2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
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.
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.
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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44 WINED3D_MEMCHECK(object->pixelShaderConstantF);
45 object->set.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF) );
46 WINED3D_MEMCHECK(object->set.pixelShaderConstantsF);
47 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
48 WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
49 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
50 WINED3D_MEMCHECK(object->vertexShaderConstantF);
51 object->set.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 WINED3D_MEMCHECK(object->set.vertexShaderConstantsF);
53 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
54 WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
56 #undef WINED3D_MEMCHECK
61 /**********************************************************
62 * IWineD3DStateBlockImpl IUnknown parts follows
63 **********************************************************/
64 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
66 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
67 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
68 if (IsEqualGUID(riid, &IID_IUnknown)
69 || IsEqualGUID(riid, &IID_IWineD3DBase)
70 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
71 IUnknown_AddRef(iface);
79 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
80 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
81 ULONG refCount = InterlockedIncrement(&This->ref);
83 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
87 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
88 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
89 ULONG refCount = InterlockedDecrement(&This->ref);
91 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
94 /* type 0 represents the primary stateblock, so free all the resources */
95 if (This->blockType == WINED3DSBT_INIT) {
97 FIXME("Releasing primary stateblock\n");
98 /* Free any streams still bound */
99 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
100 if (This->streamSource[counter] != NULL) {
101 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
102 This->streamSource[counter] = NULL;
106 /* free any index data */
107 if (This->pIndexData) {
108 IWineD3DIndexBuffer_Release(This->pIndexData);
109 This->pIndexData = NULL;
112 if (NULL != This->pixelShader) {
113 IWineD3DPixelShader_Release(This->pixelShader);
116 if (NULL != This->vertexShader) {
117 IWineD3DVertexShader_Release(This->vertexShader);
120 if (NULL != This->vertexDecl) {
121 IWineD3DVertexDeclaration_Release(This->vertexDecl);
124 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
125 HeapFree(GetProcessHeap(), 0, This->set.vertexShaderConstantsF);
126 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
127 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
128 HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
129 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
131 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
132 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
133 if (This->textures[counter]) {
134 /* release our 'internal' hold on the texture */
135 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
136 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
142 HeapFree(GetProcessHeap(), 0, This);
147 /**********************************************************
148 * IWineD3DStateBlockImpl parts follows
149 **********************************************************/
150 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
151 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
152 IUnknown_AddRef(This->parent);
153 *pParent = This->parent;
157 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
159 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
161 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
162 IWineD3DDevice_AddRef(*ppDevice);
167 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
169 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
170 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
172 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
174 /* If not recorded, then update can just recapture */
175 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
176 IWineD3DStateBlockImpl* tmpBlock;
177 PLIGHTINFOEL *tmp = This->lights;
179 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
181 /* Note just swap the light chains over so when deleting, the old one goes */
182 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
183 tmpBlock->lights = tmp;
185 /* Delete the temporary one (which points to the old light chain though */
186 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
187 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
194 /* Recorded => Only update 'changed' values */
195 if (This->vertexShader != targetStateBlock->vertexShader) {
196 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
198 if (targetStateBlock->vertexShader) {
199 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
201 if (This->vertexShader) {
202 IWineD3DVertexShader_Release(This->vertexShader);
205 This->vertexShader = targetStateBlock->vertexShader;
208 /* Vertex Shader Float Constants */
209 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
210 if (This->set.vertexShaderConstantsF[i]) {
211 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
212 targetStateBlock->vertexShaderConstantF[i * 4],
213 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
214 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
215 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
217 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
218 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
219 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
220 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
224 /* Vertex Shader Integer Constants */
225 for (i = 0; i < MAX_CONST_I; ++i) {
226 if (This->set.vertexShaderConstantsI[i]) {
227 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
228 targetStateBlock->vertexShaderConstantI[i * 4],
229 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
230 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
231 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
233 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
234 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
235 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
236 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
240 /* Vertex Shader Boolean Constants */
241 for (i = 0; i < MAX_CONST_B; ++i) {
242 if (This->set.vertexShaderConstantsB[i]) {
243 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
244 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
246 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
250 /* Lights... For a recorded state block, we just had a chain of actions to perform,
251 so we need to walk that chain and update any actions which differ */
253 while (src != NULL) {
254 PLIGHTINFOEL *realLight = NULL;
256 /* Locate the light in the live lights */
257 realLight = targetStateBlock->lights;
258 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
260 /* If 'changed' then its a SetLight command. Rather than comparing to see
261 if the OriginalParms have changed and then copy them (twice through
262 memory) just do the copy */
265 /* If the light exists, copy its parameters, otherwise copy the default parameters */
266 const WINED3DLIGHT* params = realLight? &realLight->OriginalParms: &WINED3D_default_light;
267 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
268 memcpy(&src->OriginalParms, params, sizeof(*params));
271 /* If 'enabledchanged' then its a LightEnable command */
272 if (src->enabledChanged) {
274 /* If the light exists, check if it's enabled, otherwise default is disabled state */
275 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
276 src->lightEnabled = realLight? realLight->lightEnabled: FALSE;
282 /* Recorded => Only update 'changed' values */
283 if (This->pixelShader != targetStateBlock->pixelShader) {
