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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
39 IWineD3DStateBlockImpl *This = object;
41 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
43 /* Allocate space for floating point constants */
44 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
45 WINED3D_MEMCHECK(object->pixelShaderConstantF);
46 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
47 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 WINED3D_MEMCHECK(object->vertexShaderConstantF);
50 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
51 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
52 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
53 WINED3D_MEMCHECK(object->contained_vs_consts_f);
54 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
55 WINED3D_MEMCHECK(object->contained_ps_consts_f);
57 list_init(&object->set_vconstantsF);
58 list_init(&object->set_pconstantsF);
60 #undef WINED3D_MEMCHECK
65 /** Copy all members of one stateblock to another */
66 void stateblock_savedstates_copy(
67 IWineD3DStateBlock* iface,
69 SAVEDSTATES* source) {
71 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
72 unsigned bsize = sizeof(BOOL);
75 dest->indices = source->indices;
76 dest->material = source->material;
77 dest->fvf = source->fvf;
78 dest->viewport = source->viewport;
79 dest->vertexDecl = source->vertexDecl;
80 dest->pixelShader = source->pixelShader;
81 dest->vertexShader = source->vertexShader;
82 dest->scissorRect = dest->scissorRect;
84 /* Fixed size arrays */
85 memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
86 memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
87 memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
88 memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
89 memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
90 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
91 memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
92 memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
93 memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
94 memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
95 memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
96 memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
98 /* Dynamically sized arrays */
99 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
100 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
103 /** Set all members of a stateblock savedstate to the given value */
104 void stateblock_savedstates_set(
105 IWineD3DStateBlock* iface,
109 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
110 unsigned bsize = sizeof(BOOL);
113 states->indices = value;
114 states->material = value;
116 states->viewport = value;
117 states->vertexDecl = value;
118 states->pixelShader = value;
119 states->vertexShader = value;
120 states->scissorRect = value;
122 /* Fixed size arrays */
123 memset(states->streamSource, value, bsize * MAX_STREAMS);
124 memset(states->streamFreq, value, bsize * MAX_STREAMS);
125 memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
126 memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
127 memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
128 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
129 memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
130 memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
131 memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
132 memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
133 memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
134 memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
136 /* Dynamically sized arrays */
137 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
138 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
141 void stateblock_copy(
142 IWineD3DStateBlock* destination,
143 IWineD3DStateBlock* source) {
146 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
147 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
149 /* IUnknown fields */
150 Dest->lpVtbl = This->lpVtbl;
151 Dest->ref = This->ref;
153 /* IWineD3DStateBlock information */
154 Dest->parent = This->parent;
155 Dest->wineD3DDevice = This->wineD3DDevice;
156 Dest->blockType = This->blockType;
159 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
162 Dest->fvf = This->fvf;
163 Dest->vertexDecl = This->vertexDecl;
164 Dest->vertexShader = This->vertexShader;
165 Dest->streamIsUP = This->streamIsUP;
166 Dest->pIndexData = This->pIndexData;
167 Dest->baseVertexIndex = This->baseVertexIndex;
168 /* Dest->lights = This->lights; */
169 Dest->clip_status = This->clip_status;
170 Dest->viewport = This->viewport;
171 Dest->material = This->material;
172 Dest->pixelShader = This->pixelShader;
173 Dest->scissorRect = This->scissorRect;
176 memset(This->activeLights, 0, sizeof(This->activeLights));
177 for(l = 0; l < LIGHTMAP_SIZE; l++) {
178 struct list *e1, *e2;
179 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
180 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
181 list_remove(&light->entry);
182 HeapFree(GetProcessHeap(), 0, light);
185 LIST_FOR_EACH(e1, &This->lightMap[l]) {
186 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
187 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
189 list_add_tail(&Dest->lightMap[l], &light2->entry);
190 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
194 /* Fixed size arrays */
195 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
196 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
197 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
198 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
200 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
201 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
202 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
203 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
204 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
205 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
206 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
207 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
208 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
209 memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
210 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
211 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
213 /* Dynamically sized arrays */
214 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
215 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
218 /**********************************************************
219 * IWineD3DStateBlockImpl IUnknown parts follows
220 **********************************************************/
221 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
223 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
