urlmon: Implement BindAsyncMoniker function.
[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  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
28
29 /**********************************************************
30  * IWineD3DStateBlockImpl IUnknown parts follows
31  **********************************************************/
32 HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
33 {
34     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36     if (IsEqualGUID(riid, &IID_IUnknown)
37         || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
38         IUnknown_AddRef(iface);
39         *ppobj = This;
40         return D3D_OK;
41     }
42     return E_NOINTERFACE;
43 }
44
45 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
46     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
47     ULONG refCount = InterlockedIncrement(&This->ref);
48
49     TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
50     return refCount;
51 }
52
53 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
54     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
55     ULONG refCount = InterlockedDecrement(&This->ref);
56
57     TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
58
59     if (!refCount) {
60         /* type 0 represents the primary stateblock, so free all the resources */
61         if (This->blockType == WINED3DSBT_INIT) {
62             int counter;
63             FIXME("Releasing primary stateblock\n");
64             /* Free any streams still bound */
65             for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
66                 if (This->streamSource[counter] != NULL) {
67                     IWineD3DVertexBuffer_Release(This->streamSource[counter]);
68                     This->streamSource[counter] = NULL;
69                 }
70             }
71
72             /* free any index data */
73             if (This->pIndexData) {
74                 IWineD3DIndexBuffer_Release(This->pIndexData);
75                 This->pIndexData = NULL;
76             }
77
78             if (NULL != This->pixelShader) {
79                 IWineD3DPixelShader_Release(This->pixelShader);
80             }
81
82             if (NULL != This->vertexShader) {
83                 IWineD3DVertexShader_Release(This->vertexShader);
84             }
85
86             /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
87             for (counter = 0; counter < GL_LIMITS(textures); counter++) {
88                 if (This->textures[counter]) {
89                     /* release our 'internal' hold on the texture */
90                     if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
91                         TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p \n", counter, This->textures[counter]);
92                     }
93                 }
94             }
95
96         }
97         HeapFree(GetProcessHeap(), 0, This);
98     }
99     return refCount;
100 }
101
102 /**********************************************************
103  * IWineD3DStateBlockImpl parts follows
104  **********************************************************/
105 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
106     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
107     IUnknown_AddRef(This->parent);
108     *pParent = This->parent;
109     return D3D_OK;
110 }
111
112 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
113
114     IWineD3DStateBlockImpl *This   = (IWineD3DStateBlockImpl *)iface;
115
116     *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
117     IWineD3DDevice_AddRef(*ppDevice);
118     return D3D_OK;
119
120 }
121
122 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
123
124     IWineD3DStateBlockImpl *This             = (IWineD3DStateBlockImpl *)iface;
125     IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
126
127     TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
128
129     /* If not recorded, then update can just recapture */
130     if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED  */ 0) {
131         IWineD3DStateBlockImpl* tmpBlock;
132         PLIGHTINFOEL *tmp = This->lights;
133
134         IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
135
136         /* Note just swap the light chains over so when deleting, the old one goes */
137         memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
138         tmpBlock->lights = tmp;
139
140         /* Delete the temporary one (which points to the old light chain though */
141         IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
142         /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
143
144     } else {
145         unsigned int i, j;
146
147         PLIGHTINFOEL *src;
148
149         /* Recorded => Only update 'changed' values */
150         if (This->vertexShader != targetStateBlock->vertexShader) {
151             This->vertexShader = targetStateBlock->vertexShader;
152             TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
153         }
154
155         /* Vertex Shader Constants */
156         for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
157             if (This->set.vertexShaderConstants[i]) {
158                 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i,  targetStateBlock->vertexShaderConstantF[i * 4 + 1]);
159                 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
160                 This->vertexShaderConstantF[i * 4]      = targetStateBlock->vertexShaderConstantF[i * 4];
161                 This->vertexShaderConstantF[i * 4 + 1]  = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
162                 This->vertexShaderConstantF[i * 4 + 2]  = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
163                 This->vertexShaderConstantF[i * 4 + 3]  = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
164                 This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
