wined3d: Also pass the destination state directly to wined3d_state_record_lights().
[wine] / dlls / wined3d / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2007 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 static const DWORD pixel_states_render[] =
31 {
32     WINED3DRS_ALPHABLENDENABLE,
33     WINED3DRS_ALPHAFUNC,
34     WINED3DRS_ALPHAREF,
35     WINED3DRS_ALPHATESTENABLE,
36     WINED3DRS_ANTIALIASEDLINEENABLE,
37     WINED3DRS_BLENDFACTOR,
38     WINED3DRS_BLENDOP,
39     WINED3DRS_BLENDOPALPHA,
40     WINED3DRS_CCW_STENCILFAIL,
41     WINED3DRS_CCW_STENCILPASS,
42     WINED3DRS_CCW_STENCILZFAIL,
43     WINED3DRS_COLORWRITEENABLE,
44     WINED3DRS_COLORWRITEENABLE1,
45     WINED3DRS_COLORWRITEENABLE2,
46     WINED3DRS_COLORWRITEENABLE3,
47     WINED3DRS_DEPTHBIAS,
48     WINED3DRS_DESTBLEND,
49     WINED3DRS_DESTBLENDALPHA,
50     WINED3DRS_DITHERENABLE,
51     WINED3DRS_FILLMODE,
52     WINED3DRS_FOGDENSITY,
53     WINED3DRS_FOGEND,
54     WINED3DRS_FOGSTART,
55     WINED3DRS_LASTPIXEL,
56     WINED3DRS_SCISSORTESTENABLE,
57     WINED3DRS_SEPARATEALPHABLENDENABLE,
58     WINED3DRS_SHADEMODE,
59     WINED3DRS_SLOPESCALEDEPTHBIAS,
60     WINED3DRS_SRCBLEND,
61     WINED3DRS_SRCBLENDALPHA,
62     WINED3DRS_SRGBWRITEENABLE,
63     WINED3DRS_STENCILENABLE,
64     WINED3DRS_STENCILFAIL,
65     WINED3DRS_STENCILFUNC,
66     WINED3DRS_STENCILMASK,
67     WINED3DRS_STENCILPASS,
68     WINED3DRS_STENCILREF,
69     WINED3DRS_STENCILWRITEMASK,
70     WINED3DRS_STENCILZFAIL,
71     WINED3DRS_TEXTUREFACTOR,
72     WINED3DRS_TWOSIDEDSTENCILMODE,
73     WINED3DRS_WRAP0,
74     WINED3DRS_WRAP1,
75     WINED3DRS_WRAP10,
76     WINED3DRS_WRAP11,
77     WINED3DRS_WRAP12,
78     WINED3DRS_WRAP13,
79     WINED3DRS_WRAP14,
80     WINED3DRS_WRAP15,
81     WINED3DRS_WRAP2,
82     WINED3DRS_WRAP3,
83     WINED3DRS_WRAP4,
84     WINED3DRS_WRAP5,
85     WINED3DRS_WRAP6,
86     WINED3DRS_WRAP7,
87     WINED3DRS_WRAP8,
88     WINED3DRS_WRAP9,
89     WINED3DRS_ZENABLE,
90     WINED3DRS_ZFUNC,
91     WINED3DRS_ZWRITEENABLE,
92 };
93
94 static const DWORD pixel_states_texture[] =
95 {
96     WINED3DTSS_ALPHAARG0,
97     WINED3DTSS_ALPHAARG1,
98     WINED3DTSS_ALPHAARG2,
99     WINED3DTSS_ALPHAOP,
100     WINED3DTSS_BUMPENVLOFFSET,
101     WINED3DTSS_BUMPENVLSCALE,
102     WINED3DTSS_BUMPENVMAT00,
103     WINED3DTSS_BUMPENVMAT01,
104     WINED3DTSS_BUMPENVMAT10,
105     WINED3DTSS_BUMPENVMAT11,
106     WINED3DTSS_COLORARG0,
107     WINED3DTSS_COLORARG1,
108     WINED3DTSS_COLORARG2,
109     WINED3DTSS_COLOROP,
110     WINED3DTSS_RESULTARG,
111     WINED3DTSS_TEXCOORDINDEX,
112     WINED3DTSS_TEXTURETRANSFORMFLAGS,
113 };
114
115 static const DWORD pixel_states_sampler[] =
116 {
117     WINED3DSAMP_ADDRESSU,
118     WINED3DSAMP_ADDRESSV,
119     WINED3DSAMP_ADDRESSW,
120     WINED3DSAMP_BORDERCOLOR,
121     WINED3DSAMP_MAGFILTER,
122     WINED3DSAMP_MINFILTER,
123     WINED3DSAMP_MIPFILTER,
124     WINED3DSAMP_MIPMAPLODBIAS,
125     WINED3DSAMP_MAXMIPLEVEL,
126     WINED3DSAMP_MAXANISOTROPY,
127     WINED3DSAMP_SRGBTEXTURE,
128     WINED3DSAMP_ELEMENTINDEX,
129 };
130
131 static const DWORD vertex_states_render[] =
132 {
133     WINED3DRS_ADAPTIVETESS_W,
134     WINED3DRS_ADAPTIVETESS_X,
135     WINED3DRS_ADAPTIVETESS_Y,
136     WINED3DRS_ADAPTIVETESS_Z,
137     WINED3DRS_AMBIENT,
138     WINED3DRS_AMBIENTMATERIALSOURCE,
139     WINED3DRS_CLIPPING,
140     WINED3DRS_CLIPPLANEENABLE,
141     WINED3DRS_COLORVERTEX,
142     WINED3DRS_CULLMODE,
143     WINED3DRS_DIFFUSEMATERIALSOURCE,
144     WINED3DRS_EMISSIVEMATERIALSOURCE,
145     WINED3DRS_ENABLEADAPTIVETESSELLATION,
146     WINED3DRS_FOGCOLOR,
147     WINED3DRS_FOGDENSITY,
148     WINED3DRS_FOGENABLE,
149     WINED3DRS_FOGEND,
150     WINED3DRS_FOGSTART,
151     WINED3DRS_FOGTABLEMODE,
152     WINED3DRS_FOGVERTEXMODE,
153     WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154     WINED3DRS_LIGHTING,
155     WINED3DRS_LOCALVIEWER,
156     WINED3DRS_MAXTESSELLATIONLEVEL,
157     WINED3DRS_MINTESSELLATIONLEVEL,
158     WINED3DRS_MULTISAMPLEANTIALIAS,
159     WINED3DRS_MULTISAMPLEMASK,
160     WINED3DRS_NORMALDEGREE,
161     WINED3DRS_NORMALIZENORMALS,
162     WINED3DRS_PATCHEDGESTYLE,
163     WINED3DRS_POINTSCALE_A,
164     WINED3DRS_POINTSCALE_B,
165     WINED3DRS_POINTSCALE_C,
166     WINED3DRS_POINTSCALEENABLE,
167     WINED3DRS_POINTSIZE,
168     WINED3DRS_POINTSIZE_MAX,
169     WINED3DRS_POINTSIZE_MIN,
170     WINED3DRS_POINTSPRITEENABLE,
171     WINED3DRS_POSITIONDEGREE,
172     WINED3DRS_RANGEFOGENABLE,
173     WINED3DRS_SHADEMODE,
174     WINED3DRS_SPECULARENABLE,
175     WINED3DRS_SPECULARMATERIALSOURCE,
176     WINED3DRS_TWEENFACTOR,
177     WINED3DRS_VERTEXBLEND,
178 };
179
180 static const DWORD vertex_states_texture[] =
181 {
182     WINED3DTSS_TEXCOORDINDEX,
183     WINED3DTSS_TEXTURETRANSFORMFLAGS,
184 };
185
186 static const DWORD vertex_states_sampler[] =
187 {
188     WINED3DSAMP_DMAPOFFSET,
189 };
190
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192  * along with their set/changed flags on the given stateblock object
193  */
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
195 {
196     IWineD3DDeviceImpl *device = object->device;
197
198     /* Allocate space for floating point constants */
199     object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200             sizeof(float) * device->d3d_pshader_constantF * 4);
201     if (!object->state.ps_consts_f) goto fail;
202
203     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204             sizeof(BOOL) * device->d3d_pshader_constantF);
205     if (!object->changed.pixelShaderConstantsF) goto fail;
206
207     object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208             sizeof(float) * device->d3d_vshader_constantF * 4);
209     if (!object->state.vs_consts_f) goto fail;
210
211     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212             sizeof(BOOL) * device->d3d_vshader_constantF);
213     if (!object->changed.vertexShaderConstantsF) goto fail;
214
215     object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216             sizeof(DWORD) * device->d3d_vshader_constantF);
217     if (!object->contained_vs_consts_f) goto fail;
218
219     object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220             sizeof(DWORD) * device->d3d_pshader_constantF);
221     if (!object->contained_ps_consts_f) goto fail;
222
223     return WINED3D_OK;
224
225 fail:
226     ERR("Failed to allocate memory\n");
227     HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
228     HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229     HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