224 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
225 if (IsEqualGUID(riid, &IID_IUnknown)
226 || IsEqualGUID(riid, &IID_IWineD3DBase)
227 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
228 IUnknown_AddRef(iface);
233 return E_NOINTERFACE;
236 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
237 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
238 ULONG refCount = InterlockedIncrement(&This->ref);
240 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
244 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
245 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
246 ULONG refCount = InterlockedDecrement(&This->ref);
248 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
251 constants_entry *constant, *constant2;
254 /* type 0 represents the primary stateblock, so free all the resources */
255 if (This->blockType == WINED3DSBT_INIT) {
256 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
258 if (This->textures[counter]) {
259 /* release our 'internal' hold on the texture */
260 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
261 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
267 for (counter = 0; counter < MAX_STREAMS; counter++) {
268 if(This->streamSource[counter]) {
269 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
270 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
274 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
275 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
276 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
278 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
279 struct list *e1, *e2;
280 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
281 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
282 list_remove(&light->entry);
283 HeapFree(GetProcessHeap(), 0, light);
287 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
288 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
289 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
290 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
291 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
292 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
294 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
295 HeapFree(GetProcessHeap(), 0, constant);
298 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
299 HeapFree(GetProcessHeap(), 0, constant);
302 HeapFree(GetProcessHeap(), 0, This);
307 /**********************************************************
308 * IWineD3DStateBlockImpl parts follows
309 **********************************************************/
310 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
311 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
312 IUnknown_AddRef(This->parent);
313 *pParent = This->parent;
317 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
319 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
321 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
322 IWineD3DDevice_AddRef(*ppDevice);
327 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
330 /* Lights... For a recorded state block, we just had a chain of actions to perform,
331 * so we need to walk that chain and update any actions which differ
333 for(i = 0; i < LIGHTMAP_SIZE; i++) {
335 LIST_FOR_EACH(e, &This->lightMap[i]) {
336 BOOL updated = FALSE;
337 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
338 if(!src->changed || !src->enabledChanged) continue;
340 /* Look up the light in the destination */
341 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
342 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
343 if(realLight->OriginalIndex == src->OriginalIndex) {
345 src->OriginalParms = realLight->OriginalParms;
347 if(src->enabledChanged) {
348 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
349 * or disabled -> enabled -> disabled changes
351 if(realLight->glIndex == -1 && src->glIndex != -1) {
353 This->activeLights[src->glIndex] = NULL;
354 } else if(realLight->glIndex != -1 && src->glIndex == -1){
356 This->activeLights[realLight->glIndex] = src;
358 src->glIndex = realLight->glIndex;
366 /* Found a light, all done, proceed with next hash entry */
368 } else if(src->changed) {
369 /* Otherwise assign defaul params */
370 src->OriginalParms = WINED3D_default_light;
372 /* Not enabled by default */
379 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
381 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
382 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
385 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
387 /* If not recorded, then update can just recapture */
388 if (This->blockType == WINED3DSBT_RECORDED) {
390 /* Recorded => Only update 'changed' values */
391 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
392 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
394 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
395 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
396 This->vertexShader = targetStateBlock->vertexShader;
399 /* Vertex Shader Float Constants */
400 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
401 i = This->contained_vs_consts_f[j];
402 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
403 targetStateBlock->vertexShaderConstantF[i * 4],
404 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
405 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
406 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
408 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
409 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
410 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
411 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
414 /* Vertex Shader Integer Constants */
415 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
416 i = This->contained_vs_consts_i[j];
417 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
418 targetStateBlock->vertexShaderConstantI[i * 4],
419 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
420 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
421 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
423 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
424 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
425 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
426 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
429 /* Vertex Shader Boolean Constants */
430 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
431 i = This->contained_vs_consts_b[j];
432 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
433 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
435 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
438 /* Pixel Shader Float Constants */
439 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
440 i = This->contained_ps_consts_f[j];
