2 * state block implementation
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
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.
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.
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
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
31 static const DWORD pixel_states_render[] =
33 WINED3DRS_ALPHABLENDENABLE,
36 WINED3DRS_ALPHATESTENABLE,
37 WINED3DRS_ANTIALIASEDLINEENABLE,
38 WINED3DRS_BLENDFACTOR,
40 WINED3DRS_BLENDOPALPHA,
41 WINED3DRS_CCW_STENCILFAIL,
42 WINED3DRS_CCW_STENCILPASS,
43 WINED3DRS_CCW_STENCILZFAIL,
44 WINED3DRS_COLORWRITEENABLE,
45 WINED3DRS_COLORWRITEENABLE1,
46 WINED3DRS_COLORWRITEENABLE2,
47 WINED3DRS_COLORWRITEENABLE3,
50 WINED3DRS_DESTBLENDALPHA,
51 WINED3DRS_DITHERENABLE,
57 WINED3DRS_SCISSORTESTENABLE,
58 WINED3DRS_SEPARATEALPHABLENDENABLE,
60 WINED3DRS_SLOPESCALEDEPTHBIAS,
62 WINED3DRS_SRCBLENDALPHA,
63 WINED3DRS_SRGBWRITEENABLE,
64 WINED3DRS_STENCILENABLE,
65 WINED3DRS_STENCILFAIL,
66 WINED3DRS_STENCILFUNC,
67 WINED3DRS_STENCILMASK,
68 WINED3DRS_STENCILPASS,
70 WINED3DRS_STENCILWRITEMASK,
71 WINED3DRS_STENCILZFAIL,
72 WINED3DRS_TEXTUREFACTOR,
73 WINED3DRS_TWOSIDEDSTENCILMODE,
92 WINED3DRS_ZWRITEENABLE,
95 static const DWORD pixel_states_texture[] =
101 WINED3DTSS_BUMPENVLOFFSET,
102 WINED3DTSS_BUMPENVLSCALE,
103 WINED3DTSS_BUMPENVMAT00,
104 WINED3DTSS_BUMPENVMAT01,
105 WINED3DTSS_BUMPENVMAT10,
106 WINED3DTSS_BUMPENVMAT11,
107 WINED3DTSS_COLORARG0,
108 WINED3DTSS_COLORARG1,
109 WINED3DTSS_COLORARG2,
111 WINED3DTSS_RESULTARG,
112 WINED3DTSS_TEXCOORDINDEX,
113 WINED3DTSS_TEXTURETRANSFORMFLAGS,
116 static const DWORD pixel_states_sampler[] =
118 WINED3DSAMP_ADDRESSU,
119 WINED3DSAMP_ADDRESSV,
120 WINED3DSAMP_ADDRESSW,
121 WINED3DSAMP_BORDERCOLOR,
122 WINED3DSAMP_MAGFILTER,
123 WINED3DSAMP_MINFILTER,
124 WINED3DSAMP_MIPFILTER,
125 WINED3DSAMP_MIPMAPLODBIAS,
126 WINED3DSAMP_MAXMIPLEVEL,
127 WINED3DSAMP_MAXANISOTROPY,
128 WINED3DSAMP_SRGBTEXTURE,
129 WINED3DSAMP_ELEMENTINDEX,
132 static const DWORD vertex_states_render[] =
134 WINED3DRS_ADAPTIVETESS_W,
135 WINED3DRS_ADAPTIVETESS_X,
136 WINED3DRS_ADAPTIVETESS_Y,
137 WINED3DRS_ADAPTIVETESS_Z,
139 WINED3DRS_AMBIENTMATERIALSOURCE,
141 WINED3DRS_CLIPPLANEENABLE,
142 WINED3DRS_COLORVERTEX,
144 WINED3DRS_DIFFUSEMATERIALSOURCE,
145 WINED3DRS_EMISSIVEMATERIALSOURCE,
146 WINED3DRS_ENABLEADAPTIVETESSELLATION,
148 WINED3DRS_FOGDENSITY,
152 WINED3DRS_FOGTABLEMODE,
153 WINED3DRS_FOGVERTEXMODE,
154 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
156 WINED3DRS_LOCALVIEWER,
157 WINED3DRS_MAXTESSELLATIONLEVEL,
158 WINED3DRS_MINTESSELLATIONLEVEL,
159 WINED3DRS_MULTISAMPLEANTIALIAS,
160 WINED3DRS_MULTISAMPLEMASK,
161 WINED3DRS_NORMALDEGREE,
162 WINED3DRS_NORMALIZENORMALS,
163 WINED3DRS_PATCHEDGESTYLE,
164 WINED3DRS_POINTSCALE_A,
165 WINED3DRS_POINTSCALE_B,
166 WINED3DRS_POINTSCALE_C,
167 WINED3DRS_POINTSCALEENABLE,
169 WINED3DRS_POINTSIZE_MAX,
170 WINED3DRS_POINTSIZE_MIN,
171 WINED3DRS_POINTSPRITEENABLE,
172 WINED3DRS_POSITIONDEGREE,
173 WINED3DRS_RANGEFOGENABLE,
175 WINED3DRS_SPECULARENABLE,
176 WINED3DRS_SPECULARMATERIALSOURCE,
177 WINED3DRS_TWEENFACTOR,
178 WINED3DRS_VERTEXBLEND,
181 static const DWORD vertex_states_texture[] =
183 WINED3DTSS_TEXCOORDINDEX,
184 WINED3DTSS_TEXTURETRANSFORMFLAGS,
187 static const DWORD vertex_states_sampler[] =
189 WINED3DSAMP_DMAPOFFSET,
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193 * along with their set/changed flags on the given stateblock object
195 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
197 IWineD3DStateBlockImpl *This = object;
199 /* Allocate space for floating point constants */
200 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
201 if (!object->pixelShaderConstantF) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
204 if (!object->changed.pixelShaderConstantsF) goto fail;
206 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
207 if (!object->vertexShaderConstantF) goto fail;
209 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
210 if (!object->changed.vertexShaderConstantsF) goto fail;
212 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
213 if (!object->contained_vs_consts_f) goto fail;
215 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
216 if (!object->contained_ps_consts_f) goto fail;
221 ERR("Failed to allocate memory\n");
222 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
223 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
224 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
225 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
226 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
227 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
228 return E_OUTOFMEMORY;
231 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
233 DWORD mask = (1 << (map_size & 0x1f)) - 1;
234 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
235 if (mask) map[map_size >> 5] = mask;
238 /* Set all members of a stateblock savedstate to the given value */
239 static void stateblock_savedstates_set_all(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
244 states->primitive_type = 1;
246 states->material = 1;
247 states->viewport = 1;
248 states->vertexDecl = 1;
249 states->pixelShader = 1;
250 states->vertexShader = 1;
251 states->scissorRect = 1;
253 /* Fixed size arrays */
254 states->streamSource = 0xffff;
255 states->streamFreq = 0xffff;
256 states->textures = 0xfffff;
257 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
258 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
259 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
260 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
261 states->clipplane = 0xffffffff;
262 states->pixelShaderConstantsB = 0xffff;
263 states->pixelShaderConstantsI = 0xffff;
264 states->vertexShaderConstantsB = 0xffff;
265 states->vertexShaderConstantsI = 0xffff;
267 /* Dynamically sized arrays */
268 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
269 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
272 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
274 DWORD texture_mask = 0;
275 WORD sampler_mask = 0;
278 states->pixelShader = 1;
280 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
282 DWORD rs = pixel_states_render[i];
283 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
286 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
287 texture_mask |= 1 << pixel_states_texture[i];
288 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
289 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
290 sampler_mask |= 1 << pixel_states_sampler[i];
291 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