230     HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231     HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232     HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233     return E_OUTOFMEMORY;
234 }
235
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
237 {
238     DWORD mask = (1 << (map_size & 0x1f)) - 1;
239     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240     if (mask) map[map_size >> 5] = mask;
241 }
242
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
245 {
246     unsigned int i;
247
248     /* Single values */
249     states->primitive_type = 1;
250     states->indices = 1;
251     states->material = 1;
252     states->viewport = 1;
253     states->vertexDecl = 1;
254     states->pixelShader = 1;
255     states->vertexShader = 1;
256     states->scissorRect = 1;
257
258     /* Fixed size arrays */
259     states->streamSource = 0xffff;
260     states->streamFreq = 0xffff;
261     states->textures = 0xfffff;
262     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
266     states->clipplane = 0xffffffff;
267     states->pixelShaderConstantsB = 0xffff;
268     states->pixelShaderConstantsI = 0xffff;
269     states->vertexShaderConstantsB = 0xffff;
270     states->vertexShaderConstantsI = 0xffff;
271
272     /* Dynamically sized arrays */
273     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
275 }
276
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
278 {
279     DWORD texture_mask = 0;
280     WORD sampler_mask = 0;
281     unsigned int i;
282
283     states->pixelShader = 1;
284
285     for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
286     {
287         DWORD rs = pixel_states_render[i];
288         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
289     }
290
291     for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292         texture_mask |= 1 << pixel_states_texture[i];
293     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294     for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295         sampler_mask |= 1 << pixel_states_sampler[i];
296     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297     states->pixelShaderConstantsB = 0xffff;
298     states->pixelShaderConstantsI = 0xffff;
299
300     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
301 }
302
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
304 {
305     DWORD texture_mask = 0;
306     WORD sampler_mask = 0;
307     unsigned int i;
308
309     states->vertexDecl = 1;
310     states->vertexShader = 1;
311
312     for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
313     {
314         DWORD rs = vertex_states_render[i];
315         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
316     }
317
318     for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319         texture_mask |= 1 << vertex_states_texture[i];
320     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321     for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322         sampler_mask |= 1 << vertex_states_sampler[i];
323     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324     states->vertexShaderConstantsB = 0xffff;
325     states->vertexShaderConstantsI = 0xffff;
326
327     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
328 }
329
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
331 {
332     IWineD3DDeviceImpl *device = stateblock->device;
333     unsigned int i, j;
334
335     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
336     {
337         DWORD map = stateblock->changed.renderState[i];
338         for (j = 0; map; map >>= 1, ++j)
339         {
340             if (!(map & 1)) continue;
341
342             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343             ++stateblock->num_contained_render_states;
344         }
345     }
346
347     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
348     {
349         DWORD map = stateblock->changed.transform[i];
350         for (j = 0; map; map >>= 1, ++j)
351         {
352             if (!(map & 1)) continue;
353
354             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355             ++stateblock->num_contained_transform_states;
356         }
357     }
358
359     for (i = 0; i < device->d3d_vshader_constantF; ++i)
360     {
361         if (stateblock->changed.vertexShaderConstantsF[i])
362         {
363             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364             ++stateblock->num_contained_vs_consts_f;
365         }
366     }
367
368     for (i = 0; i < MAX_CONST_I; ++i)
369     {
370         if (stateblock->changed.vertexShaderConstantsI & (1 << i))
371         {
372             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373             ++stateblock->num_contained_vs_consts_i;
374         }
375     }
376
377     for (i = 0; i < MAX_CONST_B; ++i)
378     {
379         if (stateblock->changed.vertexShaderConstantsB & (1 << i))
380         {
381             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382             ++stateblock->num_contained_vs_consts_b;
383         }
384     }
385
386     for (i = 0; i < device->d3d_pshader_constantF; ++i)
387     {
388         if (stateblock->changed.pixelShaderConstantsF[i])
389         {
390             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391             ++stateblock->num_contained_ps_consts_f;
392         }
393     }
394
395     for (i = 0; i < MAX_CONST_I; ++i)
396     {
397         if (stateblock->changed.pixelShaderConstantsI & (1 << i))
398         {
399             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400             ++stateblock->num_contained_ps_consts_i;
401         }
402     }
403
404     for (i = 0; i < MAX_CONST_B; ++i)
405     {
406         if (stateblock->changed.pixelShaderConstantsB & (1 << i))
407         {
408             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409             ++stateblock->num_contained_ps_consts_b;
410         }
411     }
412
413     for (i = 0; i < MAX_TEXTURES; ++i)
414     {
415         DWORD map = stateblock->changed.textureState[i];
416
417         for(j = 0; map; map >>= 1, ++j)
418         {
419             if (!(map & 1)) continue;
420
421             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423             ++stateblock->num_contained_tss_states;
424         }
425     }
426
427     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
428     {
429         DWORD map = stateblock->changed.samplerState[i];
430
431         for (j = 0; map; map >>= 1, ++j)
432         {
433             if (!(map & 1)) continue;
434
