user32: Partially fix clipboard viewer infinite recursion bug.
[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(struct wined3d_stateblock *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(struct wined3d_stateblock *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(struct wined3d_stateblock *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 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
461 {
462     ULONG refcount = InterlockedIncrement(&stateblock->ref);
463
464     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
465
466     return refcount;
467 }
468
469 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
470 {
471     ULONG refcount = InterlockedDecrement(&stateblock->ref);
472
473     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
474
475     if (!refcount)
476     {
477         int counter;
478
479         if (stateblock->state.vertex_declaration)
480             IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
481
482         for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
483         {
484             if (stateblock->state.textures[counter])
485                 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[counter]);
486         }
487
488         for (counter = 0; counter < MAX_STREAMS; ++counter)
489         {
490             struct wined3d_buffer *buffer = stateblock->state.streams[counter].buffer;
491             if (buffer)
492             {
493                 if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
494                 {
495                     WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
496                 }
497             }
498         }
499         if (stateblock->state.index_buffer)
500             IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer);
501         if (stateblock->state.vertex_shader)
502             IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader);
503         if (stateblock->state.pixel_shader)
504             IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader);
505
506         for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
507         {
508             struct list *e1, *e2;
509             LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
510             {
511                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
512                 list_remove(&light->entry);
513                 HeapFree(GetProcessHeap(), 0, light);
514             }
515         }
516
517         HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
518         HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
519         HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
520         HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
521         HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
522         HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
523         HeapFree(GetProcessHeap(), 0, stateblock);
524     }
525
526     return refcount;
527 }
528
529 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
530 {
531     UINT i;
532
533     /* Lights... For a recorded state block, we just had a chain of actions
534      * to perform, so we need to walk that chain and update any actions which
535      * differ. */
536     for (i = 0; i < LIGHTMAP_SIZE; ++i)
537     {
538         struct list *e, *f;
539         LIST_FOR_EACH(e, &dst_state->light_map[i])
540         {
541             BOOL updated = FALSE;
542             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
543
544             /* Look up the light in the destination */
545             LIST_FOR_EACH(f, &src_state->light_map[i])
546             {
547                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
548                 if (realLight->OriginalIndex == src->OriginalIndex)
549                 {
550                     src->OriginalParms = realLight->OriginalParms;
551
552                     if (realLight->glIndex == -1 && src->glIndex != -1)
553                     {
554                         /* Light disabled */
555                         dst_state->lights[src->glIndex] = NULL;
556                     }
557                     else if (realLight->glIndex != -1 && src->glIndex == -1)
558                     {
559                         /* Light enabled */
560                         dst_state->lights[realLight->glIndex] = src;
561                     }
562                     src->glIndex = realLight->glIndex;
563                     updated = TRUE;
564                     break;
565                 }
566             }
567
568             if (!updated)
569             {
570                 /* This can happen if the light was originally created as a
571                  * default light for SetLightEnable() while recording. */
572                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
573                         src->OriginalIndex, dst_state, src_state);
574
575                 src->OriginalParms = WINED3D_default_light;
576                 if (src->glIndex != -1)
577                 {
578                     dst_state->lights[src->glIndex] = NULL;
579                     src->glIndex = -1;
580                 }
581             }
582         }
583     }
584 }
585
586 HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
587 {
588     const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
589     unsigned int i;
590     DWORD map;
591
592     TRACE("stateblock %p.\n", stateblock);
593
594     TRACE("Capturing state %p.\n", src_state);
595
596     if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
597     {
598         TRACE("Updating vertex shader from %p to %p\n",
599                 stateblock->state.vertex_shader, src_state->vertex_shader);
600
601         if (src_state->vertex_shader)
602             IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)src_state->vertex_shader);
603         if (stateblock->state.vertex_shader)
604             IWineD3DVertexShader_Release((IWineD3DVertexShader *)stateblock->state.vertex_shader);
605         stateblock->state.vertex_shader = src_state->vertex_shader;
606     }
607
608     /* Vertex shader float constants. */
609     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
610     {
611         unsigned int idx = stateblock->contained_vs_consts_f[i];
612
613         TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
614                 src_state->vs_consts_f[idx * 4 + 0],
615                 src_state->vs_consts_f[idx * 4 + 1],
616                 src_state->vs_consts_f[idx * 4 + 2],
617                 src_state->vs_consts_f[idx * 4 + 3]);
618