284 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
286 if (targetStateBlock->pixelShader) {
287 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
289 if (This->pixelShader) {
290 IWineD3DPixelShader_Release(This->pixelShader);
293 This->pixelShader = targetStateBlock->pixelShader;
296 /* Pixel Shader Float Constants */
297 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
298 if (This->set.pixelShaderConstantsF[i]) {
299 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
300 targetStateBlock->pixelShaderConstantF[i * 4],
301 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
302 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
303 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
305 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
306 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
307 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
308 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
312 /* Pixel Shader Integer Constants */
313 for (i = 0; i < MAX_CONST_I; ++i) {
314 if (This->set.pixelShaderConstantsI[i]) {
315 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
316 targetStateBlock->pixelShaderConstantI[i * 4],
317 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
318 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
319 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
321 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
322 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
323 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
324 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
328 /* Pixel Shader Boolean Constants */
329 for (i = 0; i < MAX_CONST_B; ++i) {
330 if (This->set.pixelShaderConstantsB[i]) {
331 TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
332 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
334 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
338 /* Others + Render & Texture */
339 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
340 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
341 &This->transforms[i],
342 sizeof(D3DMATRIX)) != 0) {
343 TRACE("Updating transform %d\n", i);
344 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
348 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
349 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
350 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
351 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
352 This->pIndexData = targetStateBlock->pIndexData;
353 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
356 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
357 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
359 if (targetStateBlock->vertexDecl) {
360 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
362 if (This->vertexDecl) {
363 IWineD3DVertexDeclaration_Release(This->vertexDecl);
366 This->vertexDecl = targetStateBlock->vertexDecl;
369 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
370 This->fvf = targetStateBlock->fvf;
373 if (This->set.material && memcmp(&targetStateBlock->material,
375 sizeof(D3DMATERIAL9)) != 0) {
376 TRACE("Updating material\n");
377 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
380 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
382 sizeof(D3DVIEWPORT9)) != 0) {
383 TRACE("Updating viewport\n");
384 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
387 for (i = 0; i < MAX_STREAMS; i++) {
388 if (This->set.streamSource[i] &&
389 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
390 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
391 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
392 targetStateBlock->streamStride[i]);
393 This->streamStride[i] = targetStateBlock->streamStride[i];
394 This->streamSource[i] = targetStateBlock->streamSource[i];
397 if (This->set.streamFreq[i] &&
398 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
399 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
400 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
401 targetStateBlock->streamFlags[i]);
402 This->streamFreq[i] = targetStateBlock->streamFreq[i];
403 This->streamFlags[i] = targetStateBlock->streamFlags[i];
407 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
408 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
410 sizeof(This->clipplane)) != 0) {
412 TRACE("Updating clipplane %d\n", i);
413 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
414 sizeof(This->clipplane));
419 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
421 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
422 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
423 This->renderState[i] = targetStateBlock->renderState[i];
428 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
429 /* TODO: move over to using memcpy */
430 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
431 if (This->set.textureState[j][i]) {
432 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
433 This->textureState[j][i]);
434 This->textureState[j][i] = targetStateBlock->textureState[j][i];
440 /* TODO: move over to using memcpy */
441 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
442 if (This->set.textures[j]) {
443 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
444 This->textures[j] = targetStateBlock->textures[j];
446 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
447 if (This->set.samplerState[j][i]) {
448 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
449 j, i, targetStateBlock->samplerState[j][i],
450 This->samplerState[j][i]);
451 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
457 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
462 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
463 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
464 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
466 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
467 should really perform a delta so that only the changes get updated*/
473 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
475 /* FIXME: Only apply applicable states not all states */
477 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
480 PLIGHTINFOEL *toDo = This->lights;
481 while (toDo != NULL) {
483 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
484 if (toDo->enabledChanged)
485 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
490 if (This->set.vertexShader && This->changed.vertexShader) {
491 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
494 /* Vertex Shader Constants */
495 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
496 if (This->set.vertexShaderConstantsF[i] && This->changed.vertexShaderConstantsF[i])
497 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
500 for (i = 0; i < MAX_CONST_I; i++) {
501 if (This->set.vertexShaderConstantsI[i] && This->changed.vertexShaderConstantsI[i])
502 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
505 for (i = 0; i < MAX_CONST_B; i++) {
506 if (This->set.vertexShaderConstantsB[i] && This->changed.vertexShaderConstantsB[i])
507 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
511 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
514 if (This->set.pixelShader && This->changed.pixelShader) {
515 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
518 /* Pixel Shader Constants */
519 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
520 if (This->set.pixelShaderConstantsF[i] && This->changed.pixelShaderConstantsF[i])
521 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
524 for (i = 0; i < MAX_CONST_I; ++i) {
525 if (This->set.pixelShaderConstantsI[i] && This->changed.pixelShaderConstantsI[i])
526 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
529 for (i = 0; i < MAX_CONST_B; ++i) {
530 if (This->set.pixelShaderConstantsB[i] && This->changed.pixelShaderConstantsB[i])
531 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
535 if (This->set.fvf && This->changed.fvf) {
536 IWineD3DDevice_SetFVF(pDevice, This->fvf);
539 if (This->set.vertexDecl && This->changed.vertexDecl) {
540 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
543 /* Others + Render & Texture */
544 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
545 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
