShaderConstantsF[i])
389         {
390             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391             ++stateblock->num_contained_ps_consts_f;
392         }
393     }
394
395     for (i = 0; i < MAX_CONST_I; ++i)
396     {
397         if (stateblock->changed.pixelShaderConstantsI & (1 << i))
398         {
399             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400             ++stateblock->num_contained_ps_consts_i;
401         }
402     }
403
404     for (i = 0; i < MAX_CONST_B; ++i)
405     {
406         if (stateblock->changed.pixelShaderConstantsB & (1 << i))
407         {
408             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409             ++stateblock->num_contained_ps_consts_b;
410         }
411     }
412
413     for (i = 0; i < MAX_TEXTURES; ++i)
414     {
415         DWORD map = stateblock->changed.textureState[i];
416
417         for(j = 0; map; map >>= 1, ++j)
418         {
419             if (!(map & 1)) continue;
420
421             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423             ++stateblock->num_contained_tss_states;
424         }
425     }
426
427     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
428     {
429         DWORD map = stateblock->changed.samplerState[i];
430
431         for (j = 0; map; map >>= 1, ++j)
432         {
433             if (!(map & 1)) continue;
434
435             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437             ++stateblock->num_contained_sampler_states;
438         }
439     }
440 }
441
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
443 {
444     unsigned int i;
445
446     for (i = 0; i < LIGHTMAP_SIZE; ++i)
447     {
448         const struct wined3d_light_info *src_light;
449
450         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
451         {
452             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
453
454             *dst_light = *src_light;
455             list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
456         }
457     }
458 }
459
460 /**********************************************************
461  * IWineD3DStateBlockImpl IUnknown parts follows
462  **********************************************************/
463 static HRESULT  WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
464 {
465     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467     if (IsEqualGUID(riid, &IID_IUnknown)
468         || IsEqualGUID(riid, &IID_IWineD3DBase)
469         || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
470         IUnknown_AddRef(iface);
471         *ppobj = This;
472         return S_OK;
473     }
474     *ppobj = NULL;
475     return E_NOINTERFACE;
476 }
477
478 static ULONG  WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480     ULONG refCount = InterlockedIncrement(&This->ref);
481
482     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483     return refCount;
484 }
485
486 static ULONG  WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488     ULONG refCount = InterlockedDecrement(&This->ref);
489
490     TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
491
492     if (!refCount) {
493         int counter;
494
495         if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
496
497         for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
498         {
499             if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
500         }
501
502         for (counter = 0; counter < MAX_STREAMS; counter++) {
503             if(This->streamSource[counter]) {
504                 if (IWineD3DBuffer_Release(This->streamSource[counter]))
505                 {
506                     TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
507                 }
508             }
509         }
510         if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
511         if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
512         if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
513
514         for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
515             struct list *e1, *e2;
516             LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
517             {
518                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
519                 list_remove(&light->entry);
520                 HeapFree(GetProcessHeap(), 0, light);
521             }
522         }
523
524         HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
525         HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
526         HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
527         HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
528         HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
529         HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
530         HeapFree(GetProcessHeap(), 0, This);
531     }
532     return refCount;
533 }
534
535 /**********************************************************
536  * IWineD3DStateBlockImpl parts follows
537  **********************************************************/
538 static HRESULT  WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
539     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
540     IUnknown_AddRef(This->parent);
541     *pParent = This->parent;
542     return WINED3D_OK;
543 }
544
545 static HRESULT  WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
546
547     IWineD3DStateBlockImpl *This   = (IWineD3DStateBlockImpl *)iface;
548
549     *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
550     IWineD3DDevice_AddRef(*ppDevice);
551     return WINED3D_OK;
552
553 }
554
555 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
556 {
557     UINT i;
558
559     /* Lights... For a recorded state block, we just had a chain of actions to perform,
560      * so we need to walk that chain and update any actions which differ
561      */
562     for(i = 0; i < LIGHTMAP_SIZE; i++) {
563         struct list *e, *f;
564         LIST_FOR_EACH(e, &This->lightMap[i]) {
565             BOOL updated = FALSE;
566             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
567
568             /* Look up the light in the destination */
569             LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