619         stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
620         stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
621         stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
622         stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
623     }
624
625     /* Vertex shader integer constants. */
626     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
627     {
628         unsigned int idx = stateblock->contained_vs_consts_i[i];
629
630         TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
631                 src_state->vs_consts_i[idx * 4 + 0],
632                 src_state->vs_consts_i[idx * 4 + 1],
633                 src_state->vs_consts_i[idx * 4 + 2],
634                 src_state->vs_consts_i[idx * 4 + 3]);
635
636         stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
637         stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
638         stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
639         stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
640     }
641
642     /* Vertex shader boolean constants. */
643     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
644     {
645         unsigned int idx = stateblock->contained_vs_consts_b[i];
646
647         TRACE("Setting vs_consts_b[%u] to %s.\n",
648                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
649
650         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
651     }
652
653     /* Pixel shader float constants. */
654     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
655     {
656         unsigned int idx = stateblock->contained_ps_consts_f[i];
657
658         TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
659                 src_state->ps_consts_f[idx * 4 + 0],
660                 src_state->ps_consts_f[idx * 4 + 1],
661                 src_state->ps_consts_f[idx * 4 + 2],
662                 src_state->ps_consts_f[idx * 4 + 3]);
663
664         stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
665         stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
666         stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
667         stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
668     }
669
670     /* Pixel shader integer constants. */
671     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
672     {
673         unsigned int idx = stateblock->contained_ps_consts_i[i];
674         TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
675                 src_state->ps_consts_i[idx * 4 + 0],
676                 src_state->ps_consts_i[idx * 4 + 1],
677                 src_state->ps_consts_i[idx * 4 + 2],
678                 src_state->ps_consts_i[idx * 4 + 3]);
679
680         stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
681         stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
682         stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
683         stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
684     }
685
686     /* Pixel shader boolean constants. */
687     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
688     {
689         unsigned int idx = stateblock->contained_ps_consts_b[i];
690         TRACE("Setting ps_consts_b[%u] to %s.\n",
691                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
692
693         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
694     }
695
696     /* Others + Render & Texture */
697     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
698     {
699         WINED3DTRANSFORMSTATETYPE transform = stateblock->contained_transform_states[i];
700
701         TRACE("Updating transform %#x.\n", transform);
702
703         stateblock->state.transforms[transform] = src_state->transforms[transform];
704     }
705
706     if (stateblock->changed.primitive_type)
707         stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
708
709     if (stateblock->changed.indices
710             && ((stateblock->state.index_buffer != src_state->index_buffer)
711                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
712                 || (stateblock->state.index_format != src_state->index_format)))
713     {
714         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
715                 src_state->index_buffer, src_state->base_vertex_index);
716
717         if (src_state->index_buffer)
718             IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->index_buffer);
719         if (stateblock->state.index_buffer)
720             IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.index_buffer);
721         stateblock->state.index_buffer = src_state->index_buffer;
722         stateblock->state.base_vertex_index = src_state->base_vertex_index;
723         stateblock->state.index_format = src_state->index_format;
724     }
725
726     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
727     {
728         TRACE("Updating vertex declaration from %p to %p.\n",
729                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
730
731         if (src_state->vertex_declaration)
732                 IWineD3DVertexDeclaration_AddRef((IWineD3DVertexDeclaration *)src_state->vertex_declaration);
733         if (stateblock->state.vertex_declaration)
734                 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
735         stateblock->state.vertex_declaration = src_state->vertex_declaration;
736     }
737
738     if (stateblock->changed.material
739             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
740     {
741         TRACE("Updating material.\n");
742
743         stateblock->state.material = src_state->material;
744     }
745
746     if (stateblock->changed.viewport
747             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
748     {
749         TRACE("Updating viewport.\n");
750
751         stateblock->state.viewport = src_state->viewport;
752     }
753
754     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
755             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
756     {
757         TRACE("Updating scissor rect.\n");
758
759         stateblock->state.scissor_rect = src_state->scissor_rect;
760     }
761
762     map = stateblock->changed.streamSource;
763     for (i = 0; map; map >>= 1, ++i)
764     {
765         if (!(map & 1)) continue;
766
767         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
768                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
769         {
770             TRACE("Updating stream source %u to %p, stride to %u.\n",
771                     i, src_state->streams[i].buffer,
