2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
74 dest->indices = source->indices;
75 dest->material = source->material;
76 dest->fvf = source->fvf;
77 dest->viewport = source->viewport;
78 dest->vertexDecl = source->vertexDecl;
79 dest->pixelShader = source->pixelShader;
80 dest->vertexShader = source->vertexShader;
82 /* Fixed size arrays */
83 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
84 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
85 memcpy(dest->textures, source->textures, bsize * MAX_SAMPLERS);
86 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
87 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
88 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
89 memcpy(dest->samplerState, source->samplerState, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
90 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
91 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
92 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
93 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
94 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
96 /* Dynamically sized arrays */
97 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
98 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
101 /** Set all members of a stateblock savedstate to the given value */
102 void stateblock_savedstates_set(
103 IWineD3DStateBlock* iface,
107 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
108 unsigned bsize = sizeof(BOOL);
111 states->indices = value;
112 states->material = value;
114 states->viewport = value;
115 states->vertexDecl = value;
116 states->pixelShader = value;
117 states->vertexShader = value;
119 /* Fixed size arrays */
120 memset(states->streamSource, value, bsize * MAX_STREAMS);
121 memset(states->streamFreq, value, bsize * MAX_STREAMS);
122 memset(states->textures, value, bsize * MAX_SAMPLERS);
123 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
124 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
125 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
126 memset(states->samplerState, value, bsize * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
127 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
128 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
129 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
130 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
131 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
133 /* Dynamically sized arrays */
134 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
135 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
138 void stateblock_copy(
139 IWineD3DStateBlock* destination,
140 IWineD3DStateBlock* source) {
142 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
143 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
145 /* IUnknown fields */
146 Dest->lpVtbl = This->lpVtbl;
147 Dest->ref = This->ref;
149 /* IWineD3DStateBlock information */
150 Dest->parent = This->parent;
151 Dest->wineD3DDevice = This->wineD3DDevice;
152 Dest->blockType = This->blockType;
155 stateblock_savedstates_copy(source, &Dest->set, &This->set);
156 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
159 Dest->fvf = This->fvf;
160 Dest->vertexDecl = This->vertexDecl;
161 Dest->vertexShader = This->vertexShader;
162 Dest->streamIsUP = This->streamIsUP;
163 Dest->pIndexData = This->pIndexData;
164 Dest->baseVertexIndex = This->baseVertexIndex;
165 Dest->lights = This->lights;
166 Dest->clip_status = This->clip_status;
167 Dest->viewport = This->viewport;
168 Dest->material = This->material;
169 Dest->pixelShader = This->pixelShader;
170 Dest->vertex_blend = This->vertex_blend;
171 Dest->tween_factor = This->tween_factor;
172 Dest->glsl_program = This->glsl_program;
174 /* Fixed size arrays */
175 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
176 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
177 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
178 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
180 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
181 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
182 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
183 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
184 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
185 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
186 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
187 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
188 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_SAMPLERS);
189 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_SAMPLERS);
190 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
191 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
193 /* Dynamically sized arrays */
194 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
195 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
198 /**********************************************************
199 * IWineD3DStateBlockImpl IUnknown parts follows
200 **********************************************************/
201 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
203 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
204 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
205 if (IsEqualGUID(riid, &IID_IUnknown)
206 || IsEqualGUID(riid, &IID_IWineD3DBase)
207 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
208 IUnknown_AddRef(iface);
213 return E_NOINTERFACE;
216 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
217 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
218 ULONG refCount = InterlockedIncrement(&This->ref);
220 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
224 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
225 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
226 ULONG refCount = InterlockedDecrement(&This->ref);
228 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
231 constant_entry *constant, *constant2;
233 /* type 0 represents the primary stateblock, so free all the resources */
234 if (This->blockType == WINED3DSBT_INIT) {
236 FIXME("Releasing primary stateblock\n");
237 /* Free any streams still bound */
238 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
239 if (This->streamSource[counter] != NULL) {
240 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
241 This->streamSource[counter] = NULL;
245 /* free any index data */
246 if (This->pIndexData) {
247 IWineD3DIndexBuffer_Release(This->pIndexData);
248 This->pIndexData = NULL;
251 if (NULL != This->pixelShader) {
252 IWineD3DPixelShader_Release(This->pixelShader);
255 if (NULL != This->vertexShader) {
256 IWineD3DVertexShader_Release(This->vertexShader);
259 if (NULL != This->vertexDecl) {
260 IWineD3DVertexDeclaration_Release(This->vertexDecl);
263 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
264 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
265 if (This->textures[counter]) {
266 /* release our 'internal' hold on the texture */
267 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
268 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
275 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
276 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
277 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
278 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
279 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
280 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
282 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
283 HeapFree(GetProcessHeap(), 0, constant);
286 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
287 HeapFree(GetProcessHeap(), 0, constant);
290 HeapFree(GetProcessHeap(), 0, This);
295 /**********************************************************
296 * IWineD3DStateBlockImpl parts follows
297 **********************************************************/
298 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
299 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
300 IUnknown_AddRef(This->parent);
301 *pParent = This->parent;
305 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
307 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
309 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
310 IWineD3DDevice_AddRef(*ppDevice);
315 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
317 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
318 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
320 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
322 /* If not recorded, then update can just recapture */
323 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
324 IWineD3DStateBlockImpl* tmpBlock;
325 PLIGHTINFOEL *tmp = This->lights;
327 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
329 /* Note just swap the light chains over so when deleting, the old one goes */
330 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
331 tmpBlock->lights = tmp;
333 /* Delete the temporary one (which points to the old light chain though */
334 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
335 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
342 /* Recorded => Only update 'changed' values */
343 if (This->vertexShader != targetStateBlock->vertexShader) {
344 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
