wined3d: Implement WINED3DSIH_IGE in the GLSL shader backend.
[wine] / dlls / wined3d / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2005 Oliver Stieber
7  * Copyright 2007 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wine/port.h"
27 #include "wined3d_private.h"
28
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30
31 static const DWORD pixel_states_render[] =
32 {
33     WINED3D_RS_ALPHABLENDENABLE,
34     WINED3D_RS_ALPHAFUNC,
35     WINED3D_RS_ALPHAREF,
36     WINED3D_RS_ALPHATESTENABLE,
37     WINED3D_RS_ANTIALIASEDLINEENABLE,
38     WINED3D_RS_BLENDFACTOR,
39     WINED3D_RS_BLENDOP,
40     WINED3D_RS_BLENDOPALPHA,
41     WINED3D_RS_CCW_STENCILFAIL,
42     WINED3D_RS_CCW_STENCILPASS,
43     WINED3D_RS_CCW_STENCILZFAIL,
44     WINED3D_RS_COLORWRITEENABLE,
45     WINED3D_RS_COLORWRITEENABLE1,
46     WINED3D_RS_COLORWRITEENABLE2,
47     WINED3D_RS_COLORWRITEENABLE3,
48     WINED3D_RS_DEPTHBIAS,
49     WINED3D_RS_DESTBLEND,
50     WINED3D_RS_DESTBLENDALPHA,
51     WINED3D_RS_DITHERENABLE,
52     WINED3D_RS_FILLMODE,
53     WINED3D_RS_FOGDENSITY,
54     WINED3D_RS_FOGEND,
55     WINED3D_RS_FOGSTART,
56     WINED3D_RS_LASTPIXEL,
57     WINED3D_RS_SCISSORTESTENABLE,
58     WINED3D_RS_SEPARATEALPHABLENDENABLE,
59     WINED3D_RS_SHADEMODE,
60     WINED3D_RS_SLOPESCALEDEPTHBIAS,
61     WINED3D_RS_SRCBLEND,
62     WINED3D_RS_SRCBLENDALPHA,
63     WINED3D_RS_SRGBWRITEENABLE,
64     WINED3D_RS_STENCILENABLE,
65     WINED3D_RS_STENCILFAIL,
66     WINED3D_RS_STENCILFUNC,
67     WINED3D_RS_STENCILMASK,
68     WINED3D_RS_STENCILPASS,
69     WINED3D_RS_STENCILREF,
70     WINED3D_RS_STENCILWRITEMASK,
71     WINED3D_RS_STENCILZFAIL,
72     WINED3D_RS_TEXTUREFACTOR,
73     WINED3D_RS_TWOSIDEDSTENCILMODE,
74     WINED3D_RS_WRAP0,
75     WINED3D_RS_WRAP1,
76     WINED3D_RS_WRAP10,
77     WINED3D_RS_WRAP11,
78     WINED3D_RS_WRAP12,
79     WINED3D_RS_WRAP13,
80     WINED3D_RS_WRAP14,
81     WINED3D_RS_WRAP15,
82     WINED3D_RS_WRAP2,
83     WINED3D_RS_WRAP3,
84     WINED3D_RS_WRAP4,
85     WINED3D_RS_WRAP5,
86     WINED3D_RS_WRAP6,
87     WINED3D_RS_WRAP7,
88     WINED3D_RS_WRAP8,
89     WINED3D_RS_WRAP9,
90     WINED3D_RS_ZENABLE,
91     WINED3D_RS_ZFUNC,
92     WINED3D_RS_ZWRITEENABLE,
93 };
94
95 static const DWORD pixel_states_texture[] =
96 {
97     WINED3D_TSS_ALPHA_ARG0,
98     WINED3D_TSS_ALPHA_ARG1,
99     WINED3D_TSS_ALPHA_ARG2,
100     WINED3D_TSS_ALPHA_OP,
101     WINED3D_TSS_BUMPENV_LOFFSET,
102     WINED3D_TSS_BUMPENV_LSCALE,
103     WINED3D_TSS_BUMPENV_MAT00,
104     WINED3D_TSS_BUMPENV_MAT01,
105     WINED3D_TSS_BUMPENV_MAT10,
106     WINED3D_TSS_BUMPENV_MAT11,
107     WINED3D_TSS_COLOR_ARG0,
108     WINED3D_TSS_COLOR_ARG1,
109     WINED3D_TSS_COLOR_ARG2,
110     WINED3D_TSS_COLOR_OP,
111     WINED3D_TSS_RESULT_ARG,
112     WINED3D_TSS_TEXCOORD_INDEX,
113     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
114 };
115
116 static const DWORD pixel_states_sampler[] =
117 {
118     WINED3D_SAMP_ADDRESS_U,
119     WINED3D_SAMP_ADDRESS_V,
120     WINED3D_SAMP_ADDRESS_W,
121     WINED3D_SAMP_BORDER_COLOR,
122     WINED3D_SAMP_MAG_FILTER,
123     WINED3D_SAMP_MIN_FILTER,
124     WINED3D_SAMP_MIP_FILTER,
125     WINED3D_SAMP_MIPMAP_LOD_BIAS,
126     WINED3D_SAMP_MAX_MIP_LEVEL,
127     WINED3D_SAMP_MAX_ANISOTROPY,
128     WINED3D_SAMP_SRGB_TEXTURE,
129     WINED3D_SAMP_ELEMENT_INDEX,
130 };
131
132 static const DWORD vertex_states_render[] =
133 {
134     WINED3D_RS_ADAPTIVETESS_W,
135     WINED3D_RS_ADAPTIVETESS_X,
136     WINED3D_RS_ADAPTIVETESS_Y,
137     WINED3D_RS_ADAPTIVETESS_Z,
138     WINED3D_RS_AMBIENT,
139     WINED3D_RS_AMBIENTMATERIALSOURCE,
140     WINED3D_RS_CLIPPING,
141     WINED3D_RS_CLIPPLANEENABLE,
142     WINED3D_RS_COLORVERTEX,
143     WINED3D_RS_CULLMODE,
144     WINED3D_RS_DIFFUSEMATERIALSOURCE,
145     WINED3D_RS_EMISSIVEMATERIALSOURCE,
146     WINED3D_RS_ENABLEADAPTIVETESSELLATION,
147     WINED3D_RS_FOGCOLOR,
148     WINED3D_RS_FOGDENSITY,
149     WINED3D_RS_FOGENABLE,
150     WINED3D_RS_FOGEND,
151     WINED3D_RS_FOGSTART,
152     WINED3D_RS_FOGTABLEMODE,
153     WINED3D_RS_FOGVERTEXMODE,
154     WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
155     WINED3D_RS_LIGHTING,
156     WINED3D_RS_LOCALVIEWER,
157     WINED3D_RS_MAXTESSELLATIONLEVEL,
158     WINED3D_RS_MINTESSELLATIONLEVEL,
159     WINED3D_RS_MULTISAMPLEANTIALIAS,
160     WINED3D_RS_MULTISAMPLEMASK,
161     WINED3D_RS_NORMALDEGREE,
162     WINED3D_RS_NORMALIZENORMALS,
163     WINED3D_RS_PATCHEDGESTYLE,
164     WINED3D_RS_POINTSCALE_A,
165     WINED3D_RS_POINTSCALE_B,
166     WINED3D_RS_POINTSCALE_C,
167     WINED3D_RS_POINTSCALEENABLE,
168     WINED3D_RS_POINTSIZE,
169     WINED3D_RS_POINTSIZE_MAX,
170     WINED3D_RS_POINTSIZE_MIN,
171     WINED3D_RS_POINTSPRITEENABLE,
172     WINED3D_RS_POSITIONDEGREE,
173     WINED3D_RS_RANGEFOGENABLE,
174     WINED3D_RS_SHADEMODE,
175     WINED3D_RS_SPECULARENABLE,
176     WINED3D_RS_SPECULARMATERIALSOURCE,
177     WINED3D_RS_TWEENFACTOR,
178     WINED3D_RS_VERTEXBLEND,
179 };
180
181 static const DWORD vertex_states_texture[] =
182 {
183     WINED3D_TSS_TEXCOORD_INDEX,
184     WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
185 };
186
187 static const DWORD vertex_states_sampler[] =
188 {
189     WINED3D_SAMP_DMAP_OFFSET,
190 };
191
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193  * along with their set/changed flags on the given stateblock object
194  */
195 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
196 {
197     struct wined3d_device *device = object->device;
198
199     /* Allocate space for floating point constants */
200     object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
201             sizeof(float) * device->d3d_pshader_constantF * 4);
202     if (!object->state.ps_consts_f) goto fail;
203
204     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
205             sizeof(BOOL) * device->d3d_pshader_constantF);
206     if (!object->changed.pixelShaderConstantsF) goto fail;
207
208     object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
209             sizeof(float) * device->d3d_vshader_constantF * 4);
210     if (!object->state.vs_consts_f) goto fail;
211
212     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
213             sizeof(BOOL) * device->d3d_vshader_constantF);
214     if (!object->changed.vertexShaderConstantsF) goto fail;
215
216     object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
217             sizeof(DWORD) * device->d3d_vshader_constantF);
218     if (!object->contained_vs_consts_f) goto fail;
219
220     object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
221             sizeof(DWORD) * device->d3d_pshader_constantF);