570                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
571                 if (realLight->OriginalIndex == src->OriginalIndex)
572                 {
573                     src->OriginalParms = realLight->OriginalParms;
574
575                     if (realLight->glIndex == -1 && src->glIndex != -1)
576                     {
577                         /* Light disabled */
578                         This->activeLights[src->glIndex] = NULL;
579                     }
580                     else if (realLight->glIndex != -1 && src->glIndex == -1)
581                     {
582                         /* Light enabled */
583                         This->activeLights[realLight->glIndex] = src;
584                     }
585                     src->glIndex = realLight->glIndex;
586                     updated = TRUE;
587                     break;
588                 }
589             }
590
591             if (!updated)
592             {
593                 ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
594                         src->OriginalIndex, This, targetStateBlock);
595             }
596         }
597     }
598 }
599
600 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
601 {
602     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
603     IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
604     unsigned int i;
605     DWORD map;
606
607     TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
608
609     if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
610     {
611         TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
612
613         if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
614         if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
615         This->vertexShader = targetStateBlock->vertexShader;
616     }
617
618     /* Vertex Shader Float Constants */
619     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
620     {
621         unsigned int idx = This->contained_vs_consts_f[i];
622
623         TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
624                 This, targetStateBlock, idx,
625                 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
626                 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
627                 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
628                 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
629
630         This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
631         This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
632         This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
633         This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
634     }
635
636     /* Vertex Shader Integer Constants */
637     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
638     {
639         unsigned int idx = This->contained_vs_consts_i[i];
640
641         TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
642                 This, targetStateBlock, idx,
643                 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
644                 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
645                 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
646                 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
647
648         This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
649         This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
650         This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
651         This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
652     }
653
654     /* Vertex Shader Boolean Constants */
655     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
656     {
657         unsigned int idx = This->contained_vs_consts_b[i];
658
659         TRACE("Setting %p from %p %u to %s.\n",
660                 This, targetStateBlock, idx,
661                 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
662
663         This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
664     }
665
666     /* Pixel Shader Float Constants */
667     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
668     {
669         unsigned int idx = This->contained_ps_consts_f[i];
670
671         TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
672                 This, targetStateBlock, idx,
673                 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
674                 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
675                 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
676                 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
677
678         This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
679         This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
680         This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
681         This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
682     }
683
684     /* Pixel Shader Integer Constants */
685     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
686     {
687         unsigned int idx = This->contained_ps_consts_i[i];
688         TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
689                 This, targetStateBlock, idx,
690                 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
691                 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
692                 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
693                 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
694
695         This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
696         This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
697         This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
698         This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
699     }
700
701     /* Pixel Shader Boolean Constants */
702     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
703     {
704         unsigned int idx = This->contained_ps_consts_b[i];
705         TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
706                 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
707
708         This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