772                     src_state->streams[i].stride);
773
774             stateblock->state.streams[i].stride = src_state->streams[i].stride;
775             if (src_state->streams[i].buffer)
776                     IWineD3DBuffer_AddRef((IWineD3DBuffer *)src_state->streams[i].buffer);
777             if (stateblock->state.streams[i].buffer)
778                     IWineD3DBuffer_Release((IWineD3DBuffer *)stateblock->state.streams[i].buffer);
779             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
780         }
781     }
782
783     map = stateblock->changed.streamFreq;
784     for (i = 0; map; map >>= 1, ++i)
785     {
786         if (!(map & 1)) continue;
787
788         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
789                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
790         {
791             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
792                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
793
794             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
795             stateblock->state.streams[i].flags = src_state->streams[i].flags;
796         }
797     }
798
799     map = stateblock->changed.clipplane;
800     for (i = 0; map; map >>= 1, ++i)
801     {
802         if (!(map & 1)) continue;
803
804         if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes)))
805         {
806             TRACE("Updating clipplane %u.\n", i);
807             memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes));
808         }
809     }
810
811     /* Render */
812     for (i = 0; i < stateblock->num_contained_render_states; ++i)
813     {
814         WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i];
815
816         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
817
818         stateblock->state.render_states[rs] = src_state->render_states[rs];
819     }
820
821     /* Texture states */
822     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
823     {
824         DWORD stage = stateblock->contained_tss_states[i].stage;
825         DWORD state = stateblock->contained_tss_states[i].state;
826
827         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
828                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
829
830         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
831     }
832
833     /* Samplers */
834     map = stateblock->changed.textures;
835     for (i = 0; map; map >>= 1, ++i)
836     {
837         if (!(map & 1)) continue;
838
839         TRACE("Updating texture %u to %p (was %p).\n",
840                 i, src_state->textures[i], stateblock->state.textures[i]);
841
842         if (src_state->textures[i])
843             IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)src_state->textures[i]);
844         if (stateblock->state.textures[i])
845             IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)stateblock->state.textures[i]);
846         stateblock->state.textures[i] = src_state->textures[i];
847     }
848
849     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
850     {
851         DWORD stage = stateblock->contained_sampler_states[i].stage;
852         DWORD state = stateblock->contained_sampler_states[i].state;
853
854         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
855                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
856
857         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
858     }
859
860     if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
861     {
862         if (src_state->pixel_shader)
863             IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)src_state->pixel_shader);
864         if (stateblock->state.pixel_shader)
865             IWineD3DPixelShader_Release((IWineD3DPixelShader *)stateblock->state.pixel_shader);
866         stateblock->state.pixel_shader = src_state->pixel_shader;
867     }
868
869     wined3d_state_record_lights(&stateblock->state, src_state);
870
871     TRACE("Captue done.\n");
872
873     return WINED3D_OK;
874 }
875
876 static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
877 {
878     UINT i;
879
880     for (i = 0; i < LIGHTMAP_SIZE; ++i)
881     {
882         struct list *e;
883
884         LIST_FOR_EACH(e, &state->light_map[i])
885         {
886             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
887
888             IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
889             IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
890         }
891     }
892 }
893
894 HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
895 {
896     IWineD3DDevice *device = (IWineD3DDevice *)stateblock->device;
897     unsigned int i;
898     DWORD map;
899
900     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
901     TRACE("Blocktype: %#x.\n", stateblock->blockType);
902
903     if (stateblock->changed.vertexShader)
904         IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)stateblock->state.vertex_shader);
905
906     /* Vertex Shader Constants. */
907     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
908     {
909         IWineD3DDevice_SetVertexShaderConstantF(device, stateblock->contained_vs_consts_f[i],
910                 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
911     }
912     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
913     {
914         IWineD3DDevice_SetVertexShaderConstantI(device, stateblock->contained_vs_consts_i[i],
915                 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
916     }
917     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
918     {
919         IWineD3DDevice_SetVertexShaderConstantB(device, stateblock->contained_vs_consts_b[i],
920                 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
921     }
922
923     apply_lights(device, &stateblock->state);
924
925     if (stateblock->changed.pixelShader)
926         IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)stateblock->state.pixel_shader);
927
928     /* Pixel Shader Constants. */
929     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
930     {
931         IWineD3DDevice_SetPixelShaderConstantF(device, stateblock->contained_ps_consts_f[i],
932                 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
933     }
934     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
935     {
936         IWineD3DDevice_SetPixelShaderConstantI(device, stateblock->contained_ps_consts_i[i],
937                 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
938     }
939     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