222     if (!object->contained_ps_consts_f) goto fail;
223
224     return WINED3D_OK;
225
226 fail:
227     ERR("Failed to allocate memory\n");
228     HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
229     HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
230     HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
231     HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
232     HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
233     HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
234     return E_OUTOFMEMORY;
235 }
236
237 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
238 {
239     DWORD mask = (1 << (map_size & 0x1f)) - 1;
240     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
241     if (mask) map[map_size >> 5] = mask;
242 }
243
244 /* Set all members of a stateblock savedstate to the given value */
245 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts)
246 {
247     unsigned int i;
248
249     /* Single values */
250     states->primitive_type = 1;
251     states->indices = 1;
252     states->material = 1;
253     states->viewport = 1;
254     states->vertexDecl = 1;
255     states->pixelShader = 1;
256     states->vertexShader = 1;
257     states->scissorRect = 1;
258
259     /* Fixed size arrays */
260     states->streamSource = 0xffff;
261     states->streamFreq = 0xffff;
262     states->textures = 0xfffff;
263     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
264     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
265     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
266     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
267     states->clipplane = 0xffffffff;
268     states->pixelShaderConstantsB = 0xffff;
269     states->pixelShaderConstantsI = 0xffff;
270     states->vertexShaderConstantsB = 0xffff;
271     states->vertexShaderConstantsI = 0xffff;
272
273     /* Dynamically sized arrays */
274     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
275     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
276 }
277
278 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
279 {
280     DWORD texture_mask = 0;
281     WORD sampler_mask = 0;
282     unsigned int i;
283
284     states->pixelShader = 1;
285
286     for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
287     {
288         DWORD rs = pixel_states_render[i];
289         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
290     }
291
292     for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
293         texture_mask |= 1 << pixel_states_texture[i];
294     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
295     for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
296         sampler_mask |= 1 << pixel_states_sampler[i];
297     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
298     states->pixelShaderConstantsB = 0xffff;
299     states->pixelShaderConstantsI = 0xffff;
300
301     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
302 }
303
304 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
305 {
306     DWORD texture_mask = 0;
307     WORD sampler_mask = 0;
308     unsigned int i;
309
310     states->vertexDecl = 1;
311     states->vertexShader = 1;
312
313     for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
314     {
315         DWORD rs = vertex_states_render[i];
316         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
317     }
318
319     for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
320         texture_mask |= 1 << vertex_states_texture[i];
321     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
322     for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
323         sampler_mask |= 1 << vertex_states_sampler[i];
324     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
325     states->vertexShaderConstantsB = 0xffff;
326     states->vertexShaderConstantsI = 0xffff;
327
328     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
329 }
330
331 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
332 {
333     struct wined3d_device *device = stateblock->device;
334     unsigned int i, j;
335
336     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
337     {
338         DWORD map = stateblock->changed.renderState[i];
339         for (j = 0; map; map >>= 1, ++j)
340         {
341             if (!(map & 1)) continue;
342
343             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
344             ++stateblock->num_contained_render_states;
345         }
346     }
347
348     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
349     {
350         DWORD map = stateblock->changed.transform[i];
351         for (j = 0; map; map >>= 1, ++j)
352         {
353             if (!(map & 1)) continue;
354
355             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
356             ++stateblock->num_contained_transform_states;
357         }
358     }
359
360     for (i = 0; i < device->d3d_vshader_constantF; ++i)
361     {
362         if (stateblock->changed.vertexShaderConstantsF[i])
363         {
364             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
365             ++stateblock->num_contained_vs_consts_f;
366         }
367     }
368
369     for (i = 0; i < MAX_CONST_I; ++i)
370     {
371         if (stateblock->changed.vertexShaderConstantsI & (1 << i))
372         {
373             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
374             ++stateblock->num_contained_vs_consts_i;
375         }
376     }
377
378     for (i = 0; i < MAX_CONST_B; ++i)
379     {
380         if (stateblock->changed.vertexShaderConstantsB & (1 << i))
381         {
382             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
383             ++stateblock->num_contained_vs_consts_b;
384         }
385     }
386
387     for (i = 0; i < device->d3d_pshader_constantF; ++i)
388     {
389         if (stateblock->changed.pixelShaderConstantsF[i])
390         {
391             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
392             ++stateblock->num_contained_ps_consts_f;
393         }
394     }
395
396     for (i = 0; i < MAX_CONST_I; ++i)
397     {
398         if (stateblock->changed.pixelShaderConstantsI & (1 << i))
399         {
400             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
401             ++stateblock->num_contained_ps_consts_i;
402         }
403     }
404
405     for (i = 0; i < MAX_CONST_B; ++i)
406     {
407         if (stateblock->changed.pixelShaderConstantsB & (1 << i))
408         {
409             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
410             ++stateblock->num_contained_ps_consts_b;