435             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437             ++stateblock->num_contained_sampler_states;
438         }
439     }
440 }
441
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
443 {
444     unsigned int i;
445
446     for (i = 0; i < LIGHTMAP_SIZE; ++i)
447     {
448         const struct wined3d_light_info *src_light;
449
450         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
451         {
452             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
453
454             *dst_light = *src_light;
455             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
456         }
457     }
458 }
459
460 /**********************************************************
461  * IWineD3DStateBlockImpl IUnknown parts follows
462  **********************************************************/
463 static HRESULT  WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
464 {
465     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467     if (IsEqualGUID(riid, &IID_IUnknown)
468             || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
469     {
470         IUnknown_AddRef(iface);
471         *ppobj = This;
472         return S_OK;
473     }
474     *ppobj = NULL;
475     return E_NOINTERFACE;
476 }
477
478 static ULONG  WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480     ULONG refCount = InterlockedIncrement(&This->ref);
481
482     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483     return refCount;
484 }
485
486 static ULONG  WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488     ULONG refCount = InterlockedDecrement(&This->ref);
489
490     TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
491
492     if (!refCount) {
493         int counter;
494
495         if (This->state.vertex_declaration)
496             IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
497
498         for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
499         {
500             if (This->state.textures[counter])
501                 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
502         }
503
504         for (counter = 0; counter < MAX_STREAMS; ++counter)
505         {
506             struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
507             if (buffer)
508             {
509                 if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
510                 {
511                     WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
512                 }
513             }
514         }
515         if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
516         if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
517         if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
518
519         for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
520             struct list *e1, *e2;
521             LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
522             {
523                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
524                 list_remove(&light->entry);
525                 HeapFree(GetProcessHeap(), 0, light);
526             }
527         }
528
529         HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
530         HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
531         HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
532         HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
533         HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
534         HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
535         HeapFree(GetProcessHeap(), 0, This);
536     }
537     return refCount;
538 }
539
540 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
541 {
542     UINT i;
543
544     /* Lights... For a recorded state block, we just had a chain of actions
545      * to perform, so we need to walk that chain and update any actions which
546      * differ. */
547     for (i = 0; i < LIGHTMAP_SIZE; ++i)
548     {
549         struct list *e, *f;
550         LIST_FOR_EACH(e, &dst_state->light_map[i])
551         {
552             BOOL updated = FALSE;
553             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
554
555             /* Look up the light in the destination */
556             LIST_FOR_EACH(f, &src_state->light_map[i])
557             {
558                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
559                 if (realLight->OriginalIndex == src->OriginalIndex)
560                 {
561                     src->OriginalParms = realLight->OriginalParms;
562
563                     if (realLight->glIndex == -1 && src->glIndex != -1)
564                     {
565                         /* Light disabled */
566                         dst_state->lights[src->glIndex] = NULL;
567                     }
568                     else if (realLight->glIndex != -1 && src->glIndex == -1)
569                     {
570                         /* Light enabled */
571                         dst_state->lights[realLight->glIndex] = src;
572                     }
573                     src->glIndex = realLight->glIndex;
574                     updated = TRUE;
575                     break;
576                 }
577             }
578
579             if (!updated)
580             {
581                 /* This can happen if the light was originally created as a
582                  * default light for SetLightEnable() while recording. */
583                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
584                         src->OriginalIndex, dst_state, src_state);
585
586                 src->OriginalParms = WINED3D_default_light;
587                 if (src->glIndex != -1)
588                 {
589                     dst_state->lights[src->glIndex] = NULL;
590                     src->glIndex = -1;
591                 }
592             }
593         }
594     }
595 }
596
597 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
598 {
599     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
600     const struct wined3d_state *src_state = &This->device->stateBlock->state;
601     unsigned int i;
602     DWORD map;
603
604     TRACE("iface %p.\n", iface);
605
606     TRACE("Capturing state %p.\n", src_state);
607
608     if (This->changed.vertexShader && This->state.vertex_shader != src_state->vertex_shader)
609     {
610         TRACE("Updating vertex shader from %p to %p\n",
611                 This->state.vertex_shader, src_state->vertex_shader);
612
613         if (src_state->vertex_shader)
614             IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
615         if (This->state.vertex_shader)
616             IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
