2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static const DWORD pixel_states_render[] =
33 WINED3D_RS_ALPHABLENDENABLE,
36 WINED3D_RS_ALPHATESTENABLE,
37 WINED3D_RS_ANTIALIASEDLINEENABLE,
38 WINED3D_RS_BLENDFACTOR,
40 WINED3D_RS_BLENDOPALPHA,
41 WINED3D_RS_CCW_STENCILFAIL,
42 WINED3D_RS_CCW_STENCILPASS,
43 WINED3D_RS_CCW_STENCILZFAIL,
44 WINED3D_RS_COLORWRITEENABLE,
45 WINED3D_RS_COLORWRITEENABLE1,
46 WINED3D_RS_COLORWRITEENABLE2,
47 WINED3D_RS_COLORWRITEENABLE3,
50 WINED3D_RS_DESTBLENDALPHA,
51 WINED3D_RS_DITHERENABLE,
53 WINED3D_RS_FOGDENSITY,
57 WINED3D_RS_SCISSORTESTENABLE,
58 WINED3D_RS_SEPARATEALPHABLENDENABLE,
60 WINED3D_RS_SLOPESCALEDEPTHBIAS,
62 WINED3D_RS_SRCBLENDALPHA,
63 WINED3D_RS_SRGBWRITEENABLE,
64 WINED3D_RS_STENCILENABLE,
65 WINED3D_RS_STENCILFAIL,
66 WINED3D_RS_STENCILFUNC,
67 WINED3D_RS_STENCILMASK,
68 WINED3D_RS_STENCILPASS,
69 WINED3D_RS_STENCILREF,
70 WINED3D_RS_STENCILWRITEMASK,
71 WINED3D_RS_STENCILZFAIL,
72 WINED3D_RS_TEXTUREFACTOR,
73 WINED3D_RS_TWOSIDEDSTENCILMODE,
92 WINED3D_RS_ZWRITEENABLE,
95 static const DWORD pixel_states_texture[] =
97 WINED3D_TSS_ALPHA_ARG0,
98 WINED3D_TSS_ALPHA_ARG1,
99 WINED3D_TSS_ALPHA_ARG2,
100 WINED3D_TSS_ALPHA_OP,
101 WINED3D_TSS_BUMPENV_LOFFSET,
102 WINED3D_TSS_BUMPENV_LSCALE,
103 WINED3D_TSS_BUMPENV_MAT00,
104 WINED3D_TSS_BUMPENV_MAT01,
105 WINED3D_TSS_BUMPENV_MAT10,
106 WINED3D_TSS_BUMPENV_MAT11,
107 WINED3D_TSS_COLOR_ARG0,
108 WINED3D_TSS_COLOR_ARG1,
109 WINED3D_TSS_COLOR_ARG2,
110 WINED3D_TSS_COLOR_OP,
111 WINED3D_TSS_RESULT_ARG,
112 WINED3D_TSS_TEXCOORD_INDEX,
113 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
116 static const DWORD pixel_states_sampler[] =
118 WINED3D_SAMP_ADDRESS_U,
119 WINED3D_SAMP_ADDRESS_V,
120 WINED3D_SAMP_ADDRESS_W,
121 WINED3D_SAMP_BORDER_COLOR,
122 WINED3D_SAMP_MAG_FILTER,
123 WINED3D_SAMP_MIN_FILTER,
124 WINED3D_SAMP_MIP_FILTER,
125 WINED3D_SAMP_MIPMAP_LOD_BIAS,
126 WINED3D_SAMP_MAX_MIP_LEVEL,
127 WINED3D_SAMP_MAX_ANISOTROPY,
128 WINED3D_SAMP_SRGB_TEXTURE,
129 WINED3D_SAMP_ELEMENT_INDEX,
132 static const DWORD vertex_states_render[] =
134 WINED3D_RS_ADAPTIVETESS_W,
135 WINED3D_RS_ADAPTIVETESS_X,
136 WINED3D_RS_ADAPTIVETESS_Y,
137 WINED3D_RS_ADAPTIVETESS_Z,
139 WINED3D_RS_AMBIENTMATERIALSOURCE,
141 WINED3D_RS_CLIPPLANEENABLE,
142 WINED3D_RS_COLORVERTEX,
144 WINED3D_RS_DIFFUSEMATERIALSOURCE,
145 WINED3D_RS_EMISSIVEMATERIALSOURCE,
146 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
148 WINED3D_RS_FOGDENSITY,
149 WINED3D_RS_FOGENABLE,
152 WINED3D_RS_FOGTABLEMODE,
153 WINED3D_RS_FOGVERTEXMODE,
154 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
156 WINED3D_RS_LOCALVIEWER,
157 WINED3D_RS_MAXTESSELLATIONLEVEL,
158 WINED3D_RS_MINTESSELLATIONLEVEL,
159 WINED3D_RS_MULTISAMPLEANTIALIAS,
160 WINED3D_RS_MULTISAMPLEMASK,
161 WINED3D_RS_NORMALDEGREE,
162 WINED3D_RS_NORMALIZENORMALS,
163 WINED3D_RS_PATCHEDGESTYLE,
164 WINED3D_RS_POINTSCALE_A,
165 WINED3D_RS_POINTSCALE_B,
166 WINED3D_RS_POINTSCALE_C,
167 WINED3D_RS_POINTSCALEENABLE,
168 WINED3D_RS_POINTSIZE,
169 WINED3D_RS_POINTSIZE_MAX,
170 WINED3D_RS_POINTSIZE_MIN,
171 WINED3D_RS_POINTSPRITEENABLE,
172 WINED3D_RS_POSITIONDEGREE,
173 WINED3D_RS_RANGEFOGENABLE,
174 WINED3D_RS_SHADEMODE,
175 WINED3D_RS_SPECULARENABLE,
176 WINED3D_RS_SPECULARMATERIALSOURCE,
177 WINED3D_RS_TWEENFACTOR,
178 WINED3D_RS_VERTEXBLEND,
181 static const DWORD vertex_states_texture[] =
183 WINED3D_TSS_TEXCOORD_INDEX,
184 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
187 static const DWORD vertex_states_sampler[] =
189 WINED3D_SAMP_DMAP_OFFSET,
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193 * along with their set/changed flags on the given stateblock object
195 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
197 struct wined3d_device *device = object->device;
199 /* Allocate space for floating point constants */
200 object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
201 sizeof(float) * device->d3d_pshader_constantF * 4);
202 if (!object->state.ps_consts_f) goto fail;
204 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
205 sizeof(BOOL) * device->d3d_pshader_constantF);
206 if (!object->changed.pixelShaderConstantsF) goto fail;
208 object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
209 sizeof(float) * device->d3d_vshader_constantF * 4);
210 if (!object->state.vs_consts_f) goto fail;
212 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
213 sizeof(BOOL) * device->d3d_vshader_constantF);
214 if (!object->changed.vertexShaderConstantsF) goto fail;
216 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
217 sizeof(DWORD) * device->d3d_vshader_constantF);
218 if (!object->contained_vs_consts_f) goto fail;
220 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
221 sizeof(DWORD) * device->d3d_pshader_constantF);
222 if (!object->contained_ps_consts_f) goto fail;
227 ERR("Failed to allocate memory\n");
228 HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
229 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
230 HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
231 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
232 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