411         }
412     }
413
414     for (i = 0; i < MAX_TEXTURES; ++i)
415     {
416         DWORD map = stateblock->changed.textureState[i];
417
418         for(j = 0; map; map >>= 1, ++j)
419         {
420             if (!(map & 1)) continue;
421
422             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
423             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
424             ++stateblock->num_contained_tss_states;
425         }
426     }
427
428     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
429     {
430         DWORD map = stateblock->changed.samplerState[i];
431
432         for (j = 0; map; map >>= 1, ++j)
433         {
434             if (!(map & 1)) continue;
435
436             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
437             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
438             ++stateblock->num_contained_sampler_states;
439         }
440     }
441 }
442
443 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
444 {
445     unsigned int i;
446
447     for (i = 0; i < LIGHTMAP_SIZE; ++i)
448     {
449         const struct wined3d_light_info *src_light;
450
451         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
452         {
453             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
454
455             *dst_light = *src_light;
456             list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
457         }
458     }
459 }
460
461 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
462 {
463     ULONG refcount = InterlockedIncrement(&stateblock->ref);
464
465     TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
466
467     return refcount;
468 }
469
470 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
471 {
472     struct wined3d_state *state = &stateblock->state;
473     struct wined3d_vertex_declaration *decl;
474     struct wined3d_texture *texture;
475     struct wined3d_buffer *buffer;
476     struct wined3d_shader *shader;
477     unsigned int i;
478
479     if ((decl = state->vertex_declaration))
480     {
481         state->vertex_declaration = NULL;
482         wined3d_vertex_declaration_decref(decl);
483     }
484
485     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
486     {
487         if ((texture = state->textures[i]))
488         {
489             state->textures[i] = NULL;
490             wined3d_texture_decref(texture);
491         }
492     }
493
494     for (i = 0; i < MAX_STREAMS; ++i)
495     {
496         if ((buffer = state->streams[i].buffer))
497         {
498             state->streams[i].buffer = NULL;
499             wined3d_buffer_decref(buffer);
500         }
501     }
502
503     if ((buffer = state->index_buffer))
504     {
505         state->index_buffer = NULL;
506         wined3d_buffer_decref(buffer);
507     }
508
509     if ((shader = state->vertex_shader))
510     {
511         state->vertex_shader = NULL;
512         wined3d_shader_decref(shader);
513     }
514
515     if ((shader = state->pixel_shader))
516     {
517         state->pixel_shader = NULL;
518         wined3d_shader_decref(shader);
519     }
520 }
521
522 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
523 {
524     ULONG refcount = InterlockedDecrement(&stateblock->ref);
525
526     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
527
528     if (!refcount)
529     {
530         int counter;
531
532         stateblock_unbind_resources(stateblock);
533
534         for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
535         {
536             struct list *e1, *e2;
537             LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
538             {
539                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
540                 list_remove(&light->entry);
541                 HeapFree(GetProcessHeap(), 0, light);
542             }
543         }
544
545         HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
546         HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
547         HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
548         HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
549         HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
550         HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
551         HeapFree(GetProcessHeap(), 0, stateblock);
552     }
553
554     return refcount;
555 }
556
557 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
558 {
559     UINT i;
560
561     /* Lights... For a recorded state block, we just had a chain of actions
562      * to perform, so we need to walk that chain and update any actions which
563      * differ. */
564     for (i = 0; i < LIGHTMAP_SIZE; ++i)
565     {
566         struct list *e, *f;
567         LIST_FOR_EACH(e, &dst_state->light_map[i])
568         {
569             BOOL updated = FALSE;
570             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
571
572             /* Look up the light in the destination */
573             LIST_FOR_EACH(f, &src_state->light_map[i])
574             {
575                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
576                 if (realLight->OriginalIndex == src->OriginalIndex)
577                 {
578                     src->OriginalParms = realLight->OriginalParms;
579
580                     if (realLight->glIndex == -1 && src->glIndex != -1)
581                     {
582                         /* Light disabled */
583                         dst_state->lights[src->glIndex] = NULL;
584                     }
585                     else if (realLight->glIndex != -1 && src->glIndex == -1)
586                     {
587                         /* Light enabled */
588                         dst_state->lights[realLight->glIndex] = src;
589                     }
590                     src->glIndex = realLight->glIndex;
591                     updated = TRUE;
592                     break;
593                 }
594             }
595
596             if (!updated)
597             {
598                 /* This can happen if the light was originally created as a
599                  * default light for SetLightEnable() while recording. */
600                 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
601                         src->OriginalIndex, dst_state, src_state);
602
603                 src->OriginalParms = WINED3D_default_light;
604                 if (src->glIndex != -1)
605                 {
606                     dst_state->lights[src->glIndex] = NULL;
607                     src->glIndex = -1;
608                 }
609             }
610         }
611     }
612 }
613
614 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