940     {
941         IWineD3DDevice_SetPixelShaderConstantB(device, stateblock->contained_ps_consts_b[i],
942                 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
943     }
944
945     /* Render states. */
946     for (i = 0; i < stateblock->num_contained_render_states; ++i)
947     {
948         IWineD3DDevice_SetRenderState(device, stateblock->contained_render_states[i],
949                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
950     }
951
952     /* Texture states. */
953     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
954     {
955         DWORD stage = stateblock->contained_tss_states[i].stage;
956         DWORD state = stateblock->contained_tss_states[i].state;
957
958         IWineD3DDevice_SetTextureStageState(device, stage, state, stateblock->state.texture_states[stage][state]);
959     }
960
961     /* Sampler states. */
962     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
963     {
964         DWORD stage = stateblock->contained_sampler_states[i].stage;
965         DWORD state = stateblock->contained_sampler_states[i].state;
966         DWORD value = stateblock->state.sampler_states[stage][state];
967
968         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
969         IWineD3DDevice_SetSamplerState(device, stage, state, value);
970     }
971
972     /* Transform states. */
973     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
974     {
975         IWineD3DDevice_SetTransform(device, stateblock->contained_transform_states[i],
976                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
977     }
978
979     if (stateblock->changed.primitive_type)
980     {
981         stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
982         stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
983     }
984
985     if (stateblock->changed.indices)
986     {
987         IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)stateblock->state.index_buffer,
988                 stateblock->state.index_format);
989         IWineD3DDevice_SetBaseVertexIndex(device, stateblock->state.base_vertex_index);
990     }
991
992     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
993     {
994         IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)stateblock->state.vertex_declaration);
995     }
996
997     if (stateblock->changed.material)
998     {
999         IWineD3DDevice_SetMaterial(device, &stateblock->state.material);
1000     }
1001
1002     if (stateblock->changed.viewport)
1003     {
1004         IWineD3DDevice_SetViewport(device, &stateblock->state.viewport);
1005     }
1006
1007     if (stateblock->changed.scissorRect)
1008     {
1009         IWineD3DDevice_SetScissorRect(device, &stateblock->state.scissor_rect);
1010     }
1011
1012     map = stateblock->changed.streamSource;
1013     for (i = 0; map; map >>= 1, ++i)
1014     {
1015         if (map & 1)
1016             IWineD3DDevice_SetStreamSource(device, i,
1017                     (IWineD3DBuffer *)stateblock->state.streams[i].buffer,
1018                     0, stateblock->state.streams[i].stride);
1019     }
1020
1021     map = stateblock->changed.streamFreq;
1022     for (i = 0; map; map >>= 1, ++i)
1023     {
1024         if (map & 1)
1025             IWineD3DDevice_SetStreamSourceFreq(device, i,
1026                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1027     }
1028
1029     map = stateblock->changed.textures;
1030     for (i = 0; map; map >>= 1, ++i)
1031     {
1032         DWORD stage;
1033
1034         if (!(map & 1)) continue;
1035
1036         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1037         IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)stateblock->state.textures[i]);
1038     }
1039
1040     map = stateblock->changed.clipplane;
1041     for (i = 0; map; map >>= 1, ++i)
1042     {
1043         float clip[4];
1044
1045         if (!(map & 1)) continue;
1046
1047         clip[0] = stateblock->state.clip_planes[i][0];
1048         clip[1] = stateblock->state.clip_planes[i][1];
1049         clip[2] = stateblock->state.clip_planes[i][2];
1050         clip[3] = stateblock->state.clip_planes[i][3];
1051         IWineD3DDevice_SetClipPlane(device, i, clip);
1052     }
1053
1054     stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1055     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1056     {
1057         if (stateblock->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1058         {
1059             stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1060             break;
1061         }
1062     }
1063
1064     TRACE("Applied stateblock %p.\n", stateblock);
1065
1066     return WINED3D_OK;
1067 }
1068
1069 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1070 {
1071     IWineD3DDeviceImpl *device = stateblock->device;
1072     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1073     struct wined3d_state *state = &stateblock->state;
1074     union {
1075         WINED3DLINEPATTERN lp;
1076         DWORD d;
1077     } lp;
1078     union {
1079         float f;
1080         DWORD d;
1081     } tmpfloat;
1082     unsigned int i;
1083     IWineD3DSwapChain *swapchain;
1084     IWineD3DSurface *backbuffer;
1085     HRESULT hr;
1086
1087     TRACE("stateblock %p.\n", stateblock);
1088
1089     stateblock->blockType = WINED3DSBT_INIT;
1090
1091     /* Set some of the defaults for lights, transforms etc */
1092     memcpy(&state->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1093     memcpy(&state->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1094     for (i = 0; i < 256; ++i)
1095     {
1096         memcpy(&state->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1097     }
1098
1099     TRACE("Render states\n");
1100     /* Render states: */
1101     if (device->auto_depth_stencil)
1102        state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
1103     else
1104        state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
1105     state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
1106     state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
1107     lp.lp.wRepeatFactor = 0;
1108     lp.lp.wLinePattern = 0;
1109     state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
1110     state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
1111     state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
1112     state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
1113     state->render_states[WINED3DRS_SRCBLEND] = WINED3DBLEND_ONE;
1114     state->render_states[WINED3DRS_DESTBLEND] = WINED3DBLEND_ZERO;