441 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
442 targetStateBlock->pixelShaderConstantF[i * 4],
443 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
444 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
445 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
447 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
448 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
449 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
450 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
453 /* Pixel Shader Integer Constants */
454 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
455 i = This->contained_ps_consts_i[j];
456 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
457 targetStateBlock->pixelShaderConstantI[i * 4],
458 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
459 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
460 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
462 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
463 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
464 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
465 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
468 /* Pixel Shader Boolean Constants */
469 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
470 i = This->contained_ps_consts_b[j];
471 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
472 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
474 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
477 /* Others + Render & Texture */
478 for (i = 0; i < This->num_contained_transform_states; i++) {
479 TRACE("Updating transform %d\n", i);
480 This->transforms[This->contained_transform_states[i]] =
481 targetStateBlock->transforms[This->contained_transform_states[i]];
484 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
485 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
486 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
487 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
488 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
489 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
490 This->pIndexData = targetStateBlock->pIndexData;
491 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
494 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
495 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
497 This->vertexDecl = targetStateBlock->vertexDecl;
500 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
501 This->fvf = targetStateBlock->fvf;
504 if (This->changed.material && memcmp(&targetStateBlock->material,
506 sizeof(WINED3DMATERIAL)) != 0) {
507 TRACE("Updating material\n");
508 This->material = targetStateBlock->material;
511 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
513 sizeof(WINED3DVIEWPORT)) != 0) {
514 TRACE("Updating viewport\n");
515 This->viewport = targetStateBlock->viewport;
518 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
520 sizeof(targetStateBlock->scissorRect)))
522 TRACE("Updating scissor rect\n");
523 targetStateBlock->scissorRect = This->scissorRect;
526 for (i = 0; i < MAX_STREAMS; i++) {
527 if (This->changed.streamSource[i] &&
528 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
529 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
530 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
531 targetStateBlock->streamStride[i]);
532 This->streamStride[i] = targetStateBlock->streamStride[i];
533 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
534 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
535 This->streamSource[i] = targetStateBlock->streamSource[i];
538 if (This->changed.streamFreq[i] &&
539 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
540 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
541 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
542 targetStateBlock->streamFlags[i]);
543 This->streamFreq[i] = targetStateBlock->streamFreq[i];
544 This->streamFlags[i] = targetStateBlock->streamFlags[i];
548 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
549 if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
551 sizeof(This->clipplane)) != 0) {
553 TRACE("Updating clipplane %d\n", i);
554 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
555 sizeof(This->clipplane));
560 for (i = 0; i < This->num_contained_render_states; i++) {
561 TRACE("Updating renderState %d to %d\n",
562 This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
563 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
567 for (j = 0; j < This->num_contained_tss_states; j++) {
568 DWORD stage = This->contained_tss_states[j].stage;
569 DWORD state = This->contained_tss_states[j].state;
571 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
572 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
573 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
577 /* TODO: move over to using memcpy */
578 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
579 if (This->changed.textures[j]) {
580 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
581 This->textures[j] = targetStateBlock->textures[j];
585 for (j = 0; j < This->num_contained_sampler_states; j++) {
586 DWORD stage = This->contained_sampler_states[j].stage;
587 DWORD state = This->contained_sampler_states[j].state;
588 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
589 stage, state, targetStateBlock->samplerState[stage][state],
590 This->samplerState[stage][state]);
591 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
593 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
594 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
595 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
596 This->pixelShader = targetStateBlock->pixelShader;
599 record_lights(This, targetStateBlock);
600 } else if(This->blockType == WINED3DSBT_ALL) {
601 This->vertexDecl = targetStateBlock->vertexDecl;
602 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
603 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
604 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
605 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
606 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
607 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
608 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
609 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
610 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
611 record_lights(This, targetStateBlock);
612 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
613 This->clip_status = targetStateBlock->clip_status;
614 This->viewport = targetStateBlock->viewport;
615 This->material = targetStateBlock->material;
616 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
617 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
618 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