233 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
234 return E_OUTOFMEMORY;
237 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
239 DWORD mask = (1 << (map_size & 0x1f)) - 1;
240 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
241 if (mask) map[map_size >> 5] = mask;
244 /* Set all members of a stateblock savedstate to the given value */
245 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
250 states->primitive_type = 1;
252 states->material = 1;
253 states->viewport = 1;
254 states->vertexDecl = 1;
255 states->pixelShader = 1;
256 states->vertexShader = 1;
257 states->scissorRect = 1;
259 /* Fixed size arrays */
260 states->streamSource = 0xffff;
261 states->streamFreq = 0xffff;
262 states->textures = 0xfffff;
263 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
264 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
265 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
266 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
267 states->clipplane = 0xffffffff;
268 states->pixelShaderConstantsB = 0xffff;
269 states->pixelShaderConstantsI = 0xffff;
270 states->vertexShaderConstantsB = 0xffff;
271 states->vertexShaderConstantsI = 0xffff;
273 /* Dynamically sized arrays */
274 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
275 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
278 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
280 DWORD texture_mask = 0;
281 WORD sampler_mask = 0;
284 states->pixelShader = 1;
286 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
288 DWORD rs = pixel_states_render[i];
289 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
292 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
293 texture_mask |= 1 << pixel_states_texture[i];
294 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
295 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
296 sampler_mask |= 1 << pixel_states_sampler[i];
297 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
298 states->pixelShaderConstantsB = 0xffff;
299 states->pixelShaderConstantsI = 0xffff;
301 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
304 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
306 DWORD texture_mask = 0;
307 WORD sampler_mask = 0;
310 states->vertexDecl = 1;
311 states->vertexShader = 1;
313 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
315 DWORD rs = vertex_states_render[i];
316 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
319 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
320 texture_mask |= 1 << vertex_states_texture[i];
321 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
322 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
323 sampler_mask |= 1 << vertex_states_sampler[i];
324 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
325 states->vertexShaderConstantsB = 0xffff;
326 states->vertexShaderConstantsI = 0xffff;
328 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
331 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
333 struct wined3d_device *device = stateblock->device;
336 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
338 DWORD map = stateblock->changed.renderState[i];
339 for (j = 0; map; map >>= 1, ++j)
341 if (!(map & 1)) continue;
343 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
344 ++stateblock->num_contained_render_states;
348 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
350 DWORD map = stateblock->changed.transform[i];
351 for (j = 0; map; map >>= 1, ++j)
353 if (!(map & 1)) continue;
355 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
356 ++stateblock->num_contained_transform_states;
360 for (i = 0; i < device->d3d_vshader_constantF; ++i)
362 if (stateblock->changed.vertexShaderConstantsF[i])
364 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
365 ++stateblock->num_contained_vs_consts_f;
369 for (i = 0; i < MAX_CONST_I; ++i)
371 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
373 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
374 ++stateblock->num_contained_vs_consts_i;
378 for (i = 0; i < MAX_CONST_B; ++i)
380 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
382 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
383 ++stateblock->num_contained_vs_consts_b;
387 for (i = 0; i < device->d3d_pshader_constantF; ++i)
389 if (stateblock->changed.pixelShaderConstantsF[i])
391 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
392 ++stateblock->num_contained_ps_consts_f;
396 for (i = 0; i < MAX_CONST_I; ++i)
398 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
400 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
401 ++stateblock->num_contained_ps_consts_i;
405 for (i = 0; i < MAX_CONST_B; ++i)
407 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
409 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
410 ++stateblock->num_contained_ps_consts_b;
414 for (i = 0; i < MAX_TEXTURES; ++i)
416 DWORD map = stateblock->changed.textureState[i];
418 for(j = 0; map; map >>= 1, ++j)
420 if (!(map & 1)) continue;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
423 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
424 ++stateblock->num_contained_tss_states;