292 states->pixelShaderConstantsB = 0xffff;
293 states->pixelShaderConstantsI = 0xffff;
295 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
298 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
300 DWORD texture_mask = 0;
301 WORD sampler_mask = 0;
304 states->vertexDecl = 1;
305 states->vertexShader = 1;
307 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
309 DWORD rs = vertex_states_render[i];
310 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
313 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
314 texture_mask |= 1 << vertex_states_texture[i];
315 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
316 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
317 sampler_mask |= 1 << vertex_states_sampler[i];
318 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
319 states->vertexShaderConstantsB = 0xffff;
320 states->vertexShaderConstantsI = 0xffff;
322 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
325 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
327 const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
330 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
332 DWORD map = stateblock->changed.renderState[i];
333 for (j = 0; map; map >>= 1, ++j)
335 if (!(map & 1)) continue;
337 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
338 ++stateblock->num_contained_render_states;
342 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
344 DWORD map = stateblock->changed.transform[i];
345 for (j = 0; map; map >>= 1, ++j)
347 if (!(map & 1)) continue;
349 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
350 ++stateblock->num_contained_transform_states;
354 for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
356 if (stateblock->changed.vertexShaderConstantsF[i])
358 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
359 ++stateblock->num_contained_vs_consts_f;
363 for (i = 0; i < MAX_CONST_I; ++i)
365 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
367 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
368 ++stateblock->num_contained_vs_consts_i;
372 for (i = 0; i < MAX_CONST_B; ++i)
374 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
376 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
377 ++stateblock->num_contained_vs_consts_b;
381 for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
383 if (stateblock->changed.pixelShaderConstantsF[i])
385 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
386 ++stateblock->num_contained_ps_consts_f;
390 for (i = 0; i < MAX_CONST_I; ++i)
392 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
394 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
395 ++stateblock->num_contained_ps_consts_i;
399 for (i = 0; i < MAX_CONST_B; ++i)
401 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
403 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
404 ++stateblock->num_contained_ps_consts_b;
408 for (i = 0; i < MAX_TEXTURES; ++i)
410 DWORD map = stateblock->changed.textureState[i];
412 for(j = 0; map; map >>= 1, ++j)
414 if (!(map & 1)) continue;
416 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
417 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
418 ++stateblock->num_contained_tss_states;
422 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
424 DWORD map = stateblock->changed.samplerState[i];
426 for (j = 0; map; map >>= 1, ++j)
428 if (!(map & 1)) continue;
430 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
431 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
432 ++stateblock->num_contained_sampler_states;
437 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
441 for (i = 0; i < LIGHTMAP_SIZE; ++i)
443 const PLIGHTINFOEL *src_light;
445 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], PLIGHTINFOEL, entry)
447 PLIGHTINFOEL *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
449 *dst_light = *src_light;
450 dst_light->changed = TRUE;
451 dst_light->enabledChanged = TRUE;
452 list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
457 /**********************************************************
458 * IWineD3DStateBlockImpl IUnknown parts follows
459 **********************************************************/
460 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
462 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
463 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
464 if (IsEqualGUID(riid, &IID_IUnknown)
465 || IsEqualGUID(riid, &IID_IWineD3DBase)
466 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
467 IUnknown_AddRef(iface);
472 return E_NOINTERFACE;
475 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
476 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
477 ULONG refCount = InterlockedIncrement(&This->ref);
479 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
484 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
485 ULONG refCount = InterlockedDecrement(&This->ref);
487 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
492 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
494 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
496 if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
499 for (counter = 0; counter < MAX_STREAMS; counter++) {
500 if(This->streamSource[counter]) {
501 if (IWineD3DBuffer_Release(This->streamSource[counter]))
503 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
507 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
508 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
509 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
511 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
512 struct list *e1, *e2;
513 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
514 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
515 list_remove(&light->entry);
516 HeapFree(GetProcessHeap(), 0, light);
520 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
521 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
522 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
523 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
524 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
525 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
526 HeapFree(GetProcessHeap(), 0, This);
531 /**********************************************************
532 * IWineD3DStateBlockImpl parts follows
533 **********************************************************/
534 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
535 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
536 IUnknown_AddRef(This->parent);
537 *pParent = This->parent;
541 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
543 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