617         This->state.vertex_shader = src_state->vertex_shader;
618     }
619
620     /* Vertex Shader Float Constants */
621     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
622     {
623         unsigned int idx = This->contained_vs_consts_f[i];
624
625         TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
626                 src_state->vs_consts_f[idx * 4 + 0],
627                 src_state->vs_consts_f[idx * 4 + 1],
628                 src_state->vs_consts_f[idx * 4 + 2],
629                 src_state->vs_consts_f[idx * 4 + 3]);
630
631         This->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
632         This->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
633         This->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
634         This->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
635     }
636
637     /* Vertex Shader Integer Constants */
638     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
639     {
640         unsigned int idx = This->contained_vs_consts_i[i];
641
642         TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
643                 src_state->vs_consts_i[idx * 4 + 0],
644                 src_state->vs_consts_i[idx * 4 + 1],
645                 src_state->vs_consts_i[idx * 4 + 2],
646                 src_state->vs_consts_i[idx * 4 + 3]);
647
648         This->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
649         This->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
650         This->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
651         This->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
652     }
653
654     /* Vertex Shader Boolean Constants */
655     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
656     {
657         unsigned int idx = This->contained_vs_consts_b[i];
658
659         TRACE("Setting vs_consts_b[%u] to %s.\n",
660                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
661
662         This->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
663     }
664
665     /* Pixel Shader Float Constants */
666     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
667     {
668         unsigned int idx = This->contained_ps_consts_f[i];
669
670         TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
671                 src_state->ps_consts_f[idx * 4 + 0],
672                 src_state->ps_consts_f[idx * 4 + 1],
673                 src_state->ps_consts_f[idx * 4 + 2],
674                 src_state->ps_consts_f[idx * 4 + 3]);
675
676         This->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
677         This->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
678         This->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
679         This->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
680     }
681
682     /* Pixel Shader Integer Constants */
683     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
684     {
685         unsigned int idx = This->contained_ps_consts_i[i];
686         TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
687                 src_state->ps_consts_i[idx * 4 + 0],
688                 src_state->ps_consts_i[idx * 4 + 1],
689                 src_state->ps_consts_i[idx * 4 + 2],
690                 src_state->ps_consts_i[idx * 4 + 3]);
691
692         This->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
693         This->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
694         This->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
695         This->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
696     }
697
698     /* Pixel Shader Boolean Constants */
699     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
700     {
701         unsigned int idx = This->contained_ps_consts_b[i];
702         TRACE("Setting ps_consts_b[%u] to %s.\n",
703                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
704
705         This->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
706     }
707
708     /* Others + Render & Texture */
709     for (i = 0; i < This->num_contained_transform_states; ++i)
710     {
711         WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
712
713         TRACE("Updating transform %#x.\n", transform);
714
715         This->state.transforms[transform] = src_state->transforms[transform];
716     }
717
718     if (This->changed.primitive_type)
719         This->state.gl_primitive_type = src_state->gl_primitive_type;
720
721     if (This->changed.indices
722             && ((This->state.index_buffer != src_state->index_buffer)
723                 || (This->state.base_vertex_index != src_state->base_vertex_index)
724                 || (This->state.index_format != src_state->index_format)))
725     {
726         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
727                 src_state->index_buffer, src_state->base_vertex_index);
728
729         if (src_state->index_buffer)
730             IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
731         if (This->state.index_buffer)
732             IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
733         This->state.index_buffer = src_state->index_buffer;
734         This->state.base_vertex_index = src_state->base_vertex_index;
735         This->state.index_format = src_state->index_format;
736     }
737
738     if (This->changed.vertexDecl && This->state.vertex_declaration != src_state->vertex_declaration)
739     {
740         TRACE("Updating vertex declaration from %p to %p.\n",
741                 This->state.vertex_declaration, src_state->vertex_declaration);
742
743         if (src_state->vertex_declaration)
744                 IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
745         if (This->state.vertex_declaration)
746                 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
747         This->state.vertex_declaration = src_state->vertex_declaration;
748     }
749
750     if (This->changed.material && memcmp(&src_state->material, &This->state.material, sizeof(This->state.material)))
751     {
752         TRACE("Updating material.\n");
753
754         This->state.material = src_state->material;
755     }
756
757     if (This->changed.viewport && memcmp(&src_state->viewport, &This->state.viewport, sizeof(This->state.viewport)))
758     {
759         TRACE("Updating viewport.\n");
760
761         This->state.viewport = src_state->viewport;
762     }
763
764     if (This->changed.scissorRect && memcmp(&src_state->scissor_rect,
765             &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
766     {
767         TRACE("Updating scissor rect.\n");