165                 This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
166                 This->vertexShaderConstantI[i * 4 + 2]  = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
167                 This->vertexShaderConstantI[i * 4 + 3]  = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
168                 This->vertexShaderConstantT[i]          = targetStateBlock->vertexShaderConstantT[i];
169             }
170         }
171
172         /* Lights... For a recorded state block, we just had a chain of actions to perform,
173              so we need to walk that chain and update any actions which differ */
174         src = This->lights;
175         while (src != NULL) {
176             PLIGHTINFOEL *realLight = NULL;
177
178             /* Locate the light in the live lights */
179             realLight = targetStateBlock->lights;
180             while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
181
182             if (realLight == NULL) {
183                 FIXME("A captured light no longer exists...?\n");
184             } else {
185
186                 /* If 'changed' then its a SetLight command. Rather than comparing to see
187                      if the OriginalParms have changed and then copy them (twice through
188                      memory) just do the copy                                              */
189                 if (src->changed) {
190                     TRACE("Updating lights for light %ld\n", src->OriginalIndex);
191                     memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
192                 }
193
194                 /* If 'enabledchanged' then its a LightEnable command */
195                 if (src->enabledChanged) {
196                     TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
197                     src->lightEnabled = realLight->lightEnabled;
198                 }
199
200             }
201
202             src = src->next;
203         }
204
205         /* Recorded => Only update 'changed' values */
206         if (This->pixelShader != targetStateBlock->pixelShader) {
207             This->pixelShader = targetStateBlock->pixelShader;
208             TRACE("Updating pixrl shader to %p\n", targetStateBlock->pixelShader);
209         }
210
211         /* Pixel Shader Constants */
212         for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
213             if (This->set.pixelShaderConstants[i]) {
214                 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i,  targetStateBlock->pixelShaderConstantF[i * 4 + 1]);
215                 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
216                 This->pixelShaderConstantF[i * 4]      = targetStateBlock->pixelShaderConstantF[i * 4];
217                 This->pixelShaderConstantF[i * 4 + 1]  = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
218                 This->pixelShaderConstantF[i * 4 + 2]  = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
219                 This->pixelShaderConstantF[i * 4 + 3]  = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
220                 This->pixelShaderConstantI[i * 4]      = targetStateBlock->pixelShaderConstantI[i * 4];
221                 This->pixelShaderConstantI[i * 4 + 1]  = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
222                 This->pixelShaderConstantI[i * 4 + 2]  = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
223                 This->pixelShaderConstantI[i * 4 + 3]  = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
224                 This->pixelShaderConstantT[i]          = targetStateBlock->pixelShaderConstantT[i];
225             }
226         }
227
228         /* Others + Render & Texture */
229         for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
230             if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
231                                     &This->transforms[i],
232                                     sizeof(D3DMATRIX)) != 0) {
233                 TRACE("Updating transform %d\n", i);
234                 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
235             }
236         }
237
238         if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
239                         || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
240             TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
241             targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
242             This->pIndexData = targetStateBlock->pIndexData;
243             This->baseVertexIndex = targetStateBlock->baseVertexIndex;
244         }
245
246         if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
247             This->vertexDecl = targetStateBlock->vertexDecl;
248         }
249
250         if(This->set.fvf && This->fvf != targetStateBlock->fvf){
251             This->fvf = targetStateBlock->fvf;
252         }
253
254         if (This->set.material && memcmp(&targetStateBlock->material,
255                                                     &This->material,
256                                                     sizeof(D3DMATERIAL9)) != 0) {
257             TRACE("Updating material\n");
258             memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
259         }
260
261         if (This->set.viewport && memcmp(&targetStateBlock->viewport,
262                                                     &This->viewport,
263                                                     sizeof(D3DVIEWPORT9)) != 0) {
264             TRACE("Updating viewport\n");
265             memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
266         }
267
268         for (i = 0; i < MAX_STREAMS; i++) {
269             if (This->set.streamSource[i] &&
270                             ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
271                             (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