619 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
620 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
621 memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
622 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
623 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
624 This->scissorRect = targetStateBlock->scissorRect;
626 if(targetStateBlock->pIndexData != This->pIndexData) {
627 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
628 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
629 This->pIndexData = targetStateBlock->pIndexData;
631 for(i = 0; i < MAX_STREAMS; i++) {
632 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
633 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
634 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
635 This->streamSource[i] = targetStateBlock->streamSource[i];
638 if(This->vertexShader != targetStateBlock->vertexShader) {
639 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
640 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
641 This->vertexShader = targetStateBlock->vertexShader;
643 if(This->pixelShader != targetStateBlock->pixelShader) {
644 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
645 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
646 This->pixelShader = targetStateBlock->pixelShader;
648 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
649 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
650 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
651 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
652 record_lights(This, targetStateBlock);
653 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
654 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
656 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
657 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
658 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
661 for (j = 0; j < MAX_TEXTURES; j++) {
662 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
663 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
666 for(i = 0; i < MAX_STREAMS; i++) {
667 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
668 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
669 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
670 This->streamSource[i] = targetStateBlock->streamSource[i];
673 if(This->vertexShader != targetStateBlock->vertexShader) {
674 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
675 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
676 This->vertexShader = targetStateBlock->vertexShader;
678 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
679 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
680 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
681 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
682 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
683 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
685 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
686 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
687 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
690 for (j = 0; j < MAX_TEXTURES; j++) {
691 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
692 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
695 if(This->pixelShader != targetStateBlock->pixelShader) {
696 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
697 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
698 This->pixelShader = targetStateBlock->pixelShader;
702 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
707 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
709 for(i = 0; i < LIGHTMAP_SIZE; i++) {
712 LIST_FOR_EACH(e, &This->lightMap[i]) {
713 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
716 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
718 if(light->enabledChanged) {
719 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
725 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
726 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
727 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
729 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
730 should really perform a delta so that only the changes get updated*/
735 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
737 TRACE("Blocktype: %d\n", This->blockType);
739 if(This->blockType == WINED3DSBT_RECORDED) {
740 if (This->changed.vertexShader) {
741 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
743 /* Vertex Shader Constants */
744 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
745 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
746 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
748 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
749 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
750 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
752 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
753 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
754 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
757 apply_lights(pDevice, This);
759 if (This->changed.pixelShader) {
760 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
762 /* Pixel Shader Constants */
763 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
764 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
765 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
767 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
768 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
769 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
771 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
772 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
773 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
777 for (i = 0; i <= This->num_contained_render_states; i++) {
778 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
779 This->renderState[This->contained_render_states[i]]);
782 for (i = 0; i < This->num_contained_tss_states; i++) {
783 DWORD stage = This->contained_tss_states[i].stage;
784 DWORD state = This->contained_tss_states[i].state;
785 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
786 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
787 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
788 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
791 for (i = 0; i < This->num_contained_sampler_states; i++) {
792 DWORD stage = This->contained_sampler_states[i].stage;
793 DWORD state = This->contained_sampler_states[i].state;
794 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
795 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
796 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
799 for (i = 0; i < This->num_contained_transform_states; i++) {
800 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