709     }
710
711     /* Others + Render & Texture */
712     for (i = 0; i < This->num_contained_transform_states; ++i)
713     {
714         WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
715
716         TRACE("Updating transform %#x.\n", transform);
717
718         This->transforms[transform] = targetStateBlock->transforms[transform];
719     }
720
721     if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
722
723     if (This->changed.indices
724             && ((This->pIndexData != targetStateBlock->pIndexData)
725                 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
726                 || (This->IndexFmt != targetStateBlock->IndexFmt)))
727     {
728         TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
729                 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
730
731         if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
732         if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
733         This->pIndexData = targetStateBlock->pIndexData;
734         This->baseVertexIndex = targetStateBlock->baseVertexIndex;
735         This->IndexFmt = targetStateBlock->IndexFmt;
736     }
737
738     if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
739             && (This->blockType != WINED3DSBT_RECORDED
740                     || ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9))
741     {
742         TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
743
744         if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
745         if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
746         This->vertexDecl = targetStateBlock->vertexDecl;
747     }
748
749     if (This->changed.material
750             && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
751     {
752         TRACE("Updating material.\n");
753
754         This->material = targetStateBlock->material;
755     }
756
757     if (This->changed.viewport
758             && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
759     {
760         TRACE("Updating viewport.\n");
761
762         This->viewport = targetStateBlock->viewport;
763     }
764
765     if(This->changed.scissorRect
766             && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
767     {
768         TRACE("Updating scissor rect.\n");
769
770         targetStateBlock->scissorRect = This->scissorRect;
771     }
772
773     map = This->changed.streamSource;
774     for (i = 0; map; map >>= 1, ++i)
775     {
776         if (!(map & 1)) continue;
777
778         if (This->streamStride[i] != targetStateBlock->streamStride[i]
779                 || This->streamSource[i] != targetStateBlock->streamSource[i])
780         {
781             TRACE("Updating stream source %u to %p, stride to %u.\n",
782                     i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
783
784             This->streamStride[i] = targetStateBlock->streamStride[i];
785             if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
786             if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
787             This->streamSource[i] = targetStateBlock->streamSource[i];
788         }
789     }
790
791     map = This->changed.streamFreq;
792     for (i = 0; map; map >>= 1, ++i)
793     {
794         if (!(map & 1)) continue;
795
796         if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
797                 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
798         {
799             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
800                     i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
801
802             This->streamFreq[i] = targetStateBlock->streamFreq[i];
803             This->streamFlags[i] = targetStateBlock->streamFlags[i];
804         }
805     }
806
807     map = This->changed.clipplane;
808     for (i = 0; map; map >>= 1, ++i)
809     {
810         if (!(map & 1)) continue;
811
812         if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
813         {
814             TRACE("Updating clipplane %u.\n", i);
815             memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
816         }
817     }
818
819     /* Render */
820     for (i = 0; i < This->num_contained_render_states; ++i)
821     {
822         WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
823
824         TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
825
826         This->renderState[rs] = targetStateBlock->renderState[rs];
827     }
828
829     /* Texture states */
830     for (i = 0; i < This->num_contained_tss_states; ++i)
831     {
832         DWORD stage = This->contained_tss_states[i].stage;
833         DWORD state = This->contained_tss_states[i].state;
834
835         TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
836                 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
837
838         This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
839     }
840
841     /* Samplers */
842     map = This->changed.textures;
843     for (i = 0; map; map >>= 1, ++i)
844     {
845         if (!(map & 1)) continue;
846
847         TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
848
849         if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
850         if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
851         This->textures[i] = targetStateBlock->textures[i];
852     }
853
854     for (i = 0; i < This->num_contained_sampler_states; ++i)
855     {
856         DWORD stage = This->contained_sampler_states[i].stage;
857         DWORD state = This->contained_sampler_states[i].state;
858
859         TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
860                 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
861
862         This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
863     }
864
865     if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
866     {
867         if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
868         if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
869         This->pixelShader = targetStateBlock->pixelShader;
870     }
871
872     record_lights(This, targetStateBlock);
873
874     TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