615 {
616     const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
617     unsigned int i;
618     DWORD map;
619
620     TRACE("stateblock %p.\n", stateblock);
621
622     TRACE("Capturing state %p.\n", src_state);
623
624     if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
625     {
626         TRACE("Updating vertex shader from %p to %p\n",
627                 stateblock->state.vertex_shader, src_state->vertex_shader);
628
629         if (src_state->vertex_shader)
630             wined3d_shader_incref(src_state->vertex_shader);
631         if (stateblock->state.vertex_shader)
632             wined3d_shader_decref(stateblock->state.vertex_shader);
633         stateblock->state.vertex_shader = src_state->vertex_shader;
634     }
635
636     /* Vertex shader float constants. */
637     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
638     {
639         unsigned int idx = stateblock->contained_vs_consts_f[i];
640
641         TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
642                 src_state->vs_consts_f[idx * 4 + 0],
643                 src_state->vs_consts_f[idx * 4 + 1],
644                 src_state->vs_consts_f[idx * 4 + 2],
645                 src_state->vs_consts_f[idx * 4 + 3]);
646
647         stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
648         stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
649         stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
650         stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
651     }
652
653     /* Vertex shader integer constants. */
654     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
655     {
656         unsigned int idx = stateblock->contained_vs_consts_i[i];
657
658         TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
659                 src_state->vs_consts_i[idx * 4 + 0],
660                 src_state->vs_consts_i[idx * 4 + 1],
661                 src_state->vs_consts_i[idx * 4 + 2],
662                 src_state->vs_consts_i[idx * 4 + 3]);
663
664         stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
665         stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
666         stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
667         stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
668     }
669
670     /* Vertex shader boolean constants. */
671     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
672     {
673         unsigned int idx = stateblock->contained_vs_consts_b[i];
674
675         TRACE("Setting vs_consts_b[%u] to %s.\n",
676                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
677
678         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
679     }
680
681     /* Pixel shader float constants. */
682     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
683     {
684         unsigned int idx = stateblock->contained_ps_consts_f[i];
685
686         TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
687                 src_state->ps_consts_f[idx * 4 + 0],
688                 src_state->ps_consts_f[idx * 4 + 1],
689                 src_state->ps_consts_f[idx * 4 + 2],
690                 src_state->ps_consts_f[idx * 4 + 3]);
691
692         stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
693         stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
694         stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
695         stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
696     }
697
698     /* Pixel shader integer constants. */
699     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
700     {
701         unsigned int idx = stateblock->contained_ps_consts_i[i];
702         TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
703                 src_state->ps_consts_i[idx * 4 + 0],
704                 src_state->ps_consts_i[idx * 4 + 1],
705                 src_state->ps_consts_i[idx * 4 + 2],
706                 src_state->ps_consts_i[idx * 4 + 3]);
707
708         stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
709         stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
710         stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
711         stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
712     }
713
714     /* Pixel shader boolean constants. */
715     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
716     {
717         unsigned int idx = stateblock->contained_ps_consts_b[i];
718         TRACE("Setting ps_consts_b[%u] to %s.\n",
719                 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
720
721         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
722     }
723
724     /* Others + Render & Texture */
725     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
726     {
727         enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
728
729         TRACE("Updating transform %#x.\n", transform);
730
731         stateblock->state.transforms[transform] = src_state->transforms[transform];
732     }
733
734     if (stateblock->changed.primitive_type)
735         stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
736
737     if (stateblock->changed.indices
738             && ((stateblock->state.index_buffer != src_state->index_buffer)
739                 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
740                 || (stateblock->state.index_format != src_state->index_format)))
741     {
742         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
743                 src_state->index_buffer, src_state->base_vertex_index);
744
745         if (src_state->index_buffer)
746             wined3d_buffer_incref(src_state->index_buffer);
747         if (stateblock->state.index_buffer)
748             wined3d_buffer_decref(stateblock->state.index_buffer);
749         stateblock->state.index_buffer = src_state->index_buffer;
750         stateblock->state.base_vertex_index = src_state->base_vertex_index;
751         stateblock->state.index_format = src_state->index_format;
752     }
753
754     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
755     {
756         TRACE("Updating vertex declaration from %p to %p.\n",
757                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
758
759         if (src_state->vertex_declaration)
760                 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
761         if (stateblock->state.vertex_declaration)
762                 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
763         stateblock->state.vertex_declaration = src_state->vertex_declaration;
764     }
765
766     if (stateblock->changed.material