428 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
430 DWORD map = stateblock->changed.samplerState[i];
432 for (j = 0; map; map >>= 1, ++j)
434 if (!(map & 1)) continue;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
437 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
438 ++stateblock->num_contained_sampler_states;
443 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
447 for (i = 0; i < LIGHTMAP_SIZE; ++i)
449 const struct wined3d_light_info *src_light;
451 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
453 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
455 *dst_light = *src_light;
456 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
461 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
463 ULONG refcount = InterlockedIncrement(&stateblock->ref);
465 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
470 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
472 struct wined3d_state *state = &stateblock->state;
473 struct wined3d_vertex_declaration *decl;
474 struct wined3d_texture *texture;
475 struct wined3d_buffer *buffer;
476 struct wined3d_shader *shader;
479 if ((decl = state->vertex_declaration))
481 state->vertex_declaration = NULL;
482 wined3d_vertex_declaration_decref(decl);
485 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
487 if ((texture = state->textures[i]))
489 state->textures[i] = NULL;
490 wined3d_texture_decref(texture);
494 for (i = 0; i < MAX_STREAM_OUT; ++i)
496 if ((buffer = state->stream_output[i].buffer))
498 state->stream_output[i].buffer = NULL;
499 wined3d_buffer_decref(buffer);
503 for (i = 0; i < MAX_STREAMS; ++i)
505 if ((buffer = state->streams[i].buffer))
507 state->streams[i].buffer = NULL;
508 wined3d_buffer_decref(buffer);
512 if ((buffer = state->index_buffer))
514 state->index_buffer = NULL;
515 wined3d_buffer_decref(buffer);
518 if ((shader = state->vertex_shader))
520 state->vertex_shader = NULL;
521 wined3d_shader_decref(shader);
524 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
526 if ((buffer = state->vs_cb[i]))
528 state->vs_cb[i] = NULL;
529 wined3d_buffer_decref(buffer);
533 if ((shader = state->geometry_shader))
535 state->geometry_shader = NULL;
536 wined3d_shader_decref(shader);
539 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
541 if ((buffer = state->gs_cb[i]))
543 state->gs_cb[i] = NULL;
544 wined3d_buffer_decref(buffer);
548 if ((shader = state->pixel_shader))
550 state->pixel_shader = NULL;
551 wined3d_shader_decref(shader);
554 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
556 if ((buffer = state->ps_cb[i]))
558 state->ps_cb[i] = NULL;
559 wined3d_buffer_decref(buffer);
564 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
566 ULONG refcount = InterlockedDecrement(&stateblock->ref);
568 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
574 stateblock_unbind_resources(stateblock);
576 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
578 struct list *e1, *e2;
579 LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
581 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
582 list_remove(&light->entry);
583 HeapFree(GetProcessHeap(), 0, light);
587 HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
588 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
589 HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
590 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
591 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
592 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
593 HeapFree(GetProcessHeap(), 0, stateblock);
599 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
603 /* Lights... For a recorded state block, we just had a chain of actions
604 * to perform, so we need to walk that chain and update any actions which
606 for (i = 0; i < LIGHTMAP_SIZE; ++i)
609 LIST_FOR_EACH(e, &dst_state->light_map[i])
611 BOOL updated = FALSE;
612 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
614 /* Look up the light in the destination */
615 LIST_FOR_EACH(f, &src_state->light_map[i])
617 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
618 if (realLight->OriginalIndex == src->OriginalIndex)
620 src->OriginalParms = realLight->OriginalParms;
622 if (realLight->glIndex == -1 && src->glIndex != -1)
625 dst_state->lights[src->glIndex] = NULL;
627 else if (realLight->glIndex != -1 && src->glIndex == -1)
630 dst_state->lights[realLight->glIndex] = src;
632 src->glIndex = realLight->glIndex;
640 /* This can happen if the light was originally created as a
641 * default light for SetLightEnable() while recording. */
642 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
643 src->OriginalIndex, dst_state, src_state);
645 src->OriginalParms = WINED3D_default_light;
646 if (src->glIndex != -1)
648 dst_state->lights[src->glIndex] = NULL;
656 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
658 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
662 TRACE("stateblock %p.\n", stateblock);
664 TRACE("Capturing state %p.\n", src_state);
666 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
668 TRACE("Updating vertex shader from %p to %p\n",
669 stateblock->state.vertex_shader, src_state->vertex_shader);