875
876     return WINED3D_OK;
877 }
878
879 static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
880 {
881     UINT i;
882     for(i = 0; i < LIGHTMAP_SIZE; i++) {
883         struct list *e;
884
885         LIST_FOR_EACH(e, &This->lightMap[i])
886         {
887             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
888
889             IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
890             IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
891         }
892     }
893 }
894
895 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
896 {
897     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
898     IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
899     unsigned int i;
900     DWORD map;
901
902     TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
903
904     TRACE("Blocktype: %d\n", This->blockType);
905
906     if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
907
908     /* Vertex Shader Constants */
909     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
910     {
911         IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
912                 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
913     }
914     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
915     {
916         IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
917                 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
918     }
919     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
920     {
921         IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
922                 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
923     }
924
925     apply_lights(pDevice, This);
926
927     if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
928
929     /* Pixel Shader Constants */
930     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
931     {
932         IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
933                 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
934     }
935     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
936     {
937         IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
938                 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
939     }
940     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
941     {
942         IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
943                 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
944     }
945
946     /* Render */
947     for (i = 0; i < This->num_contained_render_states; ++i)
948     {
949         IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
950                 This->renderState[This->contained_render_states[i]]);
951     }
952
953     /* Texture states */
954     for (i = 0; i < This->num_contained_tss_states; ++i)
955     {
956         DWORD stage = This->contained_tss_states[i].stage;
957         DWORD state = This->contained_tss_states[i].state;
958
959         IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
960     }
961
962     /* Sampler states */
963     for (i = 0; i < This->num_contained_sampler_states; ++i)
964     {
965         DWORD stage = This->contained_sampler_states[i].stage;
966         DWORD state = This->contained_sampler_states[i].state;
967         DWORD value = This->samplerState[stage][state];
968
969         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
970         IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
971     }
972
973     for (i = 0; i < This->num_contained_transform_states; ++i)
974     {
975         IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
976                 &This->transforms[This->contained_transform_states[i]]);
977     }
978
979     if (This->changed.primitive_type)
980     {
981         This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
982         This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
983     }
984
985     if (This->changed.indices)
986     {
987         IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
988         IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
989     }
990
991     if (This->changed.vertexDecl)
992     {
993         IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
994     }
995
996     if (This->changed.material)
997     {
998         IWineD3DDevice_SetMaterial(pDevice, &This->material);
999     }
1000
1001     if (This->changed.viewport)
1002     {
1003         IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1004     }
1005
1006     if (This->changed.scissorRect)
1007     {
1008         IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1009     }
1010
1011     map = This->changed.streamSource;
1012     for (i = 0; map; map >>= 1, ++i)
1013     {
1014         if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1015     }
1016
1017     map = This->changed.streamFreq;
1018     for (i = 0; map; map >>= 1, ++i)
1019     {
1020         if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1021     }
1022
1023     map = This->changed.textures;
1024     for (i = 0; map; map >>= 1, ++i)
1025     {
1026         DWORD stage;
1027
1028         if (!(map & 1)) continue;
1029
1030         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1031         IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
1032     }
1033
1034     map = This->changed.clipplane;
1035     for (i = 0; map; map >>= 1, ++i)
1036     {
1037         float clip[4];
1038
1039         if (!(map & 1)) continue;
1040
1041         clip[0] = This->clipplane[i][0];
1042         clip[1] = This->clipplane[i][1];
1043         clip[2] = This->clipplane[i][2];
1044         clip[3] = This->clipplane[i][3];
1045         IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1046     }
1047
1048     This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1049     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1050     {
1051         if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1052         {
1053             This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
1054             break;
1055         }
1056     }
1057     TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1058
1059     return WINED3D_OK;
1060 }
1061