801 &This->transforms[This->contained_transform_states[i]]);
804 if (This->changed.indices) {
805 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
806 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
809 if (This->changed.fvf) {
810 IWineD3DDevice_SetFVF(pDevice, This->fvf);
813 if (This->changed.vertexDecl) {
814 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
817 if (This->changed.material ) {
818 IWineD3DDevice_SetMaterial(pDevice, &This->material);
821 if (This->changed.viewport) {
822 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
825 if (This->changed.scissorRect) {
826 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
829 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
830 for (i=0; i<MAX_STREAMS; i++) {
831 if (This->changed.streamSource[i])
832 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
834 if (This->changed.streamFreq[i])
835 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
837 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
838 if (This->changed.textures[j]) {
839 if (j < MAX_FRAGMENT_SAMPLERS) {
840 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
842 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
847 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
848 if (This->changed.clipplane[i]) {
851 clip[0] = This->clipplane[i][0];
852 clip[1] = This->clipplane[i][1];
853 clip[2] = This->clipplane[i][2];
854 clip[3] = This->clipplane[i][3];
855 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
859 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
860 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
861 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
862 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
863 This->vertexShaderConstantF + i * 4, 1);
865 for (i = 0; i < MAX_CONST_I; i++) {
866 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
867 This->vertexShaderConstantI + i * 4, 1);
869 for (i = 0; i < MAX_CONST_B; i++) {
870 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
871 This->vertexShaderConstantB + i, 1);
874 apply_lights(pDevice, This);
876 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
877 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
879 for(j = 0; j < MAX_TEXTURES; j++) {
880 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
881 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
882 This->textureState[j][SavedVertexStates_T[i]]);
886 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
887 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
888 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
889 This->samplerState[j][SavedVertexStates_S[i]]);
892 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
893 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
894 IWineD3DDevice_SetSamplerState(pDevice,
895 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
896 SavedVertexStates_S[i],
897 This->samplerState[j][SavedVertexStates_S[i]]);
900 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
901 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
902 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
903 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
904 This->pixelShaderConstantF + i * 4, 1);
906 for (i = 0; i < MAX_CONST_I; i++) {
907 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
908 This->pixelShaderConstantI + i * 4, 1);
910 for (i = 0; i < MAX_CONST_B; i++) {
911 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
912 This->pixelShaderConstantB + i, 1);
915 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
916 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
918 for(j = 0; j < MAX_TEXTURES; j++) {
919 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
920 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
921 This->textureState[j][SavedPixelStates_T[i]]);
925 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
926 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
927 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
928 This->samplerState[j][SavedPixelStates_S[i]]);
931 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
932 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
933 IWineD3DDevice_SetSamplerState(pDevice,
934 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
935 SavedPixelStates_S[i],
936 This->samplerState[j][SavedPixelStates_S[i]]);
939 } else if(This->blockType == WINED3DSBT_ALL) {
940 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
941 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
942 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
943 This->vertexShaderConstantF + i * 4, 1);
945 for (i = 0; i < MAX_CONST_I; i++) {
946 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
947 This->vertexShaderConstantI + i * 4, 1);
949 for (i = 0; i < MAX_CONST_B; i++) {
950 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
951 This->vertexShaderConstantB + i, 1);
954 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
955 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
956 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
957 This->pixelShaderConstantF + i * 4, 1);
959 for (i = 0; i < MAX_CONST_I; i++) {
960 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
961 This->pixelShaderConstantI + i * 4, 1);
963 for (i = 0; i < MAX_CONST_B; i++) {
964 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
965 This->pixelShaderConstantB + i, 1);
968 apply_lights(pDevice, This);
970 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
971 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
973 for(j = 0; j < MAX_TEXTURES; j++) {
974 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
975 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
979 /* Skip unused values between TEXTURE8 and WORLD0 ? */
980 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
981 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
983 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
984 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
985 IWineD3DDevice_SetFVF(pDevice, This->fvf);
986 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
987 IWineD3DDevice_SetMaterial(pDevice, &This->material);
988 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
989 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
991 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
992 for (i=0; i<MAX_STREAMS; i++) {
993 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
994 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
996 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
997 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
999 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1000 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
1001 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1004 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1007 clip[0] = This->clipplane[i][0];