671 if (src_state->vertex_shader)
672 wined3d_shader_incref(src_state->vertex_shader);
673 if (stateblock->state.vertex_shader)
674 wined3d_shader_decref(stateblock->state.vertex_shader);
675 stateblock->state.vertex_shader = src_state->vertex_shader;
678 /* Vertex shader float constants. */
679 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
681 unsigned int idx = stateblock->contained_vs_consts_f[i];
683 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
684 src_state->vs_consts_f[idx * 4 + 0],
685 src_state->vs_consts_f[idx * 4 + 1],
686 src_state->vs_consts_f[idx * 4 + 2],
687 src_state->vs_consts_f[idx * 4 + 3]);
689 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
690 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
691 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
692 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
695 /* Vertex shader integer constants. */
696 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
698 unsigned int idx = stateblock->contained_vs_consts_i[i];
700 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
701 src_state->vs_consts_i[idx * 4 + 0],
702 src_state->vs_consts_i[idx * 4 + 1],
703 src_state->vs_consts_i[idx * 4 + 2],
704 src_state->vs_consts_i[idx * 4 + 3]);
706 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
707 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
708 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
709 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
712 /* Vertex shader boolean constants. */
713 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
715 unsigned int idx = stateblock->contained_vs_consts_b[i];
717 TRACE("Setting vs_consts_b[%u] to %s.\n",
718 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
720 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
723 /* Pixel shader float constants. */
724 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
726 unsigned int idx = stateblock->contained_ps_consts_f[i];
728 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
729 src_state->ps_consts_f[idx * 4 + 0],
730 src_state->ps_consts_f[idx * 4 + 1],
731 src_state->ps_consts_f[idx * 4 + 2],
732 src_state->ps_consts_f[idx * 4 + 3]);
734 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
735 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
736 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
737 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
740 /* Pixel shader integer constants. */
741 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
743 unsigned int idx = stateblock->contained_ps_consts_i[i];
744 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
745 src_state->ps_consts_i[idx * 4 + 0],
746 src_state->ps_consts_i[idx * 4 + 1],
747 src_state->ps_consts_i[idx * 4 + 2],
748 src_state->ps_consts_i[idx * 4 + 3]);
750 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
751 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
752 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
753 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
756 /* Pixel shader boolean constants. */
757 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
759 unsigned int idx = stateblock->contained_ps_consts_b[i];
760 TRACE("Setting ps_consts_b[%u] to %s.\n",
761 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
763 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
766 /* Others + Render & Texture */
767 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
769 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
771 TRACE("Updating transform %#x.\n", transform);
773 stateblock->state.transforms[transform] = src_state->transforms[transform];
776 if (stateblock->changed.primitive_type)
777 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
779 if (stateblock->changed.indices
780 && ((stateblock->state.index_buffer != src_state->index_buffer)
781 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
782 || (stateblock->state.index_format != src_state->index_format)))
784 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
785 src_state->index_buffer, src_state->base_vertex_index);
787 if (src_state->index_buffer)
788 wined3d_buffer_incref(src_state->index_buffer);
789 if (stateblock->state.index_buffer)
790 wined3d_buffer_decref(stateblock->state.index_buffer);
791 stateblock->state.index_buffer = src_state->index_buffer;
792 stateblock->state.base_vertex_index = src_state->base_vertex_index;
793 stateblock->state.index_format = src_state->index_format;
796 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
798 TRACE("Updating vertex declaration from %p to %p.\n",
799 stateblock->state.vertex_declaration, src_state->vertex_declaration);
801 if (src_state->vertex_declaration)
802 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
803 if (stateblock->state.vertex_declaration)
804 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
805 stateblock->state.vertex_declaration = src_state->vertex_declaration;
808 if (stateblock->changed.material
809 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
811 TRACE("Updating material.\n");
813 stateblock->state.material = src_state->material;
816 if (stateblock->changed.viewport