1062 static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1063     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1064     IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
1065     IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
1066     const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
1067     union {
1068         WINED3DLINEPATTERN lp;
1069         DWORD d;
1070     } lp;
1071     union {
1072         float f;
1073         DWORD d;
1074     } tmpfloat;
1075     unsigned int i;
1076     IWineD3DSwapChain *swapchain;
1077     IWineD3DSurface *backbuffer;
1078     HRESULT hr;
1079
1080     /* Note this may have a large overhead but it should only be executed
1081        once, in order to initialize the complete state of the device and
1082        all opengl equivalents                                            */
1083     TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1084     /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1085     This->blockType = WINED3DSBT_INIT;
1086
1087     /* Set some of the defaults for lights, transforms etc */
1088     memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1089     memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1090     for (i = 0; i < 256; ++i) {
1091       memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1092     }
1093
1094     TRACE("Render states\n");
1095     /* Render states: */
1096     if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1097        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_TRUE);
1098     } else {
1099        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_FALSE);
1100     }
1101     IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE,         WINED3DFILL_SOLID);
1102     IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE,        WINED3DSHADE_GOURAUD);
1103     lp.lp.wRepeatFactor = 0;
1104     lp.lp.wLinePattern  = 0;
1105     IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN,      lp.d);
1106     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE,     TRUE);
1107     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE,  FALSE);
1108     IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL,        TRUE);
1109     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND,         WINED3DBLEND_ONE);
1110     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND,        WINED3DBLEND_ZERO);
1111     IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE,         WINED3DCULL_CCW);
1112     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC,            WINED3DCMP_LESSEQUAL);
1113     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC,        WINED3DCMP_ALWAYS);
1114     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF,         0);
1115     IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE,     FALSE);
1116     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1117     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE,        FALSE);
1118     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE,   FALSE);
1119     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE,         0);
1120     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR,         0);
1121     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE,     WINED3DFOG_NONE);
1122     tmpfloat.f = 0.0f;
1123     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART,         tmpfloat.d);
1124     tmpfloat.f = 1.0f;
1125     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND,           tmpfloat.d);
1126     tmpfloat.f = 1.0f;
1127     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY,       tmpfloat.d);
1128     IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS,    FALSE);
1129     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS,            0);
1130     IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE,   FALSE);
1131     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE,    FALSE);
1132     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL,      WINED3DSTENCILOP_KEEP);
1133     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL,     WINED3DSTENCILOP_KEEP);
1134     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS,      WINED3DSTENCILOP_KEEP);
1135     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF,       0);
1136     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK,      0xFFFFFFFF);
1137     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC,      WINED3DCMP_ALWAYS);
1138     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1139     IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR,    0xFFFFFFFF);
1140     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1141     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1142     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1143     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1144     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1145     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1146     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1147     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1148     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING,                 TRUE);
1149     IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING,                 TRUE);
1150     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT,                  0);
1151     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE,            WINED3DFOG_NONE);
1152     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX,              TRUE);
1153     IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER,              TRUE);
1154     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS,         FALSE);
1155     IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE,    WINED3DMCS_COLOR1);
1156     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE,   WINED3DMCS_COLOR2);
1157     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE,    WINED3DMCS_MATERIAL);
1158     IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE,   WINED3DMCS_MATERIAL);
1159     IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND,              WINED3DVBF_DISABLE);
1160     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE,          0);