768
769         This->state.scissor_rect = src_state->scissor_rect;
770     }
771
772     map = This->changed.streamSource;
773     for (i = 0; map; map >>= 1, ++i)
774     {
775         if (!(map & 1)) continue;
776
777         if (This->state.streams[i].stride != src_state->streams[i].stride
778                 || This->state.streams[i].buffer != src_state->streams[i].buffer)
779         {
780             TRACE("Updating stream source %u to %p, stride to %u.\n",
781                     i, src_state->streams[i].buffer,
782                     src_state->streams[i].stride);
783
784             This->state.streams[i].stride = src_state->streams[i].stride;
785             if (src_state->streams[i].buffer)
786                     IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
787             if (This->state.streams[i].buffer)
788                     IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
789             This->state.streams[i].buffer = src_state->streams[i].buffer;
790         }
791     }
792
793     map = This->changed.streamFreq;
794     for (i = 0; map; map >>= 1, ++i)
795     {
796         if (!(map & 1)) continue;
797
798         if (This->state.streams[i].frequency != src_state->streams[i].frequency
799                 || This->state.streams[i].flags != src_state->streams[i].flags)
800         {
801             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
802                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
803
804             This->state.streams[i].frequency = src_state->streams[i].frequency;
805             This->state.streams[i].flags = src_state->streams[i].flags;
806         }
807     }
808
809     map = This->changed.clipplane;
810     for (i = 0; map; map >>= 1, ++i)
811     {
812         if (!(map & 1)) continue;
813
814         if (memcmp(src_state->clip_planes[i], This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
815         {
816             TRACE("Updating clipplane %u.\n", i);
817             memcpy(This->state.clip_planes[i], src_state->clip_planes[i], sizeof(*This->state.clip_planes));
818         }
819     }
820
821     /* Render */
822     for (i = 0; i < This->num_contained_render_states; ++i)
823     {
824         WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
825
826         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
827
828         This->state.render_states[rs] = src_state->render_states[rs];
829     }
830
831     /* Texture states */
832     for (i = 0; i < This->num_contained_tss_states; ++i)
833     {
834         DWORD stage = This->contained_tss_states[i].stage;
835         DWORD state = This->contained_tss_states[i].state;
836
837         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
838                 src_state->texture_states[stage][state], This->state.texture_states[stage][state]);
839
840         This->state.texture_states[stage][state] = src_state->texture_states[stage][state];
841     }
842
843     /* Samplers */
844     map = This->changed.textures;
845     for (i = 0; map; map >>= 1, ++i)
846     {
847         if (!(map & 1)) continue;
848
849         TRACE("Updating texture %u to %p (was %p).\n",
850                 i, src_state->textures[i], This->state.textures[i]);
851
852         if (src_state->textures[i])
853             IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
854         if (This->state.textures[i])
855             IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
856         This->state.textures[i] = src_state->textures[i];
857     }
858
859     for (i = 0; i < This->num_contained_sampler_states; ++i)
860     {
861         DWORD stage = This->contained_sampler_states[i].stage;
862         DWORD state = This->contained_sampler_states[i].state;
863
864         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
865                 src_state->sampler_states[stage][state], This->state.sampler_states[stage][state]);
866
867         This->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
868     }
869
870     if (This->changed.pixelShader && This->state.pixel_shader != src_state->pixel_shader)
871     {
872         if (src_state->pixel_shader)
873             IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
874         if (This->state.pixel_shader)
875             IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
876         This->state.pixel_shader = src_state->pixel_shader;
877     }
878
879     wined3d_state_record_lights(&This->state, src_state);
880
881     TRACE("Captue done.\n");
882
883     return WINED3D_OK;
884 }
885
886 static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
887 {
888     UINT i;
889
890     for (i = 0; i < LIGHTMAP_SIZE; ++i)
891     {
892         struct list *e;
893
894         LIST_FOR_EACH(e, &state->light_map[i])
895         {
896             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
897
898             IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
899             IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
900         }
901     }
902 }
903
904 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
905 {
906     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
907     IWineD3DDevice *device = (IWineD3DDevice *)This->device;
908     unsigned int i;
909     DWORD map;
910
911     TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
912
913     TRACE("Blocktype: %d\n", This->blockType);
914
915     if (This->changed.vertexShader)
916         IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
917
918     /* Vertex Shader Constants */
919     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
920     {
921         IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
922                 This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
923     }
924     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
925     {
926         IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
927                 This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
928     }
929     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
930     {
931         IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
932                 This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
933     }
934
935     apply_lights(device, &This->state);
936
937     if (This->changed.pixelShader)
938         IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
939
940     /* Pixel Shader Constants */
941     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
942     {
943         IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
944                 This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