272                 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
273                                                                             targetStateBlock->streamStride[i]);
274                 This->streamStride[i] = targetStateBlock->streamStride[i];
275                 This->streamSource[i] = targetStateBlock->streamSource[i];
276             }
277
278             if (This->set.streamFreq[i] &&
279             (This->streamFreq[i] != targetStateBlock->streamFreq[i]
280             || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
281                     TRACE("Updating stream frequency %d to %d flags to %d\n", i ,  targetStateBlock->streamFreq[i] ,
282                                                                                    targetStateBlock->streamFlags[i]);
283                     This->streamFreq[i]  =  targetStateBlock->streamFreq[i];
284                     This->streamFlags[i] =  targetStateBlock->streamFlags[i];
285             }
286         }
287
288         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
289             if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
290                                                         &This->clipplane[i],
291                                                         sizeof(This->clipplane)) != 0) {
292
293                 TRACE("Updating clipplane %d\n", i);
294                 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
295                                         sizeof(This->clipplane));
296             }
297         }
298
299         /* Render */
300         for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
301
302             if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
303                 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
304                 This->renderState[i] = targetStateBlock->renderState[i];
305             }
306         }
307
308         /* FIXME: textures are up to MAX_SAMPLERS for d3d9? */
309         /* Texture */
310         for (j = 0; j < GL_LIMITS(textures); j++) {
311             /* TODO: move over to using memcpy */
312             for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
313                 if (This->set.textureState[j][i]) {
314                     TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
315                     This->textureState[j][i]);
316                     This->textureState[j][i]         =  targetStateBlock->textureState[j][i];
317                 }
318             }
319
320             if (This->set.textures[j]) {
321                 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j],  This->textures[j]);
322                 This->textures[j] = targetStateBlock->textures[j];
323             }
324
325         }
326
327         /* Samplers */
328         /* TODO: move over to using memcpy */
329         for (j = 0 ; j < GL_LIMITS(samplers); j++){
330             for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
331                 if (This->set.samplerState[j][i]) {
332                     TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
333                     j, i, targetStateBlock->samplerState[j][i],
334                     This->samplerState[j][i]);
335                     This->samplerState[j][i]         = targetStateBlock->samplerState[j][i];
336                 }
337             }
338         }
339     }
340
341     TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
342
343     return D3D_OK;
344 }
345
346 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
347     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
348     IWineD3DDevice*        pDevice     = (IWineD3DDevice*)This->wineD3DDevice;
349
350 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
351 should really perform a delta so that only the changes get updated*/
352
353
354     UINT i;
355     UINT j;
356
357     TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
358
359     /* FIXME: Only apply applicable states not all states */
360
361     if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
362
363
364         PLIGHTINFOEL *toDo = This->lights;
365         while (toDo != NULL) {
366             if (toDo->changed)
367                   IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
368             if (toDo->enabledChanged)
369                   IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
370             toDo = toDo->next;
371         }
372
373         /* Vertex Shader */
374         if (This->set.vertexShader && This->changed.vertexShader) {
375             IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
376         }
377
378         /* Vertex Shader Constants */
379         for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
380             if (This->set.vertexShaderConstants[i] && This->changed.vertexShaderConstants[i]) {
381                 switch (This->vertexShaderConstantT[i]) {
382                 case WINESHADERCNST_FLOAT:
383                     IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
384                 break;
385                 case WINESHADERCNST_BOOL:
386                     IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
387                 break;
388                 case WINESHADERCNST_INTEGER:
389                     IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
390                 break;
391                 case WINESHADERCNST_NONE:
392                     IWineD3DDevice_SetVertexShaderConstantN(pDevice, i, 1);
393                 break;
394                 }
395             }
396         }
397
398     }
399
400     if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
401
402         /* Pixel Shader */
403         if (This->set.pixelShader && This->changed.pixelShader) {
404             IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
405         }
406
407         /* Pixel Shader Constants */
408         for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