545 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
546 IWineD3DDevice_AddRef(*ppDevice);
551 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
555 /* Lights... For a recorded state block, we just had a chain of actions to perform,
556 * so we need to walk that chain and update any actions which differ
558 for(i = 0; i < LIGHTMAP_SIZE; i++) {
560 LIST_FOR_EACH(e, &This->lightMap[i]) {
561 BOOL updated = FALSE;
562 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
563 if (!src->changed && !src->enabledChanged) continue;
565 /* Look up the light in the destination */
566 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
567 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
568 if(realLight->OriginalIndex == src->OriginalIndex) {
570 src->OriginalParms = realLight->OriginalParms;
572 if(src->enabledChanged) {
573 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
574 * or disabled -> enabled -> disabled changes
576 if(realLight->glIndex == -1 && src->glIndex != -1) {
578 This->activeLights[src->glIndex] = NULL;
579 } else if(realLight->glIndex != -1 && src->glIndex == -1){
581 This->activeLights[realLight->glIndex] = src;
583 src->glIndex = realLight->glIndex;
591 /* Found a light, all done, proceed with next hash entry */
593 } else if(src->changed) {
594 /* Otherwise assign defaul params */
595 src->OriginalParms = WINED3D_default_light;
597 /* Not enabled by default */
604 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
606 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
607 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
611 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
613 /* If not recorded, then update can just recapture */
614 if (This->blockType == WINED3DSBT_RECORDED) {
616 /* Recorded => Only update 'changed' values */
617 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
618 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
620 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
621 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
622 This->vertexShader = targetStateBlock->vertexShader;
625 /* Vertex Shader Float Constants */
626 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
627 i = This->contained_vs_consts_f[j];
628 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
629 targetStateBlock->vertexShaderConstantF[i * 4],
630 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
631 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
632 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
634 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
635 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
636 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
637 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
640 /* Vertex Shader Integer Constants */
641 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
642 i = This->contained_vs_consts_i[j];
643 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
644 targetStateBlock->vertexShaderConstantI[i * 4],
645 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
646 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
647 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
649 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
650 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
651 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
652 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
655 /* Vertex Shader Boolean Constants */
656 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
657 i = This->contained_vs_consts_b[j];
658 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
659 targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
661 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
664 /* Pixel Shader Float Constants */
665 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
666 i = This->contained_ps_consts_f[j];
667 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
668 targetStateBlock->pixelShaderConstantF[i * 4],
669 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
670 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
671 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
673 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
674 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
675 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
676 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
679 /* Pixel Shader Integer Constants */
680 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
681 i = This->contained_ps_consts_i[j];
682 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
683 targetStateBlock->pixelShaderConstantI[i * 4],
684 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
685 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
686 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
688 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
689 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
690 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
691 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
694 /* Pixel Shader Boolean Constants */
695 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
696 i = This->contained_ps_consts_b[j];
697 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
698 targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
700 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
703 /* Others + Render & Texture */
704 for (i = 0; i < This->num_contained_transform_states; i++) {
705 TRACE("Updating transform %u\n", i);
706 This->transforms[This->contained_transform_states[i]] =
707 targetStateBlock->transforms[This->contained_transform_states[i]];
710 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
712 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
713 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
714 || (This->IndexFmt != targetStateBlock->IndexFmt))) {
715 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
716 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
717 if(targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
718 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
719 This->pIndexData = targetStateBlock->pIndexData;
720 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
721 This->IndexFmt = targetStateBlock->IndexFmt;
724 if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
725 && ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9)
727 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
729 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
730 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
731 This->vertexDecl = targetStateBlock->vertexDecl;
734 if (This->changed.material && memcmp(&targetStateBlock->material,