945     }
946     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
947     {
948         IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
949                 This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
950     }
951     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
952     {
953         IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
954                 This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
955     }
956
957     /* Render */
958     for (i = 0; i < This->num_contained_render_states; ++i)
959     {
960         IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
961                 This->state.render_states[This->contained_render_states[i]]);
962     }
963
964     /* Texture states */
965     for (i = 0; i < This->num_contained_tss_states; ++i)
966     {
967         DWORD stage = This->contained_tss_states[i].stage;
968         DWORD state = This->contained_tss_states[i].state;
969
970         IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
971     }
972
973     /* Sampler states */
974     for (i = 0; i < This->num_contained_sampler_states; ++i)
975     {
976         DWORD stage = This->contained_sampler_states[i].stage;
977         DWORD state = This->contained_sampler_states[i].state;
978         DWORD value = This->state.sampler_states[stage][state];
979
980         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
981         IWineD3DDevice_SetSamplerState(device, stage, state, value);
982     }
983
984     for (i = 0; i < This->num_contained_transform_states; ++i)
985     {
986         IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
987                 &This->state.transforms[This->contained_transform_states[i]]);
988     }
989
990     if (This->changed.primitive_type)
991     {
992         This->device->updateStateBlock->changed.primitive_type = TRUE;
993         This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
994     }
995
996     if (This->changed.indices)
997     {
998         IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
999         IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
1000     }
1001
1002     if (This->changed.vertexDecl && This->state.vertex_declaration)
1003     {
1004         IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
1005     }
1006
1007     if (This->changed.material)
1008     {
1009         IWineD3DDevice_SetMaterial(device, &This->state.material);
1010     }
1011
1012     if (This->changed.viewport)
1013     {
1014         IWineD3DDevice_SetViewport(device, &This->state.viewport);
1015     }
1016
1017     if (This->changed.scissorRect)
1018     {
1019         IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
1020     }
1021
1022     map = This->changed.streamSource;
1023     for (i = 0; map; map >>= 1, ++i)
1024     {
1025         if (map & 1)
1026             IWineD3DDevice_SetStreamSource(device, i,
1027                     (IWineD3DBuffer *)This->state.streams[i].buffer,
1028                     0, This->state.streams[i].stride);
1029     }
1030
1031     map = This->changed.streamFreq;
1032     for (i = 0; map; map >>= 1, ++i)
1033     {
1034         if (map & 1)
1035             IWineD3DDevice_SetStreamSourceFreq(device, i,
1036                     This->state.streams[i].frequency | This->state.streams[i].flags);
1037     }
1038
1039     map = This->changed.textures;
1040     for (i = 0; map; map >>= 1, ++i)
1041     {
1042         DWORD stage;
1043
1044         if (!(map & 1)) continue;
1045
1046         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1047         IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
1048     }
1049
1050     map = This->changed.clipplane;
1051     for (i = 0; map; map >>= 1, ++i)
1052     {
1053         float clip[4];
1054
1055         if (!(map & 1)) continue;
1056
1057         clip[0] = This->state.clip_planes[i][0];
1058         clip[1] = This->state.clip_planes[i][1];
1059         clip[2] = This->state.clip_planes[i][2];
1060         clip[3] = This->state.clip_planes[i][3];
1061         IWineD3DDevice_SetClipPlane(device, i, clip);
1062     }
1063
1064     This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1065     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1066     {
1067         if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1068         {
1069             This->device->stateBlock->state.lowest_disabled_stage = i;
1070             break;
1071         }
1072     }
1073     TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
1074
1075     return WINED3D_OK;
1076 }
1077
1078 void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
1079 {
1080     IWineD3DDeviceImpl *device = stateblock->device;
1081     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1082     struct wined3d_state *state = &stateblock->state;
1083     union {
1084         WINED3DLINEPATTERN lp;
1085         DWORD d;
1086     } lp;
1087     union {
1088         float f;
1089         DWORD d;
1090     } tmpfloat;
1091     unsigned int i;
1092     IWineD3DSwapChain *swapchain;
1093     IWineD3DSurface *backbuffer;
1094     HRESULT hr;
1095
1096     TRACE("stateblock %p.\n", stateblock);
1097
1098     stateblock->blockType = WINED3DSBT_INIT;
1099
1100     /* Set some of the defaults for lights, transforms etc */
1101     memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1102     memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1103     for (i = 0; i < 256; ++i)
1104     {
1105         memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1106     }
1107
1108     TRACE("Render states\n");
1109     /* Render states: */
1110     if (device->auto_depth_stencil)
1111        state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
1112     else
1113        state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
1114     state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
1115     state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
1116     lp.lp.wRepeatFactor = 0;
1117     lp.lp.wLinePattern = 0;
1118     state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
1119     state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
1120     state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
1121     state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
1122     state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
1123     state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
1124     state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
1125     state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
1126     state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