1115     state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
1116     state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
1117     state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
1118     state->render_states[WINED3DRS_ALPHAREF] = 0;
1119     state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
1120     state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
1121     state->render_states[WINED3DRS_FOGENABLE] = FALSE;
1122     state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
1123     state->render_states[WINED3DRS_ZVISIBLE] = 0;
1124     state->render_states[WINED3DRS_FOGCOLOR] = 0;
1125     state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
1126     tmpfloat.f = 0.0f;
1127     state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
1128     tmpfloat.f = 1.0f;
1129     state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
1130     tmpfloat.f = 1.0f;
1131     state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
1132     state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
1133     state->render_states[WINED3DRS_ZBIAS] = 0;
1134     state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
1135     state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
1136     state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1137     state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1138     state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1139     state->render_states[WINED3DRS_STENCILREF] = 0;
1140     state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
1141     state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
1142     state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
1143     state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
1144     state->render_states[WINED3DRS_WRAP0] = 0;
1145     state->render_states[WINED3DRS_WRAP1] = 0;
1146     state->render_states[WINED3DRS_WRAP2] = 0;
1147     state->render_states[WINED3DRS_WRAP3] = 0;
1148     state->render_states[WINED3DRS_WRAP4] = 0;
1149     state->render_states[WINED3DRS_WRAP5] = 0;
1150     state->render_states[WINED3DRS_WRAP6] = 0;
1151     state->render_states[WINED3DRS_WRAP7] = 0;
1152     state->render_states[WINED3DRS_CLIPPING] = TRUE;
1153     state->render_states[WINED3DRS_LIGHTING] = TRUE;
1154     state->render_states[WINED3DRS_AMBIENT] = 0;
1155     state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
1156     state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
1157     state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
1158     state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
1159     state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
1160     state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
1161     state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1162     state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
1163     state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
1164     state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
1165     state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
1166     tmpfloat.f = 1.0f;
1167     state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
1168     tmpfloat.f = 1.0f;
1169     state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
1170     state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
1171     state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
1172     tmpfloat.f = 1.0f;
1173     state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
1174     tmpfloat.f = 0.0f;
1175     state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
1176     tmpfloat.f = 0.0f;
1177     state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
1178     state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
1179     state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
1180     state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
1181     tmpfloat.f = 1.0f;
1182     state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
1183     state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1184     tmpfloat.f = gl_info->limits.pointsize_max;
1185     state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
1186     state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1187     state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
1188     tmpfloat.f = 0.0f;
1189     state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
1190     state->render_states[WINED3DRS_BLENDOP] = WINED3DBLENDOP_ADD;
1191     state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3DDEGREE_CUBIC;
1192     state->render_states[WINED3DRS_NORMALDEGREE] = WINED3DDEGREE_LINEAR;
1193     /* states new in d3d9 */
1194     state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
1195     state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
1196     tmpfloat.f = 1.0f;
1197     state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1198     state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1199     state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
1200     tmpfloat.f = 0.0f;
1201     state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
1202     state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
1203     tmpfloat.f = 1.0f;
1204     state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
1205     tmpfloat.f = 0.0f;
1206     state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
1207     state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
1208     state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
1209     state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
1210     state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
1211     state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
1212     state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
1213     state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
1214     state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
1215     state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
1216     state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
1217     state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
1218     state->render_states[WINED3DRS_DEPTHBIAS] = 0;
1219     state->render_states[WINED3DRS_WRAP8] = 0;
1220     state->render_states[WINED3DRS_WRAP9] = 0;
1221     state->render_states[WINED3DRS_WRAP10] = 0;
1222     state->render_states[WINED3DRS_WRAP11] = 0;
1223     state->render_states[WINED3DRS_WRAP12] = 0;
1224     state->render_states[WINED3DRS_WRAP13] = 0;
1225     state->render_states[WINED3DRS_WRAP14] = 0;