409             if (This->set.pixelShaderConstants[i] && This->changed.pixelShaderConstants[i]) {
410                 switch (This->pixelShaderConstantT[i]) {
411                 case WINESHADERCNST_FLOAT:
412                     IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
413                 break;
414                 case WINESHADERCNST_BOOL:
415                     IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
416                 break;
417                 case WINESHADERCNST_INTEGER:
418                     IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
419                 break;
420                 case WINESHADERCNST_NONE:
421                     IWineD3DDevice_SetPixelShaderConstantN(pDevice, i, 1);
422                 break;
423                 }
424             }
425         }
426     }
427
428     if (This->set.fvf && This->changed.fvf) {
429         IWineD3DDevice_SetFVF(pDevice, This->fvf);
430     }
431
432     if (This->set.vertexDecl && This->changed.vertexDecl) {
433         IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
434     }
435
436     /* Others + Render & Texture */
437     if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
438         for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
439             if (This->set.transform[i] && This->changed.transform[i])
440                 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
441         }
442
443         if (This->set.indices && This->changed.indices)
444             IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
445
446         if (This->set.material && This->changed.material )
447             IWineD3DDevice_SetMaterial(pDevice, &This->material);
448
449         if (This->set.viewport && This->changed.viewport)
450             IWineD3DDevice_SetViewport(pDevice, &This->viewport);
451
452         /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
453         for (i=0; i<MAX_STREAMS; i++) {
454             if (This->set.streamSource[i] && This->changed.streamSource[i])
455                 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
456
457             if (This->set.streamFreq[i] && This->changed.streamFreq[i])
458                 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
459         }
460
461         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
462             if (This->set.clipplane[i] && This->changed.clipplane[i]) {
463                 float clip[4];
464
465                 clip[0] = This->clipplane[i][0];
466                 clip[1] = This->clipplane[i][1];
467                 clip[2] = This->clipplane[i][2];
468                 clip[3] = This->clipplane[i][3];
469                 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
470             }
471         }
472
473         /* Render */
474         for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
475             if (This->set.renderState[i] && This->changed.renderState[i])
476                 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
477         }
478
479         /* FIXME: Texture are set against samplers... not just TextureStages */
480         /* Texture */
481         for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
482             if (This->set.textures[j] && This->changed.textures[j]) {
483                 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
484             }
485             /* TODO: move over to memcpy */
486             for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
487                 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
488                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i]         = This->textureState[j][i];
489                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i]     = TRUE;
490                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
491                 }
492             }
493         }
494
495         /* Samplers */
496         /* TODO: move over to memcpy */
497         for (j = 0 ; j < GL_LIMITS(samplers); j++){
498             for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
499                 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
500                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i]         = This->samplerState[j][i];
501                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i]     = TRUE;
502                     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
503                 }
504             }
505
506         }
507
508     } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
509
510         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
511             if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
512                 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
513
514         }
515
516         for (j = 0; j < GL_LIMITS(textures); j++) {
517             for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
518                 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
519             }
520         }
521
522         for (j = 0; j < GL_LIMITS(samplers); j++) {
523             for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
524                 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
525             }
526         }
527
528     } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
529
530         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
531             if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
532                 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
533         }
534
535         for (j = 0; j < GL_LIMITS(textures); j++) {
536             for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
537                 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
538             }
539         }
540
541         for (j = 0; j < GL_LIMITS(textures); j++) {