736 sizeof(WINED3DMATERIAL)) != 0) {
737 TRACE("Updating material\n");
738 This->material = targetStateBlock->material;
741 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
743 sizeof(WINED3DVIEWPORT)) != 0) {
744 TRACE("Updating viewport\n");
745 This->viewport = targetStateBlock->viewport;
748 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
750 sizeof(targetStateBlock->scissorRect)))
752 TRACE("Updating scissor rect\n");
753 targetStateBlock->scissorRect = This->scissorRect;
756 map = This->changed.streamSource;
757 for (i = 0; map; map >>= 1, ++i)
759 if (!(map & 1)) continue;
761 if (This->streamStride[i] != targetStateBlock->streamStride[i]
762 || This->streamSource[i] != targetStateBlock->streamSource[i])
764 TRACE("Updating stream source %u to %p, stride to %u\n",
765 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
766 This->streamStride[i] = targetStateBlock->streamStride[i];
767 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
768 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
769 This->streamSource[i] = targetStateBlock->streamSource[i];
773 map = This->changed.streamFreq;
774 for (i = 0; map; map >>= 1, ++i)
776 if (!(map & 1)) continue;
778 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
779 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
781 TRACE("Updating stream frequency %u to %u flags to %#x\n",
782 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
783 This->streamFreq[i] = targetStateBlock->streamFreq[i];
784 This->streamFlags[i] = targetStateBlock->streamFlags[i];
788 map = This->changed.clipplane;
789 for (i = 0; map; map >>= 1, ++i)
791 if (!(map & 1)) continue;
793 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
795 TRACE("Updating clipplane %u\n", i);
796 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
801 for (i = 0; i < This->num_contained_render_states; i++) {
802 TRACE("Updating renderState %u to %u\n", This->contained_render_states[i],
803 targetStateBlock->renderState[This->contained_render_states[i]]);
804 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
808 for (j = 0; j < This->num_contained_tss_states; j++) {
809 DWORD stage = This->contained_tss_states[j].stage;
810 DWORD state = This->contained_tss_states[j].state;
812 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage, state,
813 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
814 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
818 map = This->changed.textures;
819 for (i = 0; map; map >>= 1, ++i)
821 if (!(map & 1)) continue;
823 TRACE("Updating texture %u to %p (was %p)\n", i, targetStateBlock->textures[i], This->textures[i]);
824 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
825 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
826 This->textures[i] = targetStateBlock->textures[i];
829 for (j = 0; j < This->num_contained_sampler_states; j++) {
830 DWORD stage = This->contained_sampler_states[j].stage;
831 DWORD state = This->contained_sampler_states[j].state;
832 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage, state,
833 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
834 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
836 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
837 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
838 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
839 This->pixelShader = targetStateBlock->pixelShader;
842 record_lights(This, targetStateBlock);
843 } else if(This->blockType == WINED3DSBT_ALL) {
844 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
845 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
846 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
847 This->gl_primitive_type = targetStateBlock->gl_primitive_type;
848 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
849 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
850 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
851 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
852 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
853 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
854 record_lights(This, targetStateBlock);
855 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
856 This->clip_status = targetStateBlock->clip_status;
857 This->viewport = targetStateBlock->viewport;
858 This->material = targetStateBlock->material;
859 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
860 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
861 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
862 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
863 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
864 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
865 This->scissorRect = targetStateBlock->scissorRect;
867 if (This->vertexDecl != targetStateBlock->vertexDecl)
869 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
870 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
871 This->vertexDecl = targetStateBlock->vertexDecl;
874 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
876 if (targetStateBlock->textures[i] != This->textures[i])
878 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
879 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
880 This->textures[i] = targetStateBlock->textures[i];
884 if(targetStateBlock->pIndexData != This->pIndexData ||
885 targetStateBlock->IndexFmt != This->IndexFmt) {
886 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
887 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
888 This->pIndexData = targetStateBlock->pIndexData;
889 This->IndexFmt = targetStateBlock->IndexFmt;
891 for(i = 0; i < MAX_STREAMS; i++) {
892 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
893 if(targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
894 if(This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
895 This->streamSource[i] = targetStateBlock->streamSource[i];
898 if(This->vertexShader != targetStateBlock->vertexShader) {
899 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
900 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
901 This->vertexShader = targetStateBlock->vertexShader;
903 if(This->pixelShader != targetStateBlock->pixelShader) {
904 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
905 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
906 This->pixelShader = targetStateBlock->pixelShader;
908 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
909 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
910 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
911 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
912 record_lights(This, targetStateBlock);