817 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
819 TRACE("Updating viewport.\n");
821 stateblock->state.viewport = src_state->viewport;
824 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
825 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
827 TRACE("Updating scissor rect.\n");
829 stateblock->state.scissor_rect = src_state->scissor_rect;
832 map = stateblock->changed.streamSource;
833 for (i = 0; map; map >>= 1, ++i)
835 if (!(map & 1)) continue;
837 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
838 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
840 TRACE("Updating stream source %u to %p, stride to %u.\n",
841 i, src_state->streams[i].buffer,
842 src_state->streams[i].stride);
844 stateblock->state.streams[i].stride = src_state->streams[i].stride;
845 if (src_state->streams[i].buffer)
846 wined3d_buffer_incref(src_state->streams[i].buffer);
847 if (stateblock->state.streams[i].buffer)
848 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
849 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
853 map = stateblock->changed.streamFreq;
854 for (i = 0; map; map >>= 1, ++i)
856 if (!(map & 1)) continue;
858 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
859 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
861 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
862 i, src_state->streams[i].frequency, src_state->streams[i].flags);
864 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
865 stateblock->state.streams[i].flags = src_state->streams[i].flags;
869 map = stateblock->changed.clipplane;
870 for (i = 0; map; map >>= 1, ++i)
872 if (!(map & 1)) continue;
874 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
876 TRACE("Updating clipplane %u.\n", i);
877 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
882 for (i = 0; i < stateblock->num_contained_render_states; ++i)
884 enum wined3d_render_state rs = stateblock->contained_render_states[i];
886 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
888 stateblock->state.render_states[rs] = src_state->render_states[rs];
892 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
894 DWORD stage = stateblock->contained_tss_states[i].stage;
895 DWORD state = stateblock->contained_tss_states[i].state;
897 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
898 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
900 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
904 map = stateblock->changed.textures;
905 for (i = 0; map; map >>= 1, ++i)
907 if (!(map & 1)) continue;
909 TRACE("Updating texture %u to %p (was %p).\n",
910 i, src_state->textures[i], stateblock->state.textures[i]);
912 if (src_state->textures[i])
913 wined3d_texture_incref(src_state->textures[i]);
914 if (stateblock->state.textures[i])
915 wined3d_texture_decref(stateblock->state.textures[i]);
916 stateblock->state.textures[i] = src_state->textures[i];
919 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
921 DWORD stage = stateblock->contained_sampler_states[i].stage;
922 DWORD state = stateblock->contained_sampler_states[i].state;
924 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
925 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
927 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
930 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
932 if (src_state->pixel_shader)
933 wined3d_shader_incref(src_state->pixel_shader);
934 if (stateblock->state.pixel_shader)
935 wined3d_shader_decref(stateblock->state.pixel_shader);
936 stateblock->state.pixel_shader = src_state->pixel_shader;
939 wined3d_state_record_lights(&stateblock->state, src_state);
941 TRACE("Capture done.\n");
944 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
948 for (i = 0; i < LIGHTMAP_SIZE; ++i)
952 LIST_FOR_EACH(e, &state->light_map[i])
954 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
956 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
957 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
962 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
964 struct wined3d_device *device = stateblock->device;
968 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
970 if (stateblock->changed.vertexShader)
971 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
973 /* Vertex Shader Constants. */
974 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
976 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
977 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
979 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
981 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
982 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
984 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
986 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
987 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
990 apply_lights(device, &stateblock->state);
992 if (stateblock->changed.pixelShader)
993 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
995 /* Pixel Shader Constants. */
996 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
998 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
999 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