542             for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
543                 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
544             }
545         }
546
547
548     } else {
549         FIXME("Unrecognized state block type %d\n", This->blockType);
550     }
551     memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
552     TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
553
554     return D3D_OK;
555 }
556
557 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
558     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
559     IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
560     IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
561     union {
562         D3DLINEPATTERN lp;
563         DWORD d;
564     } lp;
565     union {
566         float f;
567         DWORD d;
568     } tmpfloat;
569     unsigned int i;
570
571     /* Note this may have a large overhead but it should only be executed
572        once, in order to initialize the complete state of the device and
573        all opengl equivalents                                            */
574     TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
575     /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
576     This->blockType = WINED3DSBT_INIT;
577
578     /* Set some of the defaults for lights, transforms etc */
579     memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
580     memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
581     for (i = 0; i < 256; ++i) {
582       memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
583     }
584
585     TRACE("Render states\n");
586     /* Render states: */
587     if (ThisDevice->depthStencilBuffer != NULL) {
588        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       D3DZB_TRUE);
589     } else {
590        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       D3DZB_FALSE);
591     }
592     IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE,         D3DFILL_SOLID);
593     IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE,        D3DSHADE_GOURAUD);
594     lp.lp.wRepeatFactor = 0;
595     lp.lp.wLinePattern  = 0;
596     IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN,      lp.d);
597     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE,     TRUE);
598     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE,  FALSE);
599     IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL,        TRUE);
600     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND,         D3DBLEND_ONE);
601     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND,        D3DBLEND_ZERO);
602     IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE,         D3DCULL_CCW);
603     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC,            D3DCMP_LESSEQUAL);
604     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC,        D3DCMP_ALWAYS);
605     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF,         0xff); /*??*/
606     IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE,     FALSE);
607     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
608     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE,        FALSE);
609     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE,   FALSE);
610     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE,         0);
611     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR,         0);
612     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE,     D3DFOG_NONE);
613     tmpfloat.f = 0.0f;
614     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART,         tmpfloat.d);
615     tmpfloat.f = 1.0f;
616     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND,           tmpfloat.d);
617     tmpfloat.f = 1.0f;
618     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY,       tmpfloat.d);
619     IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS,    FALSE);
620     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS,            0);
621     IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE,   FALSE);
622     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE,    FALSE);
623     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL,      D3DSTENCILOP_KEEP);
624     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL,     D3DSTENCILOP_KEEP);
625     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS,      D3DSTENCILOP_KEEP);
626
627     /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
628      * so only a single call performed (and ensure defaults initialized before making that call)
629      *
630      * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
631      * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
632      */
633     This->renderState[WINED3DRS_STENCILREF] = 0;
634     This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
635     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC,      D3DCMP_ALWAYS);
636     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
637     IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR,    0xFFFFFFFF);
638     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
639     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
640     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
641     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
642     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
643     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
644     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
645     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
646     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING,                 TRUE);
647     IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING,                 TRUE);
648     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT,                  0);
649     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE,            D3DFOG_NONE);