913 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
915 This->renderState[vertex_states_render[i]] = targetStateBlock->renderState[vertex_states_render[i]];
917 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
918 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
920 This->samplerState[j][vertex_states_sampler[i]] = targetStateBlock->samplerState[j][vertex_states_sampler[i]];
923 for (j = 0; j < MAX_TEXTURES; j++) {
924 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
926 This->textureState[j][vertex_states_render[i]] = targetStateBlock->textureState[j][vertex_states_render[i]];
929 for(i = 0; i < MAX_STREAMS; i++) {
930 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
931 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
932 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
933 This->streamSource[i] = targetStateBlock->streamSource[i];
936 if (This->vertexDecl != targetStateBlock->vertexDecl)
938 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
939 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
940 This->vertexDecl = targetStateBlock->vertexDecl;
942 if(This->vertexShader != targetStateBlock->vertexShader) {
943 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
944 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
945 This->vertexShader = targetStateBlock->vertexShader;
947 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
948 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
949 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
950 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
951 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
953 This->renderState[pixel_states_render[i]] = targetStateBlock->renderState[pixel_states_render[i]];
955 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
956 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
958 This->samplerState[j][pixel_states_sampler[i]] = targetStateBlock->samplerState[j][pixel_states_sampler[i]];
961 for (j = 0; j < MAX_TEXTURES; j++) {
962 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
964 This->textureState[j][pixel_states_render[i]] = targetStateBlock->textureState[j][pixel_states_render[i]];
967 if(This->pixelShader != targetStateBlock->pixelShader) {
968 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
969 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
970 This->pixelShader = targetStateBlock->pixelShader;
974 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
979 static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
982 for(i = 0; i < LIGHTMAP_SIZE; i++) {
985 LIST_FOR_EACH(e, &This->lightMap[i]) {
986 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
989 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
991 if(light->enabledChanged) {
992 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
998 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
999 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1000 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
1002 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
1003 should really perform a delta so that only the changes get updated*/
1009 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
1011 TRACE("Blocktype: %d\n", This->blockType);
1013 if(This->blockType == WINED3DSBT_RECORDED) {
1014 if (This->changed.vertexShader) {
1015 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
1017 /* Vertex Shader Constants */
1018 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
1019 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
1020 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
1022 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
1023 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
1024 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
1026 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
1027 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
1028 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
1031 apply_lights(pDevice, This);
1033 if (This->changed.pixelShader) {
1034 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
1036 /* Pixel Shader Constants */
1037 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
1038 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
1039 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
1041 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
1042 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
1043 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
1045 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
1046 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
1047 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
1051 for (i = 0; i <= This->num_contained_render_states; i++) {
1052 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
1053 This->renderState[This->contained_render_states[i]]);
1055 /* Texture states */
1056 for (i = 0; i < This->num_contained_tss_states; i++) {
1057 DWORD stage = This->contained_tss_states[i].stage;
1058 DWORD state = This->contained_tss_states[i].state;
1059 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
1060 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage] |= 1 << state;
1061 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
1062 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
1064 /* Sampler states */
1065 for (i = 0; i < This->num_contained_sampler_states; i++) {
1066 DWORD stage = This->contained_sampler_states[i].stage;
1067 DWORD state = This->contained_sampler_states[i].state;
1068 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
1069 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state;
1070 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
1073 for (i = 0; i < This->num_contained_transform_states; i++) {
1074 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
1075 &This->transforms[This->contained_transform_states[i]]);
1078 if (This->changed.primitive_type)
1080 This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
1081 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
1084 if (This->changed.indices)
1086 IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
1087 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
1090 if (This->changed.vertexDecl) {
1091 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1094 if (This->changed.material ) {
1095 IWineD3DDevice_SetMaterial(pDevice, &This->material);
1098 if (This->changed.viewport) {
1099 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1102 if (This->changed.scissorRect) {
1103 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1106 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1107 map = This->changed.streamSource;