546 if (This->set.transform[i] && This->changed.transform[i])
547 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
550 if (This->set.indices && This->changed.indices)
551 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
553 if (This->set.material && This->changed.material )
554 IWineD3DDevice_SetMaterial(pDevice, &This->material);
556 if (This->set.viewport && This->changed.viewport)
557 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
559 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
560 for (i=0; i<MAX_STREAMS; i++) {
561 if (This->set.streamSource[i] && This->changed.streamSource[i])
562 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
564 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
565 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
568 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
569 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
572 clip[0] = This->clipplane[i][0];
573 clip[1] = This->clipplane[i][1];
574 clip[2] = This->clipplane[i][2];
575 clip[3] = This->clipplane[i][3];
576 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
581 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
582 if (This->set.renderState[i] && This->changed.renderState[i])
583 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
587 for (j = 0; j < GL_LIMITS(texture_stages); j++) { /* Set The texture first, just in case it resets the states? */
588 /* TODO: move over to memcpy */
589 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
590 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
591 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
592 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
593 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
599 /* TODO: move over to memcpy */
600 for (j = 0 ; j < GL_LIMITS(sampler_stages); j++){
601 if (This->set.textures[j] && This->changed.textures[j]) {
602 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
604 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
605 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
606 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
607 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
608 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
614 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
616 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
617 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
618 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
622 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
623 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
624 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
628 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
629 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
630 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
634 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
636 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
637 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
638 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
641 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
642 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
643 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
647 for (j = 0; j < GL_LIMITS(sampler_stages); j++) {
648 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
649 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
655 FIXME("Unrecognized state block type %d\n", This->blockType);
657 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
658 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
663 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
664 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
665 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
666 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
677 /* Note this may have a large overhead but it should only be executed
678 once, in order to initialize the complete state of the device and
679 all opengl equivalents */
680 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
681 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
682 This->blockType = WINED3DSBT_INIT;
684 /* Set some of the defaults for lights, transforms etc */
685 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
686 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
687 for (i = 0; i < 256; ++i) {
688 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
691 TRACE("Render states\n");
693 if (ThisDevice->depthStencilBuffer != NULL) {
694 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
696 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
698 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
699 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
700 lp.lp.wRepeatFactor = 0;
701 lp.lp.wLinePattern = 0;
702 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
703 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
704 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
705 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
706 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
707 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
708 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
709 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
710 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
711 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
712 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
713 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
714 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
715 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
716 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
717 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
718 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
720 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
722 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
724 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
725 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
726 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
727 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
728 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
729 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
730 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
731 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
733 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
734 * so only a single call performed (and ensure defaults initialized before making that call)
736 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
737 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
739 This->renderState[WINED3DRS_STENCILREF] = 0;
740 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
741 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
742 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
743 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
744 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
745 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
746 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
747 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
748 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
749 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
750 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
751 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
752 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
753 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
754 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
755 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
756 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
757 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
758 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
759 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
760 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
761 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
762 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
763 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
764 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
765 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