650     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX,              TRUE);
651     IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER,              TRUE);
652     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS,         FALSE);
653     IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE,    D3DMCS_COLOR1);
654     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE,   D3DMCS_COLOR2);
655     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE,    D3DMCS_COLOR2);
656     IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE,   D3DMCS_MATERIAL);
657     IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND,              D3DVBF_DISABLE);
658     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE,          0);
659     IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
660     tmpfloat.f = 1.0f;
661     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE,                tmpfloat.d);
662     tmpfloat.f = 0.0f;
663     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN,            tmpfloat.d);
664     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE,        FALSE);
665     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE,         FALSE);
666     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A,             TRUE);
667     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B,             TRUE);
668     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C,             TRUE);
669     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS,     TRUE);
670     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK,          0xFFFFFFFF);
671     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE,           D3DPATCHEDGE_DISCRETE);
672     tmpfloat.f = 1.0f;
673     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS,            tmpfloat.d);
674     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN,        D3DDMT_DISABLE);
675     tmpfloat.f = 64.0f;
676     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX,            tmpfloat.d);
677     IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
678     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE,         0x0000000F);
679     tmpfloat.f = 0.0f;
680     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR,              tmpfloat.d);
681     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP,                  D3DBLENDOP_ADD);
682     IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE,           WINED3DDEGREE_CUBIC);
683     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE,             WINED3DDEGREE_LINEAR);
684     /* states new in d3d9 */
685     IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE,        FALSE);
686     IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS,      0);
687     tmpfloat.f = 1.0f;
688     IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL,     tmpfloat.d);
689     IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL,     tmpfloat.d);
690     IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE,    FALSE);
691     tmpfloat.f = 0.0f;
692     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X,           tmpfloat.d);
693     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y,           tmpfloat.d);
694     tmpfloat.f = 1.0f;
695     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z,           tmpfloat.d);
696     tmpfloat.f = 0.0f;
697     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W,           tmpfloat.d);
698     IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
699     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE,      FALSE);
700     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL,          D3DSTENCILOP_KEEP);
701     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL,         D3DSTENCILOP_KEEP);
702     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS,          D3DSTENCILOP_KEEP);
703     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC,          D3DCMP_ALWAYS);
704     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1,        0x0000000F);
705     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2,        0x0000000F);
706     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3,        0x0000000F);
707     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR,              0xFFFFFFFF);
708     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE,          0);
709     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS,                0);
710     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8,  0);
711     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9,  0);
712     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
713     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
714     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
715     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
716     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
717     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
718     IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
719     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA,            D3DBLEND_ONE);
720     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA,           D3DBLEND_ZERO);
721     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA,             D3DBLENDOP_ADD);
722
723     /* clipping status */
724     This->clip_status.ClipUnion = 0;
725     This->clip_status.ClipIntersection = 0xFFFFFFFF;
726
727     /* Texture Stage States - Put directly into state block, we will call function below */
728     for (i = 0; i < GL_LIMITS(textures); i++) {
729         TRACE("Setting up default texture states for texture Stage %d\n", i);
730         memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
731         This->textureState[i][D3DTSS_COLOROP               ] = (i==0)? D3DTOP_MODULATE :  D3DTOP_DISABLE;