1008 clip[1] = This->clipplane[i][1];
1009 clip[2] = This->clipplane[i][2];
1010 clip[3] = This->clipplane[i][3];
1011 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1015 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1016 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1017 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1018 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1022 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1027 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1028 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1029 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1030 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1032 WINED3DLINEPATTERN lp;
1040 IWineD3DSwapChain *swapchain;
1041 IWineD3DSurface *backbuffer;
1042 WINED3DSURFACE_DESC desc = {0};
1047 /* Note this may have a large overhead but it should only be executed
1048 once, in order to initialize the complete state of the device and
1049 all opengl equivalents */
1050 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1051 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1052 This->blockType = WINED3DSBT_INIT;
1054 /* Set some of the defaults for lights, transforms etc */
1055 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1056 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1057 for (i = 0; i < 256; ++i) {
1058 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1061 TRACE("Render states\n");
1062 /* Render states: */
1063 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1064 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1066 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1068 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1069 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1070 lp.lp.wRepeatFactor = 0;
1071 lp.lp.wLinePattern = 0;
1072 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1073 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1074 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1075 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1076 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1077 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1079 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1083 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1084 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1085 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1086 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1087 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1088 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1156 /* states new in d3d9 */
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1195 /* clipping status */
1196 This->clip_status.ClipUnion = 0;
1197 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1199 /* Texture Stage States - Put directly into state block, we will call function below */
1200 for (i = 0; i < MAX_TEXTURES; i++) {
1201 TRACE("Setting up default texture states for texture Stage %d\n", i);
1202 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1203 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1204 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1205 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1206 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1207 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1208 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1209 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1210 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1211 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1212 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1213 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1214 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1215 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1216 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1217 This->textureState[i][WINED3DTSS_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1218 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1219 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1220 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1222 This->lowest_disabled_stage = 1;
1225 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1226 TRACE("Setting up default samplers states for sampler %d\n", i);
1227 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1228 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1229 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1230 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1231 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1232 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1233 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1234 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1235 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1236 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1237 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1238 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1239 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1242 for(i = 0; i < GL_LIMITS(textures); i++) {
1243 /* Note: This avoids calling SetTexture, so pretend it has been called */
1244 This->changed.textures[i] = TRUE;
1245 This->textures[i] = NULL;
1248 /* Set the default scissor rect values */
1249 desc.Width = &width;
1250 desc.Height = &height;
1252 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1253 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1254 if( hr == WINED3D_OK && swapchain != NULL) {
1255 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1256 if( hr == WINED3D_OK && backbuffer != NULL) {
1257 IWineD3DSurface_GetDesc(backbuffer, &desc);
1258 IWineD3DSurface_Release(backbuffer);
1260 scissorrect.left = 0;
1261 scissorrect.right = width;
1262 scissorrect.top = 0;
1263 scissorrect.bottom = height;
1264 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1265 if( hr != WINED3D_OK ) {
1266 ERR("This should never happen, expect rendering issues!\n");
1269 IWineD3DSwapChain_Release(swapchain);
1272 TRACE("-----------------------> Device defaults now set up...\n");
1276 /**********************************************************
1277 * IWineD3DStateBlock VTbl follows
1278 **********************************************************/
1280 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1283 IWineD3DStateBlockImpl_QueryInterface,
1284 IWineD3DStateBlockImpl_AddRef,
1285 IWineD3DStateBlockImpl_Release,
1286 /* IWineD3DStateBlock */
1287 IWineD3DStateBlockImpl_GetParent,
1288 IWineD3DStateBlockImpl_GetDevice,
1289 IWineD3DStateBlockImpl_Capture,
1290 IWineD3DStateBlockImpl_Apply,
1291 IWineD3DStateBlockImpl_InitStartupStateBlock