767 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
769 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
770 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
771 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
772 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
773 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
774 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
775 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
776 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
777 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
779 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
780 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
782 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
783 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
784 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
786 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
787 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
788 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
789 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
790 /* states new in d3d9 */
791 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
792 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
794 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
795 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
796 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
798 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
799 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
801 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
803 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
804 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
805 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
806 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
807 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
808 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
809 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
810 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
811 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
812 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
813 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
814 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
815 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
816 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
817 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
818 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
819 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
820 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
821 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
822 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
823 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
824 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
825 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
826 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
827 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
829 /* clipping status */
830 This->clip_status.ClipUnion = 0;
831 This->clip_status.ClipIntersection = 0xFFFFFFFF;
833 /* Texture Stage States - Put directly into state block, we will call function below */
834 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
835 TRACE("Setting up default texture states for texture Stage %d\n", i);
836 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
837 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
838 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
839 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
840 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
841 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
842 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
843 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
844 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
845 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
846 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
847 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
848 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
849 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
850 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
851 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
852 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
853 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
854 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
858 for (i = 0 ; i < GL_LIMITS(sampler_stages); i++) {
859 TRACE("Setting up default samplers states for sampler %d\n", i);
860 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
861 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
862 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
863 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
864 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
865 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
866 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
867 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
868 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
869 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
870 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
871 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
872 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
875 /* Under DirectX you can have texture stage operations even if no texture is
876 bound, whereas opengl will only do texture operations when a valid texture is
877 bound. We emulate this by creating dummy textures and binding them to each
878 texture stage, but disable all stages by default. Hence if a stage is enabled
879 then the default texture will kick in until replaced by a SetTexture call */
880 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
883 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
886 /* Note this avoids calling settexture, so pretend it has been called */
887 This->set.textures[i] = TRUE;
888 This->changed.textures[i] = TRUE;
889 This->textures[i] = NULL;
891 /* Make appropriate texture active */
892 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
893 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
894 checkGLcall("glActiveTextureARB");
896 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
899 /* Generate an opengl texture name */
900 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
901 checkGLcall("glGenTextures");
902 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
904 /* Generate a dummy 1d texture */
905 This->textureDimensions[i] = GL_TEXTURE_1D;
906 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
907 checkGLcall("glBindTexture");
909 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
910 checkGLcall("glTexImage1D");
911 #if 1 /* TODO: move the setting texture states off to basetexture */
912 /* Reapply all the texture state information to this texture */
913 IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
920 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
921 for (i = 0; i < MAX_PALETTES; ++i) {
923 for (j = 0; j < 256; ++j) {
924 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
925 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
926 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
927 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
930 This->wineD3DDevice->currentPalette = 0;
932 /* Set default GLSL program ID to 0. We won't actually create one
933 * until the app sets a vertex or pixel shader */
934 This->shaderPrgId = 0;
936 TRACE("-----------------------> Device defaults now set up...\n");
940 /**********************************************************
941 * IWineD3DStateBlock VTbl follows
942 **********************************************************/
944 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
947 IWineD3DStateBlockImpl_QueryInterface,
948 IWineD3DStateBlockImpl_AddRef,
949 IWineD3DStateBlockImpl_Release,
950 /* IWineD3DStateBlock */
951 IWineD3DStateBlockImpl_GetParent,
952 IWineD3DStateBlockImpl_GetDevice,
953 IWineD3DStateBlockImpl_Capture,
954 IWineD3DStateBlockImpl_Apply,
955 IWineD3DStateBlockImpl_InitStartupStateBlock