346 if (targetStateBlock->vertexShader) {
347 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
349 if (This->vertexShader) {
350 IWineD3DVertexShader_Release(This->vertexShader);
353 This->vertexShader = targetStateBlock->vertexShader;
356 /* Vertex Shader Float Constants */
357 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
358 if (This->set.vertexShaderConstantsF[i]) {
359 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
360 targetStateBlock->vertexShaderConstantF[i * 4],
361 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
362 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
363 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
365 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
366 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
367 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
368 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
372 /* Vertex Shader Integer Constants */
373 for (i = 0; i < MAX_CONST_I; ++i) {
374 if (This->set.vertexShaderConstantsI[i]) {
375 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
376 targetStateBlock->vertexShaderConstantI[i * 4],
377 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
378 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
379 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
381 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
382 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
383 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
384 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
388 /* Vertex Shader Boolean Constants */
389 for (i = 0; i < MAX_CONST_B; ++i) {
390 if (This->set.vertexShaderConstantsB[i]) {
391 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
392 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
394 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
398 /* Lights... For a recorded state block, we just had a chain of actions to perform,
399 so we need to walk that chain and update any actions which differ */
401 while (src != NULL) {
402 PLIGHTINFOEL *realLight = NULL;
404 /* Locate the light in the live lights */
405 realLight = targetStateBlock->lights;
406 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
408 /* If 'changed' then its a SetLight command. Rather than comparing to see
409 if the OriginalParms have changed and then copy them (twice through
410 memory) just do the copy */
413 /* If the light exists, copy its parameters, otherwise copy the default parameters */
414 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
415 TRACE("Updating lights for light %d\n", src->OriginalIndex);
416 memcpy(&src->OriginalParms, params, sizeof(*params));
419 /* If 'enabledchanged' then its a LightEnable command */
420 if (src->enabledChanged) {
422 /* If the light exists, check if it's enabled, otherwise default is disabled state */
423 TRACE("Updating lightEnabled for light %d\n", src->OriginalIndex);
424 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
430 /* Recorded => Only update 'changed' values */
431 if (This->pixelShader != targetStateBlock->pixelShader) {
432 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
434 if (targetStateBlock->pixelShader) {
435 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
437 if (This->pixelShader) {
438 IWineD3DPixelShader_Release(This->pixelShader);
441 This->pixelShader = targetStateBlock->pixelShader;
444 /* Pixel Shader Float Constants */
445 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
446 if (This->set.pixelShaderConstantsF[i]) {
447 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
448 targetStateBlock->pixelShaderConstantF[i * 4],
449 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
450 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
451 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
453 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
454 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
455 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
456 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
460 /* Pixel Shader Integer Constants */
461 for (i = 0; i < MAX_CONST_I; ++i) {
462 if (This->set.pixelShaderConstantsI[i]) {
463 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
464 targetStateBlock->pixelShaderConstantI[i * 4],
465 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
466 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
467 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
469 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
470 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
471 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
472 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
476 /* Pixel Shader Boolean Constants */
477 for (i = 0; i < MAX_CONST_B; ++i) {
478 if (This->set.pixelShaderConstantsB[i]) {
479 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
480 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
482 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
486 /* Others + Render & Texture */
487 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
488 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
489 &This->transforms[i],
490 sizeof(WINED3DMATRIX)) != 0) {
491 TRACE("Updating transform %d\n", i);
492 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(WINED3DMATRIX));
496 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
497 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
498 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
499 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
500 This->pIndexData = targetStateBlock->pIndexData;
501 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
504 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
505 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
507 if (targetStateBlock->vertexDecl) {
508 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
510 if (This->vertexDecl) {
511 IWineD3DVertexDeclaration_Release(This->vertexDecl);
514 This->vertexDecl = targetStateBlock->vertexDecl;
517 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
518 This->fvf = targetStateBlock->fvf;
521 if (This->set.material && memcmp(&targetStateBlock->material,
523 sizeof(WINED3DMATERIAL)) != 0) {
524 TRACE("Updating material\n");
525 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
528 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
530 sizeof(WINED3DVIEWPORT)) != 0) {
531 TRACE("Updating viewport\n");
532 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
535 for (i = 0; i < MAX_STREAMS; i++) {
536 if (This->set.streamSource[i] &&
537 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
538 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
539 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
540 targetStateBlock->streamStride[i]);
541 This->streamStride[i] = targetStateBlock->streamStride[i];
542 This->streamSource[i] = targetStateBlock->streamSource[i];
545 if (This->set.streamFreq[i] &&
546 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
547 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
548 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
549 targetStateBlock->streamFlags[i]);
550 This->streamFreq[i] = targetStateBlock->streamFreq[i];
551 This->streamFlags[i] = targetStateBlock->streamFlags[i];
555 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
556 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
558 sizeof(This->clipplane)) != 0) {
560 TRACE("Updating clipplane %d\n", i);
561 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
562 sizeof(This->clipplane));
567 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
569 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
570 TRACE("Updating renderState %d to %d\n", i, targetStateBlock->renderState[i]);
571 This->renderState[i] = targetStateBlock->renderState[i];
576 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
577 /* TODO: move over to using memcpy */
578 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
579 if (This->set.textureState[j][i]) {
580 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j,i, targetStateBlock->textureState[j][i],
581 This->textureState[j][i]);
582 This->textureState[j][i] = targetStateBlock->textureState[j][i];
588 /* TODO: move over to using memcpy */
589 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
590 if (This->set.textures[j]) {
591 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
592 This->textures[j] = targetStateBlock->textures[j];
594 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
595 if (This->set.samplerState[j][i]) {
596 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
597 j, i, targetStateBlock->samplerState[j][i],
598 This->samplerState[j][i]);
599 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
605 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
610 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
611 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
612 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
614 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
615 should really perform a delta so that only the changes get updated*/
621 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