732         This->textureState[i][D3DTSS_COLORARG1             ] = D3DTA_TEXTURE;
733         This->textureState[i][D3DTSS_COLORARG2             ] = D3DTA_CURRENT;
734         This->textureState[i][D3DTSS_ALPHAOP               ] = (i==0)? D3DTOP_SELECTARG1 :  D3DTOP_DISABLE;
735         This->textureState[i][D3DTSS_ALPHAARG1             ] = D3DTA_TEXTURE;
736         This->textureState[i][D3DTSS_ALPHAARG2             ] = D3DTA_CURRENT;
737         This->textureState[i][D3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
738         This->textureState[i][D3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
739         This->textureState[i][D3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
740         This->textureState[i][D3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
741         This->textureState[i][D3DTSS_TEXCOORDINDEX         ] = i;
742         This->textureState[i][D3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
743         This->textureState[i][D3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
744         This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
745         This->textureState[i][D3DTSS_ADDRESSW              ] = D3DTADDRESS_WRAP;
746         This->textureState[i][D3DTSS_COLORARG0             ] = D3DTA_CURRENT;
747         This->textureState[i][D3DTSS_ALPHAARG0             ] = D3DTA_CURRENT;
748         This->textureState[i][D3DTSS_RESULTARG             ] = D3DTA_CURRENT;
749     }
750
751         /* Sampler states*/
752     for (i = 0 ; i <  GL_LIMITS(samplers); i++) {
753         TRACE("Setting up default samplers states for sampler %d\n", i);
754         This->samplerState[i][WINED3DSAMP_ADDRESSU         ] = D3DTADDRESS_WRAP;
755         This->samplerState[i][WINED3DSAMP_ADDRESSV         ] = D3DTADDRESS_WRAP;
756         This->samplerState[i][WINED3DSAMP_ADDRESSW         ] = D3DTADDRESS_WRAP;
757         This->samplerState[i][WINED3DSAMP_BORDERCOLOR      ] = 0x00;
758         This->samplerState[i][WINED3DSAMP_MAGFILTER        ] = D3DTEXF_POINT;
759         This->samplerState[i][WINED3DSAMP_MINFILTER        ] = D3DTEXF_POINT;
760         This->samplerState[i][WINED3DSAMP_MIPFILTER        ] = D3DTEXF_NONE;
761         This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS    ] = 0;
762         This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL      ] = 0;
763         This->samplerState[i][WINED3DSAMP_MAXANISOTROPY    ] = 1;
764         This->samplerState[i][WINED3DSAMP_SRGBTEXTURE      ] = 0; /* TODO: Gamma correction value*/
765         This->samplerState[i][WINED3DSAMP_ELEMENTINDEX     ] = 0; /* TODO: Indicates which element of a  multielement texture to use */
766         This->samplerState[i][WINED3DSAMP_DMAPOFFSET       ] = 256; /* TODO: Vertex offset in the presampled displacement map */
767     }
768
769     /* Under DirectX you can have texture stage operations even if no texture is
770        bound, whereas opengl will only do texture operations when a valid texture is
771        bound. We emulate this by creating dummy textures and binding them to each
772        texture stage, but disable all stages by default. Hence if a stage is enabled
773        then the default texture will kick in until replaced by a SetTexture call     */
774
775     ENTER_GL();
776
777     for (i = 0; i < GL_LIMITS(textures); i++) {
778         GLubyte white = 255;
779
780         /* Note this avoids calling settexture, so pretend it has been called */
781         This->set.textures[i]     = TRUE;
782         This->changed.textures[i] = TRUE;
783         This->textures[i]         = NULL;
784
785         /* Make appropriate texture active */
786         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
787             GLACTIVETEXTURE(i);
788         } else if (i > 0) {
789             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
790         }
791
792         /* Generate an opengl texture name */
793         glGenTextures(1, &ThisDevice->dummyTextureName[i]);
794         checkGLcall("glGenTextures");
795         TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
796
797         /* Generate a dummy 1d texture */
798         This->textureDimensions[i] = GL_TEXTURE_1D;
799         glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
800         checkGLcall("glBindTexture");
801
802         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
803         checkGLcall("glTexImage1D");
804 #if 1   /* TODO: move the setting texture states off to basetexture */
805         /* Reapply all the texture state information to this texture */
806         IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
807 #endif
808     }
809
810     LEAVE_GL();
811
812     /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
813     for (i = 0; i < MAX_PALETTES; ++i) {
814       int j;
815       for (j = 0; j < 256; ++j) {
816         This->wineD3DDevice->palettes[i][j].peRed   = 0xFF;
817         This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
818         This->wineD3DDevice->palettes[i][j].peBlue  = 0xFF;
819         This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
820       }
821     }
822     This->wineD3DDevice->currentPalette = 0;
823
824     TRACE("-----------------------> Device defaults now set up...\n");
825     return D3D_OK;
826 }
827
828 /**********************************************************
829  * IWineD3DStateBlock VTbl follows
830  **********************************************************/
831
832 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
833 {
834     /* IUnknown */
835     IWineD3DStateBlockImpl_QueryInterface,
836     IWineD3DStateBlockImpl_AddRef,
837     IWineD3DStateBlockImpl_Release,
838     /* IWineD3DStateBlock */
839     IWineD3DStateBlockImpl_GetParent,
840     IWineD3DStateBlockImpl_GetDevice,
841     IWineD3DStateBlockImpl_Capture,
842     IWineD3DStateBlockImpl_Apply,
843     IWineD3DStateBlockImpl_InitStartupStateBlock
844 };