1001 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1003 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1004 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
1006 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1008 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1009 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
1012 /* Render states. */
1013 for (i = 0; i < stateblock->num_contained_render_states; ++i)
1015 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1016 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1019 /* Texture states. */
1020 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1022 DWORD stage = stateblock->contained_tss_states[i].stage;
1023 DWORD state = stateblock->contained_tss_states[i].state;
1025 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1028 /* Sampler states. */
1029 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1031 DWORD stage = stateblock->contained_sampler_states[i].stage;
1032 DWORD state = stateblock->contained_sampler_states[i].state;
1033 DWORD value = stateblock->state.sampler_states[stage][state];
1035 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1036 wined3d_device_set_sampler_state(device, stage, state, value);
1039 /* Transform states. */
1040 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1042 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1043 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1046 if (stateblock->changed.primitive_type)
1048 stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1049 stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1052 if (stateblock->changed.indices)
1054 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1055 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1058 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1059 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1061 if (stateblock->changed.material)
1062 wined3d_device_set_material(device, &stateblock->state.material);
1064 if (stateblock->changed.viewport)
1065 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1067 if (stateblock->changed.scissorRect)
1068 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1070 map = stateblock->changed.streamSource;
1071 for (i = 0; map; map >>= 1, ++i)
1074 wined3d_device_set_stream_source(device, i,
1075 stateblock->state.streams[i].buffer,
1076 0, stateblock->state.streams[i].stride);
1079 map = stateblock->changed.streamFreq;
1080 for (i = 0; map; map >>= 1, ++i)
1083 wined3d_device_set_stream_source_freq(device, i,
1084 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1087 map = stateblock->changed.textures;
1088 for (i = 0; map; map >>= 1, ++i)
1092 if (!(map & 1)) continue;
1094 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1095 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1098 map = stateblock->changed.clipplane;
1099 for (i = 0; map; map >>= 1, ++i)
1101 if (!(map & 1)) continue;
1103 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1106 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1107 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1109 if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1111 stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1116 TRACE("Applied stateblock %p.\n", stateblock);
1119 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1121 struct wined3d_device *device = stateblock->device;
1122 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1123 struct wined3d_state *state = &stateblock->state;
1126 struct wined3d_line_pattern lp;
1134 struct wined3d_swapchain *swapchain;
1135 struct wined3d_surface *backbuffer;
1137 TRACE("stateblock %p.\n", stateblock);
1139 memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
1140 memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
1142 /* Set some of the defaults for lights, transforms etc */
1143 memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
1144 memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
1145 for (i = 0; i < 256; ++i)
1147 memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
1150 state->fb = &device->fb;
1152 TRACE("Render states\n");
1153 /* Render states: */
1154 if (device->auto_depth_stencil)
1155 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1157 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
1158 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1159 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1160 lp.lp.repeat_factor = 0;
1161 lp.lp.line_pattern = 0;