623 /* FIXME: Only apply applicable states not all states */
625 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
628 PLIGHTINFOEL *toDo = This->lights;
629 while (toDo != NULL) {
631 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
632 if (toDo->enabledChanged)
633 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
638 if (This->set.vertexShader && This->changed.vertexShader) {
639 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
642 /* Vertex Shader Constants */
643 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
644 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
645 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
648 for (i = 0; i < MAX_CONST_I; i++) {
649 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
650 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
653 for (i = 0; i < MAX_CONST_B; i++) {
654 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
655 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
659 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
662 if (This->set.pixelShader && This->changed.pixelShader) {
663 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
666 /* Pixel Shader Constants */
667 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
668 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
669 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
672 for (i = 0; i < MAX_CONST_I; ++i) {
673 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
674 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
677 for (i = 0; i < MAX_CONST_B; ++i) {
678 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
679 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
683 if (This->set.fvf && This->changed.fvf) {
684 IWineD3DDevice_SetFVF(pDevice, This->fvf);
687 if (This->set.vertexDecl && This->changed.vertexDecl) {
688 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
691 /* Others + Render & Texture */
692 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
693 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
694 if (This->set.transform[i] && This->changed.transform[i])
695 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
698 if (This->set.indices && This->changed.indices)
699 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
701 if (This->set.material && This->changed.material )
702 IWineD3DDevice_SetMaterial(pDevice, &This->material);
704 if (This->set.viewport && This->changed.viewport)
705 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
707 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
708 for (i=0; i<MAX_STREAMS; i++) {
709 if (This->set.streamSource[i] && This->changed.streamSource[i])
710 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
712 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
713 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
716 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
717 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
720 clip[0] = This->clipplane[i][0];
721 clip[1] = This->clipplane[i][1];
722 clip[2] = This->clipplane[i][2];
723 clip[3] = This->clipplane[i][3];
724 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
729 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
730 if (This->set.renderState[i] && This->changed.renderState[i])
731 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
735 for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
736 /* TODO: move over to memcpy */
737 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
738 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
739 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
740 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
741 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
747 /* TODO: move over to memcpy */
748 for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
749 if (This->set.textures[j] && This->changed.textures[j]) {
750 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
752 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
753 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
754 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
755 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
756 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
762 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
764 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
765 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
766 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
770 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
771 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
772 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
776 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
777 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
778 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
782 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
784 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
785 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
786 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
789 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
790 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
791 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
795 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
796 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
797 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
803 FIXME("Unrecognized state block type %d\n", This->blockType);
805 stateblock_savedstates_copy(iface, &((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed);
806 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
811 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
812 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
813 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
814 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
816 WINED3DLINEPATTERN lp;
825 /* Note this may have a large overhead but it should only be executed
826 once, in order to initialize the complete state of the device and
827 all opengl equivalents */
828 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
829 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
830 This->blockType = WINED3DSBT_INIT;
832 /* Set some of the defaults for lights, transforms etc */
833 memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
834 memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
835 for (i = 0; i < 256; ++i) {
836 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
839 TRACE("Render states\n");
841 if (ThisDevice->depthStencilBuffer != NULL) {
842 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
844 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
846 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
847 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
848 lp.lp.wRepeatFactor = 0;
849 lp.lp.wLinePattern = 0;
850 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
851 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
852 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
853 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
854 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
855 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
856 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
857 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
858 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
859 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
860 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
861 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
862 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
863 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
864 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
865 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
866 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
868 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
870 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
872 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
873 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
874 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
875 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
876 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
877 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
878 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
879 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
881 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
882 * so only a single call performed (and ensure defaults initialized before making that call)
884 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
885 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
887 This->renderState[WINED3DRS_STENCILREF] = 0;
888 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
889 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
890 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
891 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
892 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
893 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
894 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
895 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
896 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