767             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
768     {
769         TRACE("Updating material.\n");
770
771         stateblock->state.material = src_state->material;
772     }
773
774     if (stateblock->changed.viewport
775             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
776     {
777         TRACE("Updating viewport.\n");
778
779         stateblock->state.viewport = src_state->viewport;
780     }
781
782     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
783             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
784     {
785         TRACE("Updating scissor rect.\n");
786
787         stateblock->state.scissor_rect = src_state->scissor_rect;
788     }
789
790     map = stateblock->changed.streamSource;
791     for (i = 0; map; map >>= 1, ++i)
792     {
793         if (!(map & 1)) continue;
794
795         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
796                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
797         {
798             TRACE("Updating stream source %u to %p, stride to %u.\n",
799                     i, src_state->streams[i].buffer,
800                     src_state->streams[i].stride);
801
802             stateblock->state.streams[i].stride = src_state->streams[i].stride;
803             if (src_state->streams[i].buffer)
804                     wined3d_buffer_incref(src_state->streams[i].buffer);
805             if (stateblock->state.streams[i].buffer)
806                     wined3d_buffer_decref(stateblock->state.streams[i].buffer);
807             stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
808         }
809     }
810
811     map = stateblock->changed.streamFreq;
812     for (i = 0; map; map >>= 1, ++i)
813     {
814         if (!(map & 1)) continue;
815
816         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
817                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
818         {
819             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
820                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
821
822             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
823             stateblock->state.streams[i].flags = src_state->streams[i].flags;
824         }
825     }
826
827     map = stateblock->changed.clipplane;
828     for (i = 0; map; map >>= 1, ++i)
829     {
830         if (!(map & 1)) continue;
831
832         if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
833         {
834             TRACE("Updating clipplane %u.\n", i);
835             stateblock->state.clip_planes[i] = src_state->clip_planes[i];
836         }
837     }
838
839     /* Render */
840     for (i = 0; i < stateblock->num_contained_render_states; ++i)
841     {
842         enum wined3d_render_state rs = stateblock->contained_render_states[i];
843
844         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
845
846         stateblock->state.render_states[rs] = src_state->render_states[rs];
847     }
848
849     /* Texture states */
850     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
851     {
852         DWORD stage = stateblock->contained_tss_states[i].stage;
853         DWORD state = stateblock->contained_tss_states[i].state;
854
855         TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
856                 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
857
858         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
859     }
860
861     /* Samplers */
862     map = stateblock->changed.textures;
863     for (i = 0; map; map >>= 1, ++i)
864     {
865         if (!(map & 1)) continue;
866
867         TRACE("Updating texture %u to %p (was %p).\n",
868                 i, src_state->textures[i], stateblock->state.textures[i]);
869
870         if (src_state->textures[i])
871             wined3d_texture_incref(src_state->textures[i]);
872         if (stateblock->state.textures[i])
873             wined3d_texture_decref(stateblock->state.textures[i]);
874         stateblock->state.textures[i] = src_state->textures[i];
875     }
876
877     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
878     {
879         DWORD stage = stateblock->contained_sampler_states[i].stage;
880         DWORD state = stateblock->contained_sampler_states[i].state;
881
882         TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
883                 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
884
885         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
886     }
887
888     if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
889     {
890         if (src_state->pixel_shader)
891             wined3d_shader_incref(src_state->pixel_shader);
892         if (stateblock->state.pixel_shader)
893             wined3d_shader_decref(stateblock->state.pixel_shader);
894         stateblock->state.pixel_shader = src_state->pixel_shader;
895     }
896
897     wined3d_state_record_lights(&stateblock->state, src_state);
898
899     TRACE("Capture done.\n");
900 }
901
902 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
903 {
904     UINT i;
905
906     for (i = 0; i < LIGHTMAP_SIZE; ++i)
907     {
908         struct list *e;
909
910         LIST_FOR_EACH(e, &state->light_map[i])
911         {
912             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
913
914             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
915             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
916         }
917     }
918 }
919
920 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
921 {
922     struct wined3d_device *device = stateblock->device;
923     unsigned int i;
924     DWORD map;
925
926     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
927
928     if (stateblock->changed.vertexShader)
929         wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
930
931     /* Vertex Shader Constants. */
932     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
933     {
934         wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
935                 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
936     }
937     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
938     {
939         wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
940                 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
941     }
942     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
943     {
944         wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
945                 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
946     }
947
948     apply_lights(device, &stateblock->state);
949
950     if (stateblock->changed.pixelShader)