1162 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1163 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1164 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1165 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1166 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1167 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1168 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1169 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1170 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1171 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1172 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1173 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1174 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1175 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1176 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1177 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1178 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1180 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1182 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1184 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1185 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1186 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1187 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1188 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1189 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1190 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1191 state->render_states[WINED3D_RS_STENCILREF] = 0;
1192 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1193 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1194 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1195 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1196 state->render_states[WINED3D_RS_WRAP0] = 0;
1197 state->render_states[WINED3D_RS_WRAP1] = 0;
1198 state->render_states[WINED3D_RS_WRAP2] = 0;
1199 state->render_states[WINED3D_RS_WRAP3] = 0;
1200 state->render_states[WINED3D_RS_WRAP4] = 0;
1201 state->render_states[WINED3D_RS_WRAP5] = 0;
1202 state->render_states[WINED3D_RS_WRAP6] = 0;
1203 state->render_states[WINED3D_RS_WRAP7] = 0;
1204 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1205 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1206 state->render_states[WINED3D_RS_AMBIENT] = 0;
1207 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1208 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1209 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1210 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1211 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1212 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1213 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1214 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1215 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1216 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1217 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1219 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1221 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1222 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1223 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1225 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1227 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1229 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1230 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1231 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1232 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1234 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1235 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1236 tmpfloat.f = gl_info->limits.pointsize_max;
1237 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1238 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1239 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1241 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1242 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1243 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1244 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1245 /* states new in d3d9 */
1246 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1247 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1249 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1250 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1251 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1253 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1254 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1256 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1258 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1259 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1260 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1261 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1262 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1263 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1264 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1265 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1266 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1267 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1268 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1269 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1270 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1271 state->render_states[WINED3D_RS_WRAP8] = 0;
1272 state->render_states[WINED3D_RS_WRAP9] = 0;
1273 state->render_states[WINED3D_RS_WRAP10] = 0;
1274 state->render_states[WINED3D_RS_WRAP11] = 0;
1275 state->render_states[WINED3D_RS_WRAP12] = 0;
1276 state->render_states[WINED3D_RS_WRAP13] = 0;
1277 state->render_states[WINED3D_RS_WRAP14] = 0;
1278 state->render_states[WINED3D_RS_WRAP15] = 0;