1127     state->render_states[WINED3DRS_ALPHAREF] = 0;
1128     state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
1129     state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
1130     state->render_states[WINED3DRS_FOGENABLE] = FALSE;
1131     state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
1132     state->render_states[WINED3DRS_ZVISIBLE] = 0;
1133     state->render_states[WINED3DRS_FOGCOLOR] = 0;
1134     state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
1135     tmpfloat.f = 0.0f;
1136     state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
1137     tmpfloat.f = 1.0f;
1138     state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
1139     tmpfloat.f = 1.0f;
1140     state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
1141     state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
1142     state->render_states[WINED3DRS_ZBIAS] = 0;
1143     state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
1144     state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
1145     state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1146     state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1147     state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1148     state->render_states[WINED3DRS_STENCILREF] = 0;
1149     state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
1150     state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
1151     state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
1152     state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
1153     state->render_states[WINED3DRS_WRAP0] = 0;
1154     state->render_states[WINED3DRS_WRAP1] = 0;
1155     state->render_states[WINED3DRS_WRAP2] = 0;
1156     state->render_states[WINED3DRS_WRAP3] = 0;
1157     state->render_states[WINED3DRS_WRAP4] = 0;
1158     state->render_states[WINED3DRS_WRAP5] = 0;
1159     state->render_states[WINED3DRS_WRAP6] = 0;
1160     state->render_states[WINED3DRS_WRAP7] = 0;
1161     state->render_states[WINED3DRS_CLIPPING] = TRUE;
1162     state->render_states[WINED3DRS_LIGHTING] = TRUE;
1163     state->render_states[WINED3DRS_AMBIENT] = 0;
1164     state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
1165     state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
1166     state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
1167     state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
1168     state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
1169     state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
1170     state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1171     state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1172     state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
1173     state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
1174     state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
1175     tmpfloat.f = 1.0f;
1176     state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
1177     tmpfloat.f = 1.0f;
1178     state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
1179     state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
1180     state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
1181     tmpfloat.f = 1.0f;
1182     state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
1183     tmpfloat.f = 0.0f;
1184     state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
1185     tmpfloat.f = 0.0f;
1186     state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
1187     state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
1188     state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
1189     state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
1190     tmpfloat.f = 1.0f;
1191     state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
1192     state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1193     tmpfloat.f = gl_info->limits.pointsize_max;
1194     state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
1195     state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1196     state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
1197     tmpfloat.f = 0.0f;
1198     state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
1199     state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
1200     state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
1201     state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
1202     /* states new in d3d9 */
1203     state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
1204     state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
1205     tmpfloat.f = 1.0f;
1206     state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1207     state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1208     state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
1209     tmpfloat.f = 0.0f;
1210     state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
1211     state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
1212     tmpfloat.f = 1.0f;
1213     state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
1214     tmpfloat.f = 0.0f;
1215     state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
1216     state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
1217     state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
1218     state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1219     state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1220     state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1221     state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
1222     state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
1223     state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
1224     state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
1225     state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
1226     state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
1227     state->render_states[WINED3DRS_DEPTHBIAS] = 0;
1228     state->render_states[WINED3DRS_WRAP8] = 0;
1229     state->render_states[WINED3DRS_WRAP9] = 0;
1230     state->render_states[WINED3DRS_WRAP10] = 0;
1231     state->render_states[WINED3DRS_WRAP11] = 0;
1232     state->render_states[WINED3DRS_WRAP12] = 0;
1233     state->render_states[WINED3DRS_WRAP13] = 0;
1234     state->render_states[WINED3DRS_WRAP14] = 0;
1235     state->render_states[WINED3DRS_WRAP15] = 0;
1236     state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
1237     state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
1238     state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
1239     state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