1161     IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1162     tmpfloat.f = 1.0f;
1163     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE,                tmpfloat.d);
1164     tmpfloat.f = 1.0f;
1165     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN,            tmpfloat.d);
1166     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE,        FALSE);
1167     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE,         FALSE);
1168     tmpfloat.f = 1.0f;
1169     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A,             tmpfloat.d);
1170     tmpfloat.f = 0.0f;
1171     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B,             tmpfloat.d);
1172     tmpfloat.f = 0.0f;
1173     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C,             tmpfloat.d);
1174     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS,     TRUE);
1175     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK,          0xFFFFFFFF);
1176     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE,           WINED3DPATCHEDGE_DISCRETE);
1177     tmpfloat.f = 1.0f;
1178     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS,            tmpfloat.d);
1179     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN,        0xbaadcafe);
1180     tmpfloat.f = gl_info->limits.pointsize_max;
1181     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX,            tmpfloat.d);
1182     IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1183     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE,         0x0000000F);
1184     tmpfloat.f = 0.0f;
1185     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR,              tmpfloat.d);
1186     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP,                  WINED3DBLENDOP_ADD);
1187     IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE,           WINED3DDEGREE_CUBIC);
1188     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE,             WINED3DDEGREE_LINEAR);
1189     /* states new in d3d9 */
1190     IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE,        FALSE);
1191     IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS,      0);
1192     tmpfloat.f = 1.0f;
1193     IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL,     tmpfloat.d);
1194     IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL,     tmpfloat.d);
1195     IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE,    FALSE);
1196     tmpfloat.f = 0.0f;
1197     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X,           tmpfloat.d);
1198     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y,           tmpfloat.d);
1199     tmpfloat.f = 1.0f;
1200     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z,           tmpfloat.d);
1201     tmpfloat.f = 0.0f;
1202     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W,           tmpfloat.d);
1203     IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1204     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE,      FALSE);
1205     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL,          WINED3DSTENCILOP_KEEP);
1206     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL,         WINED3DSTENCILOP_KEEP);
1207     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS,          WINED3DSTENCILOP_KEEP);
1208     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC,          WINED3DCMP_ALWAYS);
1209     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1,        0x0000000F);
1210     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2,        0x0000000F);
1211     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3,        0x0000000F);
1212     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR,              0xFFFFFFFF);
1213     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE,          0);
1214     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS,                0);
1215     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8,  0);
1216     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9,  0);
1217     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1218     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1219     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1220     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1221     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1222     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1223     IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1224     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA,            WINED3DBLEND_ONE);
1225     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA,           WINED3DBLEND_ZERO);
1226     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA,             WINED3DBLENDOP_ADD);
1227
1228     /* clipping status */
1229     This->clip_status.ClipUnion = 0;
1230     This->clip_status.ClipIntersection = 0xFFFFFFFF;
1231
1232     /* Texture Stage States - Put directly into state block, we will call function below */
1233     for (i = 0; i < MAX_TEXTURES; i++) {
1234         TRACE("Setting up default texture states for texture Stage %d\n", i);
1235         memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1236         This->textureState[i][WINED3DTSS_COLOROP               ] = (i==0)? WINED3DTOP_MODULATE :  WINED3DTOP_DISABLE;
1237         This->textureState[i][WINED3DTSS_COLORARG1             ] = WINED3DTA_TEXTURE;
1238         This->textureState[i][WINED3DTSS_COLORARG2             ] = WINED3DTA_CURRENT;
1239         This->textureState[i][WINED3DTSS_ALPHAOP               ] = (i==0)? WINED3DTOP_SELECTARG1 :  WINED3DTOP_DISABLE;
1240         This->textureState[i][WINED3DTSS_ALPHAARG1             ] = WINED3DTA_TEXTURE;
1241         This->textureState[i][WINED3DTSS_ALPHAARG2             ] = WINED3DTA_CURRENT;
1242         This->textureState[i][WINED3DTSS_BUMPENVMAT00          ] = 0;
1243         This->textureState[i][WINED3DTSS_BUMPENVMAT01          ] = 0;
1244         This->textureState[i][WINED3DTSS_BUMPENVMAT10          ] = 0;
1245         This->textureState[i][WINED3DTSS_BUMPENVMAT11          ] = 0;
1246         This->textureState[i][WINED3DTSS_TEXCOORDINDEX         ] = i;