951         wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
952
953     /* Pixel Shader Constants. */
954     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
955     {
956         wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
957                 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
958     }
959     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
960     {
961         wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
962                 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
963     }
964     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
965     {
966         wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
967                 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
968     }
969
970     /* Render states. */
971     for (i = 0; i < stateblock->num_contained_render_states; ++i)
972     {
973         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
974                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
975     }
976
977     /* Texture states. */
978     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
979     {
980         DWORD stage = stateblock->contained_tss_states[i].stage;
981         DWORD state = stateblock->contained_tss_states[i].state;
982
983         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
984     }
985
986     /* Sampler states. */
987     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
988     {
989         DWORD stage = stateblock->contained_sampler_states[i].stage;
990         DWORD state = stateblock->contained_sampler_states[i].state;
991         DWORD value = stateblock->state.sampler_states[stage][state];
992
993         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
994         wined3d_device_set_sampler_state(device, stage, state, value);
995     }
996
997     /* Transform states. */
998     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
999     {
1000         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1001                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1002     }
1003
1004     if (stateblock->changed.primitive_type)
1005     {
1006         stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1007         stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1008     }
1009
1010     if (stateblock->changed.indices)
1011     {
1012         wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1013         wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1014     }
1015
1016     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1017         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1018
1019     if (stateblock->changed.material)
1020         wined3d_device_set_material(device, &stateblock->state.material);
1021
1022     if (stateblock->changed.viewport)
1023         wined3d_device_set_viewport(device, &stateblock->state.viewport);
1024
1025     if (stateblock->changed.scissorRect)
1026         wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1027
1028     map = stateblock->changed.streamSource;
1029     for (i = 0; map; map >>= 1, ++i)
1030     {
1031         if (map & 1)
1032             wined3d_device_set_stream_source(device, i,
1033                     stateblock->state.streams[i].buffer,
1034                     0, stateblock->state.streams[i].stride);
1035     }
1036
1037     map = stateblock->changed.streamFreq;
1038     for (i = 0; map; map >>= 1, ++i)
1039     {
1040         if (map & 1)
1041             wined3d_device_set_stream_source_freq(device, i,
1042                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1043     }
1044
1045     map = stateblock->changed.textures;
1046     for (i = 0; map; map >>= 1, ++i)
1047     {
1048         DWORD stage;
1049
1050         if (!(map & 1)) continue;
1051
1052         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1053         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1054     }
1055
1056     map = stateblock->changed.clipplane;
1057     for (i = 0; map; map >>= 1, ++i)
1058     {
1059         if (!(map & 1)) continue;
1060
1061         wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1062     }
1063
1064     stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1065     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1066     {
1067         if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1068         {
1069             stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1070             break;
1071         }
1072     }
1073
1074     TRACE("Applied stateblock %p.\n", stateblock);
1075 }
1076
1077 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1078 {
1079     struct wined3d_device *device = stateblock->device;
1080     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1081     struct wined3d_state *state = &stateblock->state;
1082     union
1083     {
1084         struct wined3d_line_pattern lp;
1085         DWORD d;
1086     } lp;
1087     union {
1088         float f;
1089         DWORD d;
1090     } tmpfloat;
1091     unsigned int i;
1092     struct wined3d_swapchain *swapchain;
1093     struct wined3d_surface *backbuffer;
1094
1095     TRACE("stateblock %p.\n", stateblock);
1096
1097     memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
1098     memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
1099
1100     /* Set some of the defaults for lights, transforms etc */
1101     memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
1102     memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
1103     for (i = 0; i < 256; ++i)
1104     {
1105         memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
1106     }
1107
1108     state->fb = &device->fb;
1109
1110     TRACE("Render states\n");
1111     /* Render states: */
1112     if (device->auto_depth_stencil)
1113        state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1114     else
1115        state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
1116     state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1117     state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1118     lp.lp.repeat_factor = 0;
1119     lp.lp.line_pattern = 0;
1120     state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1121     state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1122     state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1123     state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1124     state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1125     state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1126     state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1127     state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1128     state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1129     state->render_states[WINED3D_RS_ALPHAREF] = 0;