1108 for (i = 0; map; map >>= 1, ++i)
1110 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1113 map = This->changed.streamFreq;
1114 for (i = 0; map; map >>= 1, ++i)
1116 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1119 map = This->changed.textures;
1120 for (i = 0; map; map >>= 1, ++i)
1122 if (!(map & 1)) continue;
1124 if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]);
1125 else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS,
1129 map = This->changed.clipplane;
1130 for (i = 0; map; map >>= 1, ++i)
1134 if (!(map & 1)) continue;
1136 clip[0] = This->clipplane[i][0];
1137 clip[1] = This->clipplane[i][1];
1138 clip[2] = This->clipplane[i][2];
1139 clip[3] = This->clipplane[i][3];
1140 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1142 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
1143 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
1144 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1145 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
1146 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
1147 This->vertexShaderConstantF + i * 4, 1);
1149 for (i = 0; i < MAX_CONST_I; i++) {
1150 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
1151 This->vertexShaderConstantI + i * 4, 1);
1153 for (i = 0; i < MAX_CONST_B; i++) {
1154 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
1155 This->vertexShaderConstantB + i, 1);
1158 apply_lights(pDevice, This);
1160 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
1162 IWineD3DDevice_SetRenderState(pDevice, vertex_states_render[i], This->renderState[vertex_states_render[i]]);
1164 for(j = 0; j < MAX_TEXTURES; j++) {
1165 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
1167 IWineD3DDevice_SetTextureStageState(pDevice, j, vertex_states_texture[i],
1168 This->textureState[j][vertex_states_texture[i]]);
1172 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
1173 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
1175 IWineD3DDevice_SetSamplerState(pDevice, j, vertex_states_sampler[i],
1176 This->samplerState[j][vertex_states_sampler[i]]);
1179 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
1180 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
1182 IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
1183 vertex_states_sampler[i], This->samplerState[j][vertex_states_sampler[i]]);
1186 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
1187 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
1188 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
1189 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
1190 This->pixelShaderConstantF + i * 4, 1);
1192 for (i = 0; i < MAX_CONST_I; i++) {
1193 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
1194 This->pixelShaderConstantI + i * 4, 1);
1196 for (i = 0; i < MAX_CONST_B; i++) {
1197 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
1198 This->pixelShaderConstantB + i, 1);
1201 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
1203 IWineD3DDevice_SetRenderState(pDevice, pixel_states_render[i], This->renderState[pixel_states_render[i]]);
1205 for(j = 0; j < MAX_TEXTURES; j++) {
1206 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
1208 IWineD3DDevice_SetTextureStageState(pDevice, j, pixel_states_texture[i],
1209 This->textureState[j][pixel_states_texture[i]]);
1213 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
1214 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
1216 IWineD3DDevice_SetSamplerState(pDevice, j, pixel_states_sampler[i],
1217 This->samplerState[j][pixel_states_sampler[i]]);
1220 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
1221 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
1223 IWineD3DDevice_SetSamplerState(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
1224 pixel_states_sampler[i], This->samplerState[j][pixel_states_sampler[i]]);
1227 } else if(This->blockType == WINED3DSBT_ALL) {
1228 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
1229 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
1230 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
1231 This->vertexShaderConstantF + i * 4, 1);
1233 for (i = 0; i < MAX_CONST_I; i++) {
1234 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
1235 This->vertexShaderConstantI + i * 4, 1);
1237 for (i = 0; i < MAX_CONST_B; i++) {
1238 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
1239 This->vertexShaderConstantB + i, 1);
1242 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
1243 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
1244 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
1245 This->pixelShaderConstantF + i * 4, 1);
1247 for (i = 0; i < MAX_CONST_I; i++) {
1248 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
1249 This->pixelShaderConstantI + i * 4, 1);
1251 for (i = 0; i < MAX_CONST_B; i++) {
1252 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
1253 This->pixelShaderConstantB + i, 1);
1256 apply_lights(pDevice, This);
1258 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
1259 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
1261 for(j = 0; j < MAX_TEXTURES; j++) {
1262 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
1264 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
1268 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1269 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
1270 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
1272 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
1273 IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
1274 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
1275 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1276 IWineD3DDevice_SetMaterial(pDevice, &This->material);
1277 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1278 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1280 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1281 for (i=0; i<MAX_STREAMS; i++) {
1282 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1283 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1285 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
1286 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
1288 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1289 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; ++i)
1291 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1294 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1297 clip[0] = This->clipplane[i][0];
1298 clip[1] = This->clipplane[i][1];
1299 clip[2] = This->clipplane[i][2];
1300 clip[3] = This->clipplane[i][3];