1247         This->textureState[i][WINED3DTSS_BUMPENVLSCALE         ] = 0;
1248         This->textureState[i][WINED3DTSS_BUMPENVLOFFSET        ] = 0;
1249         This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1250         This->textureState[i][WINED3DTSS_COLORARG0             ] = WINED3DTA_CURRENT;
1251         This->textureState[i][WINED3DTSS_ALPHAARG0             ] = WINED3DTA_CURRENT;
1252         This->textureState[i][WINED3DTSS_RESULTARG             ] = WINED3DTA_CURRENT;
1253     }
1254     This->lowest_disabled_stage = 1;
1255
1256         /* Sampler states*/
1257     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; i++) {
1258         TRACE("Setting up default samplers states for sampler %d\n", i);
1259         This->samplerState[i][WINED3DSAMP_ADDRESSU         ] = WINED3DTADDRESS_WRAP;
1260         This->samplerState[i][WINED3DSAMP_ADDRESSV         ] = WINED3DTADDRESS_WRAP;
1261         This->samplerState[i][WINED3DSAMP_ADDRESSW         ] = WINED3DTADDRESS_WRAP;
1262         This->samplerState[i][WINED3DSAMP_BORDERCOLOR      ] = 0x00;
1263         This->samplerState[i][WINED3DSAMP_MAGFILTER        ] = WINED3DTEXF_POINT;
1264         This->samplerState[i][WINED3DSAMP_MINFILTER        ] = WINED3DTEXF_POINT;
1265         This->samplerState[i][WINED3DSAMP_MIPFILTER        ] = WINED3DTEXF_NONE;
1266         This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS    ] = 0;
1267         This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL      ] = 0;
1268         This->samplerState[i][WINED3DSAMP_MAXANISOTROPY    ] = 1;
1269         This->samplerState[i][WINED3DSAMP_SRGBTEXTURE      ] = 0;
1270         This->samplerState[i][WINED3DSAMP_ELEMENTINDEX     ] = 0; /* TODO: Indicates which element of a  multielement texture to use */
1271         This->samplerState[i][WINED3DSAMP_DMAPOFFSET       ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1272     }
1273
1274     for (i = 0; i < gl_info->limits.textures; ++i)
1275     {
1276         /* Note: This avoids calling SetTexture, so pretend it has been called */
1277         This->changed.textures |= 1 << i;
1278         This->textures[i]         = NULL;
1279     }
1280
1281     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1282     hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1283     if( hr == WINED3D_OK && swapchain != NULL) {
1284         WINED3DVIEWPORT vp;
1285
1286         hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1287         if (SUCCEEDED(hr) && backbuffer)
1288         {
1289             WINED3DSURFACE_DESC desc;
1290             RECT scissorrect;
1291
1292             IWineD3DSurface_GetDesc(backbuffer, &desc);
1293             IWineD3DSurface_Release(backbuffer);
1294
1295             /* Set the default scissor rect values */
1296             scissorrect.left = 0;
1297             scissorrect.right = desc.width;
1298             scissorrect.top = 0;
1299             scissorrect.bottom = desc.height;
1300             hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1301             if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1302         }
1303
1304         /* Set the default viewport */
1305         vp.X      = 0;
1306         vp.Y      = 0;
1307         vp.Width  = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1308         vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1309         vp.MinZ   = 0.0f;
1310         vp.MaxZ   = 1.0f;
1311         IWineD3DDevice_SetViewport(device, &vp);
1312
1313         IWineD3DSwapChain_Release(swapchain);
1314     }
1315
1316     TRACE("-----------------------> Device defaults now set up...\n");
1317     return WINED3D_OK;
1318 }
1319
1320 /**********************************************************
1321  * IWineD3DStateBlock VTbl follows
1322  **********************************************************/
1323
1324 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1325 {
1326     /* IUnknown */
1327     IWineD3DStateBlockImpl_QueryInterface,
1328     IWineD3DStateBlockImpl_AddRef,
1329     IWineD3DStateBlockImpl_Release,
1330     /* IWineD3DStateBlock */
1331     IWineD3DStateBlockImpl_GetParent,
1332     IWineD3DStateBlockImpl_GetDevice,
1333     IWineD3DStateBlockImpl_Capture,
1334     IWineD3DStateBlockImpl_Apply,
1335     IWineD3DStateBlockImpl_InitStartupStateBlock
1336 };
1337
1338 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
1339         WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
1340 {
1341     unsigned int i;
1342     HRESULT hr;
1343
1344     stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1345     stateblock->ref = 1;
1346     stateblock->parent = parent;
1347     stateblock->wineD3DDevice = device;
1348     stateblock->blockType = type;
1349
1350     for (i = 0; i < LIGHTMAP_SIZE; i++)
1351     {
1352         list_init(&stateblock->lightMap[i]);
1353     }
1354
1355     hr = stateblock_allocate_shader_constants(stateblock);
1356     if (FAILED(hr)) return hr;
1357
1358     /* The WINED3DSBT_INIT stateblock type is used during initialization to
1359      * produce a placeholder stateblock so other functions called can update a
1360      * state block. */
1361     if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1362
1363     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1364
1365     switch (type)
1366     {
1367         case WINED3DSBT_ALL:
1368             stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1369             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1370                                            device->d3d_pshader_constantF);
1371             break;
1372
1373         case WINED3DSBT_PIXELSTATE:
1374             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1375             break;
1376
1377         case WINED3DSBT_VERTEXSTATE:
1378             stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1379             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1380             break;
1381
1382         default:
1383             FIXME("Unrecognized state block type %#x.\n", type);
1384             break;
1385     }
1386
1387     stateblock_init_contained_states(stateblock);
1388     IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1389
1390     return WINED3D_OK;
1391 }