1130     state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1131     state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1132     state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1133     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1134     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1135     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1136     state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1137     tmpfloat.f = 0.0f;
1138     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1139     tmpfloat.f = 1.0f;
1140     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1141     tmpfloat.f = 1.0f;
1142     state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1143     state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1144     state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1145     state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1146     state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1147     state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1148     state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1149     state->render_states[WINED3D_RS_STENCILREF] = 0;
1150     state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1151     state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1152     state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1153     state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1154     state->render_states[WINED3D_RS_WRAP0] = 0;
1155     state->render_states[WINED3D_RS_WRAP1] = 0;
1156     state->render_states[WINED3D_RS_WRAP2] = 0;
1157     state->render_states[WINED3D_RS_WRAP3] = 0;
1158     state->render_states[WINED3D_RS_WRAP4] = 0;
1159     state->render_states[WINED3D_RS_WRAP5] = 0;
1160     state->render_states[WINED3D_RS_WRAP6] = 0;
1161     state->render_states[WINED3D_RS_WRAP7] = 0;
1162     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1163     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1164     state->render_states[WINED3D_RS_AMBIENT] = 0;
1165     state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1166     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1167     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1168     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1169     state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1170     state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1171     state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1172     state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1173     state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1174     state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1175     state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1176     tmpfloat.f = 1.0f;
1177     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1178     tmpfloat.f = 1.0f;
1179     state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1180     state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1181     state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1182     tmpfloat.f = 1.0f;
1183     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1184     tmpfloat.f = 0.0f;
1185     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1186     tmpfloat.f = 0.0f;
1187     state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1188     state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1189     state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1190     state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1191     tmpfloat.f = 1.0f;
1192     state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1193     state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1194     tmpfloat.f = gl_info->limits.pointsize_max;
1195     state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1196     state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1197     state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1198     tmpfloat.f = 0.0f;
1199     state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1200     state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1201     state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1202     state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1203     /* states new in d3d9 */
1204     state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1205     state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1206     tmpfloat.f = 1.0f;
1207     state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1208     state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1209     state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1210     tmpfloat.f = 0.0f;
1211     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1212     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1213     tmpfloat.f = 1.0f;
1214     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1215     tmpfloat.f = 0.0f;
1216     state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1217     state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1218     state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1219     state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1220     state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1221     state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1222     state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1223     state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1224     state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1225     state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1226     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1227     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1228     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1229     state->render_states[WINED3D_RS_WRAP8] = 0;
1230     state->render_states[WINED3D_RS_WRAP9] = 0;
1231     state->render_states[WINED3D_RS_WRAP10] = 0;
1232     state->render_states[WINED3D_RS_WRAP11] = 0;
1233     state->render_states[WINED3D_RS_WRAP12] = 0;
1234     state->render_states[WINED3D_RS_WRAP13] = 0;
1235     state->render_states[WINED3D_RS_WRAP14] = 0;
1236     state->render_states[WINED3D_RS_WRAP15] = 0;
1237     state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1238     state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1239     state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1240     state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1241