1301 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1305 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1306 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1307 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1308 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1312 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1317 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1318 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1319 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1320 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1322 WINED3DLINEPATTERN lp;
1330 IWineD3DSwapChain *swapchain;
1331 IWineD3DSurface *backbuffer;
1334 /* Note this may have a large overhead but it should only be executed
1335 once, in order to initialize the complete state of the device and
1336 all opengl equivalents */
1337 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1338 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1339 This->blockType = WINED3DSBT_INIT;
1341 /* Set some of the defaults for lights, transforms etc */
1342 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1343 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1344 for (i = 0; i < 256; ++i) {
1345 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1348 TRACE("Render states\n");
1349 /* Render states: */
1350 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1351 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1353 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1355 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1356 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1357 lp.lp.wRepeatFactor = 0;
1358 lp.lp.wLinePattern = 0;
1359 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1360 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1361 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1362 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1363 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1364 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1365 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1366 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1367 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1368 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1369 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1370 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1371 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1372 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1373 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1374 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1375 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1377 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1379 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1381 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1382 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1383 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1384 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1385 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1386 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1387 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1388 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1389 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1390 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1391 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1392 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1393 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1394 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1395 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1396 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1397 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1398 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1399 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1400 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1401 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1402 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1403 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1404 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1405 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1406 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1407 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1408 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1409 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1410 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1411 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1412 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1413 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1414 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1415 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1417 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1418 tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f;
1419 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1420 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1421 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1423 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1425 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1427 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1428 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1429 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1430 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1432 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1433 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1434 tmpfloat.f = GL_LIMITS(pointsize);
1435 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1436 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1437 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1439 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1440 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1441 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1442 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1443 /* states new in d3d9 */