897 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
898 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
899 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
900 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
901 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
902 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
903 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
904 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
905 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
906 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
907 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
908 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
909 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
910 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
911 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
912 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
913 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
915 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
917 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
918 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
919 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
921 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
923 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
925 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
926 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
927 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
928 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
930 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
931 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
933 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
934 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
935 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
937 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
938 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
939 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
940 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
941 /* states new in d3d9 */
942 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
943 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
945 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
946 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
947 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
949 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
950 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
952 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
954 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
955 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
956 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
957 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
958 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
959 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
960 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
961 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
962 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
963 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
964 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
965 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
966 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
967 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
968 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
969 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
970 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
971 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
972 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
973 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
974 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
975 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
976 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
977 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
978 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
980 /* clipping status */
981 This->clip_status.ClipUnion = 0;
982 This->clip_status.ClipIntersection = 0xFFFFFFFF;
984 /* Texture Stage States - Put directly into state block, we will call function below */
985 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
986 TRACE("Setting up default texture states for texture Stage %d\n", i);
987 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
988 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
989 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
990 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
991 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
992 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
993 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
994 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
995 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
996 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
997 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
998 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
999 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
1000 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
1001 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1002 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1003 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1004 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1005 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1009 for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
1010 TRACE("Setting up default samplers states for sampler %d\n", i);
1011 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1012 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1013 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1014 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1015 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1016 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1017 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1018 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1019 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1020 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1021 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
1022 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1023 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1026 /* Under DirectX you can have texture stage operations even if no texture is
1027 bound, whereas opengl will only do texture operations when a valid texture is
1028 bound. We emulate this by creating dummy textures and binding them to each
1029 texture stage, but disable all stages by default. Hence if a stage is enabled
1030 then the default texture will kick in until replaced by a SetTexture call */
1031 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
1034 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
1035 GLubyte white = 255;
1037 /* Note this avoids calling settexture, so pretend it has been called */
1038 This->set.textures[i] = TRUE;
1039 This->changed.textures[i] = TRUE;
1040 This->textures[i] = NULL;
1042 /* Make appropriate texture active */
1043 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1044 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1045 checkGLcall("glActiveTextureARB");
1047 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1050 /* Generate an opengl texture name */
1051 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1052 checkGLcall("glGenTextures");
1053 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1055 /* Generate a dummy 1d texture */
1056 This->textureDimensions[i] = GL_TEXTURE_1D;
1057 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
1058 checkGLcall("glBindTexture");
1060 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1061 checkGLcall("glTexImage1D");
1062 #if 1 /* TODO: move the setting texture states off to basetexture */
1063 /* Reapply all the texture state information to this texture */
1064 IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
1071 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1072 for (i = 0; i < MAX_PALETTES; ++i) {
1074 for (j = 0; j < 256; ++j) {
1075 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
1076 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1077 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
1078 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1081 This->wineD3DDevice->currentPalette = 0;
1083 /* Set default GLSL program to NULL. We won't actually create one
1084 * until the app sets a vertex or pixel shader */
1085 This->glsl_program = NULL;
1087 TRACE("-----------------------> Device defaults now set up...\n");
1091 /**********************************************************
1092 * IWineD3DStateBlock VTbl follows
1093 **********************************************************/
1095 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1098 IWineD3DStateBlockImpl_QueryInterface,
1099 IWineD3DStateBlockImpl_AddRef,
1100 IWineD3DStateBlockImpl_Release,
1101 /* IWineD3DStateBlock */
1102 IWineD3DStateBlockImpl_GetParent,
1103 IWineD3DStateBlockImpl_GetDevice,
1104 IWineD3DStateBlockImpl_Capture,
1105 IWineD3DStateBlockImpl_Apply,
1106 IWineD3DStateBlockImpl_InitStartupStateBlock