1240
1241     /* clipping status */
1242     state->clip_status.ClipUnion = 0;
1243     state->clip_status.ClipIntersection = 0xFFFFFFFF;
1244
1245     /* Texture Stage States - Put directly into state block, we will call function below */
1246     for (i = 0; i < MAX_TEXTURES; ++i)
1247     {
1248         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1249         memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1250         state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1251         state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1252         state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1253         state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1254         state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1255         state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1256         state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1257         state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1258         state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1259         state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1260         state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1261         state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1262         state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1263         state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1264         state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1265         state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1266         state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1267     }
1268     state->lowest_disabled_stage = 1;
1269
1270         /* Sampler states*/
1271     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1272     {
1273         TRACE("Setting up default samplers states for sampler %u.\n", i);
1274         state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1275         state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1276         state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1277         state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1278         state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1279         state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1280         state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1281         state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1282         state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1283         state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1284         state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1285         /* TODO: Indicates which element of a multielement texture to use. */
1286         state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1287         /* TODO: Vertex offset in the presampled displacement map. */
1288         state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1289     }
1290
1291     for (i = 0; i < gl_info->limits.textures; ++i)
1292     {
1293         state->textures[i] = NULL;
1294     }
1295
1296     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1297     hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain);
1298     if (SUCCEEDED(hr) && swapchain)
1299     {
1300         hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1301         if (SUCCEEDED(hr) && backbuffer)
1302         {
1303             WINED3DSURFACE_DESC desc;
1304
1305             IWineD3DSurface_GetDesc(backbuffer, &desc);
1306             IWineD3DSurface_Release(backbuffer);
1307
1308             /* Set the default scissor rect values */
1309             state->scissor_rect.left = 0;
1310             state->scissor_rect.right = desc.width;
1311             state->scissor_rect.top = 0;
1312             state->scissor_rect.bottom = desc.height;
1313         }
1314
1315         /* Set the default viewport */
1316         state->viewport.X = 0;
1317         state->viewport.Y = 0;
1318         state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1319         state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1320         state->viewport.MinZ = 0.0f;
1321         state->viewport.MaxZ = 1.0f;
1322
1323         IWineD3DSwapChain_Release(swapchain);
1324     }
1325
1326     TRACE("Done.\n");
1327 }
1328
1329 /**********************************************************
1330  * IWineD3DStateBlock VTbl follows
1331  **********************************************************/
1332
1333 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1334 {
1335     /* IUnknown */
1336     IWineD3DStateBlockImpl_QueryInterface,
1337     IWineD3DStateBlockImpl_AddRef,
1338     IWineD3DStateBlockImpl_Release,
1339     /* IWineD3DStateBlock */
1340     IWineD3DStateBlockImpl_Capture,
1341     IWineD3DStateBlockImpl_Apply,
1342 };
1343
1344 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1345 {
1346     unsigned int i;
1347     HRESULT hr;
1348
1349     stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1350     stateblock->ref = 1;
1351     stateblock->device = device;
1352     stateblock->blockType = type;
1353
1354     for (i = 0; i < LIGHTMAP_SIZE; i++)
1355     {
1356         list_init(&stateblock->state.light_map[i]);
1357     }
1358
1359     hr = stateblock_allocate_shader_constants(stateblock);
1360     if (FAILED(hr)) return hr;
1361
1362     /* The WINED3DSBT_INIT stateblock type is used during initialization to
1363      * produce a placeholder stateblock so other functions called can update a
1364      * state block. */
1365     if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1366
1367     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1368
1369     switch (type)
1370     {
1371         case WINED3DSBT_ALL:
1372             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1373             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1374                                            device->d3d_pshader_constantF);
1375             break;
1376
1377         case WINED3DSBT_PIXELSTATE:
1378             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1379             break;
1380
1381         case WINED3DSBT_VERTEXSTATE:
1382             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1383             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1384             break;
1385
1386         default:
1387             FIXME("Unrecognized state block type %#x.\n", type);
1388             break;
1389     }
1390
1391     stateblock_init_contained_states(stateblock);
1392     IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1393
1394     return WINED3D_OK;
1395 }