1279 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1280 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1281 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1282 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1284 /* Texture Stage States - Put directly into state block, we will call function below */
1285 for (i = 0; i < MAX_TEXTURES; ++i)
1287 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1288 memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
1289 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1290 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1291 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1292 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1293 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1294 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1295 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1296 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1297 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1298 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1299 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1300 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1301 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1302 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1303 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1304 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1305 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1307 state->lowest_disabled_stage = 1;
1310 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1312 TRACE("Setting up default samplers states for sampler %u.\n", i);
1313 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1314 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1315 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1316 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1317 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1318 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1319 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1320 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1321 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1322 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1323 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1324 /* TODO: Indicates which element of a multielement texture to use. */
1325 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1326 /* TODO: Vertex offset in the presampled displacement map. */
1327 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1330 for (i = 0; i < gl_info->limits.textures; ++i)
1332 state->textures[i] = NULL;
1335 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1336 if ((swapchain = wined3d_device_get_swapchain(device, 0)))
1338 if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
1340 struct wined3d_resource_desc desc;
1342 wined3d_resource_get_desc(&backbuffer->resource, &desc);
1344 /* Set the default scissor rect values */
1345 state->scissor_rect.left = 0;
1346 state->scissor_rect.right = desc.width;
1347 state->scissor_rect.top = 0;
1348 state->scissor_rect.bottom = desc.height;
1351 /* Set the default viewport */
1352 state->viewport.x = 0;
1353 state->viewport.y = 0;
1354 state->viewport.width = swapchain->desc.backbuffer_width;
1355 state->viewport.height = swapchain->desc.backbuffer_height;
1356 state->viewport.min_z = 0.0f;
1357 state->viewport.max_z = 1.0f;
1363 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1364 struct wined3d_device *device, enum wined3d_stateblock_type type)
1369 stateblock->ref = 1;
1370 stateblock->device = device;
1372 for (i = 0; i < LIGHTMAP_SIZE; i++)
1374 list_init(&stateblock->state.light_map[i]);
1377 hr = stateblock_allocate_shader_constants(stateblock);
1378 if (FAILED(hr)) return hr;
1380 /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1381 * produce a placeholder stateblock so other functions called can update a
1383 if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
1385 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1389 case WINED3D_SBT_ALL:
1390 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1391 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1392 device->d3d_pshader_constantF);
1395 case WINED3D_SBT_PIXEL_STATE:
1396 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1399 case WINED3D_SBT_VERTEX_STATE:
1400 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1401 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1405 FIXME("Unrecognized state block type %#x.\n", type);
1409 stateblock_init_contained_states(stateblock);
1410 wined3d_stateblock_capture(stateblock);
1415 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1416 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1418 struct wined3d_stateblock *object;
1421 TRACE("device %p, type %#x, stateblock %p.\n",
1422 device, type, stateblock);
1424 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1427 ERR("Failed to allocate stateblock memory.\n");
1428 return E_OUTOFMEMORY;
1431 hr = stateblock_init(object, device, type);
1434 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1435 HeapFree(GetProcessHeap(), 0, object);
1439 TRACE("Created stateblock %p.\n", object);
1440 *stateblock = object;