1444 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1445 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1447 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1448 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1449 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1451 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1452 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1454 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1456 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1457 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1458 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1459 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1460 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1461 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1462 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1463 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1464 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1465 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1466 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1467 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1468 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1469 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1470 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1471 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1472 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1473 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1474 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1475 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1476 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1477 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1478 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1479 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1480 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1482 /* clipping status */
1483 This->clip_status.ClipUnion = 0;
1484 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1486 /* Texture Stage States - Put directly into state block, we will call function below */
1487 for (i = 0; i < MAX_TEXTURES; i++) {
1488 TRACE("Setting up default texture states for texture Stage %d\n", i);
1489 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1490 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1491 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1492 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1493 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1494 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1495 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1496 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1497 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1498 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1499 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1500 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1501 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1502 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1503 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1504 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1505 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1506 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1508 This->lowest_disabled_stage = 1;
1511 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1512 TRACE("Setting up default samplers states for sampler %d\n", i);
1513 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1514 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1515 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1516 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1517 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1518 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1519 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1520 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1521 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1522 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1523 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1524 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1525 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1528 for(i = 0; i < GL_LIMITS(textures); i++) {
1529 /* Note: This avoids calling SetTexture, so pretend it has been called */
1530 This->changed.textures |= 1 << i;
1531 This->textures[i] = NULL;
1534 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1535 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1536 if( hr == WINED3D_OK && swapchain != NULL) {
1539 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1540 if (SUCCEEDED(hr) && backbuffer)
1542 WINED3DSURFACE_DESC desc;
1545 IWineD3DSurface_GetDesc(backbuffer, &desc);
1546 IWineD3DSurface_Release(backbuffer);
1548 /* Set the default scissor rect values */
1549 scissorrect.left = 0;
1550 scissorrect.right = desc.width;
1551 scissorrect.top = 0;
1552 scissorrect.bottom = desc.height;
1553 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1554 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1557 /* Set the default viewport */
1560 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1561 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1564 IWineD3DDevice_SetViewport(device, &vp);
1566 IWineD3DSwapChain_Release(swapchain);
1569 TRACE("-----------------------> Device defaults now set up...\n");
1573 /**********************************************************
1574 * IWineD3DStateBlock VTbl follows
1575 **********************************************************/
1577 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1580 IWineD3DStateBlockImpl_QueryInterface,
1581 IWineD3DStateBlockImpl_AddRef,
1582 IWineD3DStateBlockImpl_Release,
1583 /* IWineD3DStateBlock */
1584 IWineD3DStateBlockImpl_GetParent,
1585 IWineD3DStateBlockImpl_GetDevice,
1586 IWineD3DStateBlockImpl_Capture,
1587 IWineD3DStateBlockImpl_Apply,
1588 IWineD3DStateBlockImpl_InitStartupStateBlock
1591 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
1592 WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
1594 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1598 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1599 stateblock->ref = 1;
1600 stateblock->parent = parent;
1601 stateblock->wineD3DDevice = device;
1602 stateblock->blockType = type;
1604 for (i = 0; i < LIGHTMAP_SIZE; i++)
1606 list_init(&stateblock->lightMap[i]);
1609 hr = stateblock_allocate_shader_constants(stateblock);
1610 if (FAILED(hr)) return hr;
1612 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1613 * produce a placeholder stateblock so other functions called can update a
1615 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1617 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1621 case WINED3DSBT_ALL:
1622 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1623 stateblock_savedstates_set_all(&stateblock->changed, gl_info);
1626 case WINED3DSBT_PIXELSTATE:
1627 stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
1630 case WINED3DSBT_VERTEXSTATE:
1631 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1632 stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
1636 FIXME("Unrecognized state block type %#x.\n", type);
1640 stateblock_init_contained_states(stateblock);
1641 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);