1226     state->render_states[WINED3DRS_WRAP15] = 0;
1227     state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
1228     state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3DBLEND_ONE;
1229     state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
1230     state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
1231
1232     /* clipping status */
1233     state->clip_status.ClipUnion = 0;
1234     state->clip_status.ClipIntersection = 0xFFFFFFFF;
1235
1236     /* Texture Stage States - Put directly into state block, we will call function below */
1237     for (i = 0; i < MAX_TEXTURES; ++i)
1238     {
1239         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1240         memcpy(&state->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1241         state->texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1242         state->texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1243         state->texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1244         state->texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1245         state->texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1246         state->texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1247         state->texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1248         state->texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1249         state->texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1250         state->texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1251         state->texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1252         state->texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1253         state->texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1254         state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1255         state->texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1256         state->texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1257         state->texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1258     }
1259     state->lowest_disabled_stage = 1;
1260
1261         /* Sampler states*/
1262     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1263     {
1264         TRACE("Setting up default samplers states for sampler %u.\n", i);
1265         state->sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1266         state->sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1267         state->sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1268         state->sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1269         state->sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1270         state->sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1271         state->sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1272         state->sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1273         state->sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1274         state->sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1275         state->sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1276         /* TODO: Indicates which element of a multielement texture to use. */
1277         state->sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1278         /* TODO: Vertex offset in the presampled displacement map. */
1279         state->sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1280     }
1281
1282     for (i = 0; i < gl_info->limits.textures; ++i)
1283     {
1284         state->textures[i] = NULL;
1285     }
1286
1287     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1288     hr = IWineD3DDevice_GetSwapChain((IWineD3DDevice *)device, 0, &swapchain);
1289     if (SUCCEEDED(hr) && swapchain)
1290     {
1291         hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1292         if (SUCCEEDED(hr) && backbuffer)
1293         {
1294             WINED3DSURFACE_DESC desc;
1295
1296             IWineD3DSurface_GetDesc(backbuffer, &desc);
1297             IWineD3DSurface_Release(backbuffer);
1298
1299             /* Set the default scissor rect values */
1300             state->scissor_rect.left = 0;
1301             state->scissor_rect.right = desc.width;
1302             state->scissor_rect.top = 0;
1303             state->scissor_rect.bottom = desc.height;
1304         }
1305
1306         /* Set the default viewport */
1307         state->viewport.X = 0;
1308         state->viewport.Y = 0;
1309         state->viewport.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1310         state->viewport.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1311         state->viewport.MinZ = 0.0f;
1312         state->viewport.MaxZ = 1.0f;
1313
1314         IWineD3DSwapChain_Release(swapchain);
1315     }
1316
1317     TRACE("Done.\n");
1318 }
1319
1320 HRESULT stateblock_init(struct wined3d_stateblock *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1321 {
1322     unsigned int i;
1323     HRESULT hr;
1324
1325     stateblock->ref = 1;
1326     stateblock->device = device;
1327     stateblock->blockType = type;
1328
1329     for (i = 0; i < LIGHTMAP_SIZE; i++)
1330     {
1331         list_init(&stateblock->state.light_map[i]);
1332     }
1333
1334     hr = stateblock_allocate_shader_constants(stateblock);
1335     if (FAILED(hr)) return hr;
1336
1337     /* The WINED3DSBT_INIT stateblock type is used during initialization to
1338      * produce a placeholder stateblock so other functions called can update a
1339      * state block. */
1340     if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1341
1342     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1343
1344     switch (type)
1345     {
1346         case WINED3DSBT_ALL:
1347             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1348             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1349                                            device->d3d_pshader_constantF);
1350             break;
1351
1352         case WINED3DSBT_PIXELSTATE:
1353             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1354             break;
1355
1356         case WINED3DSBT_VERTEXSTATE:
1357             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1358             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1359             break;
1360
1361         default:
1362             FIXME("Unrecognized state block type %#x.\n", type);
1363             break;
1364     }
1365
1366     stateblock_init_contained_states(stateblock);
1367     wined3d_stateblock_capture(stateblock);
1368
1369     return WINED3D_OK;
1370 }