1242     /* Texture Stage States - Put directly into state block, we will call function below */
1243     for (i = 0; i < MAX_TEXTURES; ++i)
1244     {
1245         TRACE("Setting up default texture states for texture Stage %u.\n", i);
1246         memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
1247         state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1248         state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1249         state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1250         state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1251         state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1252         state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1253         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1254         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1255         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1256         state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1257         state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1258         state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1259         state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1260         state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1261         state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1262         state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1263         state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1264     }
1265     state->lowest_disabled_stage = 1;
1266
1267         /* Sampler states*/
1268     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1269     {
1270         TRACE("Setting up default samplers states for sampler %u.\n", i);
1271         state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1272         state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1273         state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1274         state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1275         state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1276         state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1277         state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1278         state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1279         state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1280         state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1281         state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1282         /* TODO: Indicates which element of a multielement texture to use. */
1283         state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1284         /* TODO: Vertex offset in the presampled displacement map. */
1285         state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1286     }
1287
1288     for (i = 0; i < gl_info->limits.textures; ++i)
1289     {
1290         state->textures[i] = NULL;
1291     }
1292
1293     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1294     if ((swapchain = wined3d_device_get_swapchain(device, 0)))
1295     {
1296         if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
1297         {
1298             struct wined3d_resource_desc desc;
1299
1300             wined3d_resource_get_desc(&backbuffer->resource, &desc);
1301
1302             /* Set the default scissor rect values */
1303             state->scissor_rect.left = 0;
1304             state->scissor_rect.right = desc.width;
1305             state->scissor_rect.top = 0;
1306             state->scissor_rect.bottom = desc.height;
1307         }
1308
1309         /* Set the default viewport */
1310         state->viewport.x = 0;
1311         state->viewport.y = 0;
1312         state->viewport.width = swapchain->desc.backbuffer_width;
1313         state->viewport.height = swapchain->desc.backbuffer_height;
1314         state->viewport.min_z = 0.0f;
1315         state->viewport.max_z = 1.0f;
1316     }
1317
1318     TRACE("Done.\n");
1319 }
1320
1321 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1322         struct wined3d_device *device, enum wined3d_stateblock_type type)
1323 {
1324     unsigned int i;
1325     HRESULT hr;
1326
1327     stateblock->ref = 1;
1328     stateblock->device = device;
1329
1330     for (i = 0; i < LIGHTMAP_SIZE; i++)
1331     {
1332         list_init(&stateblock->state.light_map[i]);
1333     }
1334
1335     hr = stateblock_allocate_shader_constants(stateblock);
1336     if (FAILED(hr)) return hr;
1337
1338     /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1339      * produce a placeholder stateblock so other functions called can update a
1340      * state block. */
1341     if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
1342
1343     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1344
1345     switch (type)
1346     {
1347         case WINED3D_SBT_ALL:
1348             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1349             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1350                                            device->d3d_pshader_constantF);
1351             break;
1352
1353         case WINED3D_SBT_PIXEL_STATE:
1354             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1355             break;
1356
1357         case WINED3D_SBT_VERTEX_STATE:
1358             stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1359             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1360             break;
1361
1362         default:
1363             FIXME("Unrecognized state block type %#x.\n", type);
1364             break;
1365     }
1366
1367     stateblock_init_contained_states(stateblock);
1368     wined3d_stateblock_capture(stateblock);
1369
1370     return WINED3D_OK;
1371 }
1372
1373 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1374         enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1375 {
1376     struct wined3d_stateblock *object;
1377     HRESULT hr;
1378
1379     TRACE("device %p, type %#x, stateblock %p.\n",
1380             device, type, stateblock);
1381
1382     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1383     if (!object)
1384     {
1385         ERR("Failed to allocate stateblock memory.\n");
1386         return E_OUTOFMEMORY;
1387     }
1388
1389     hr = stateblock_init(object, device, type);
1390     if (FAILED(hr))
1391     {
1392         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1393         HeapFree(GetProcessHeap(), 0, object);
1394         return hr;
1395     }
1396
1397     TRACE("Created stateblock %p.\n", object);
1398     *stateblock = object;
1399
1400     return WINED3D_OK;
1401 }