2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
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.
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.
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
26 #include "wine/port.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 static const DWORD pixel_states_render[] =
33 WINED3D_RS_ALPHABLENDENABLE,
36 WINED3D_RS_ALPHATESTENABLE,
37 WINED3D_RS_ANTIALIASEDLINEENABLE,
38 WINED3D_RS_BLENDFACTOR,
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,
50 WINED3D_RS_DESTBLENDALPHA,
51 WINED3D_RS_DITHERENABLE,
53 WINED3D_RS_FOGDENSITY,
57 WINED3D_RS_SCISSORTESTENABLE,
58 WINED3D_RS_SEPARATEALPHABLENDENABLE,
60 WINED3D_RS_SLOPESCALEDEPTHBIAS,
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,
92 WINED3D_RS_ZWRITEENABLE,
95 static const DWORD pixel_states_texture[] =
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,
116 static const DWORD pixel_states_sampler[] =
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,
132 static const DWORD vertex_states_render[] =
134 WINED3D_RS_ADAPTIVETESS_W,
135 WINED3D_RS_ADAPTIVETESS_X,
136 WINED3D_RS_ADAPTIVETESS_Y,
137 WINED3D_RS_ADAPTIVETESS_Z,
139 WINED3D_RS_AMBIENTMATERIALSOURCE,
141 WINED3D_RS_CLIPPLANEENABLE,
142 WINED3D_RS_COLORVERTEX,
144 WINED3D_RS_DIFFUSEMATERIALSOURCE,
145 WINED3D_RS_EMISSIVEMATERIALSOURCE,
146 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
148 WINED3D_RS_FOGDENSITY,
149 WINED3D_RS_FOGENABLE,
152 WINED3D_RS_FOGTABLEMODE,
153 WINED3D_RS_FOGVERTEXMODE,
154 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
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,
181 static const DWORD vertex_states_texture[] =
183 WINED3D_TSS_TEXCOORD_INDEX,
184 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
187 static const DWORD vertex_states_sampler[] =
189 WINED3D_SAMP_DMAP_OFFSET,
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
195 static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
197 struct wined3d_device *device = object->device;
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;
204 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
205 sizeof(BOOL) * device->d3d_pshader_constantF);
206 if (!object->changed.pixelShaderConstantsF) goto fail;
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;
212 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
213 sizeof(BOOL) * device->d3d_vshader_constantF);
214 if (!object->changed.vertexShaderConstantsF) goto fail;
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;
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;
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;
237 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
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;
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)
250 states->primitive_type = 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;
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;
273 /* Dynamically sized arrays */
274 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
275 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
278 static void stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants)
280 DWORD texture_mask = 0;
281 WORD sampler_mask = 0;
284 states->pixelShader = 1;
286 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
288 DWORD rs = pixel_states_render[i];
289 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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;
301 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
304 static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants)
306 DWORD texture_mask = 0;
307 WORD sampler_mask = 0;
310 states->vertexDecl = 1;
311 states->vertexShader = 1;
313 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
315 DWORD rs = vertex_states_render[i];
316 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
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;
328 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
331 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
333 struct wined3d_device *device = stateblock->device;
336 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
338 DWORD map = stateblock->changed.renderState[i];
339 for (j = 0; map; map >>= 1, ++j)
341 if (!(map & 1)) continue;
343 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
344 ++stateblock->num_contained_render_states;
348 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
350 DWORD map = stateblock->changed.transform[i];
351 for (j = 0; map; map >>= 1, ++j)
353 if (!(map & 1)) continue;
355 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
356 ++stateblock->num_contained_transform_states;
360 for (i = 0; i < device->d3d_vshader_constantF; ++i)
362 if (stateblock->changed.vertexShaderConstantsF[i])
364 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
365 ++stateblock->num_contained_vs_consts_f;
369 for (i = 0; i < MAX_CONST_I; ++i)
371 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
373 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
374 ++stateblock->num_contained_vs_consts_i;
378 for (i = 0; i < MAX_CONST_B; ++i)
380 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
382 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
383 ++stateblock->num_contained_vs_consts_b;
387 for (i = 0; i < device->d3d_pshader_constantF; ++i)
389 if (stateblock->changed.pixelShaderConstantsF[i])
391 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
392 ++stateblock->num_contained_ps_consts_f;
396 for (i = 0; i < MAX_CONST_I; ++i)
398 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
400 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
401 ++stateblock->num_contained_ps_consts_i;
405 for (i = 0; i < MAX_CONST_B; ++i)
407 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
409 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
410 ++stateblock->num_contained_ps_consts_b;
414 for (i = 0; i < MAX_TEXTURES; ++i)
416 DWORD map = stateblock->changed.textureState[i];
418 for(j = 0; map; map >>= 1, ++j)
420 if (!(map & 1)) continue;
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;
428 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
430 DWORD map = stateblock->changed.samplerState[i];
432 for (j = 0; map; map >>= 1, ++j)
434 if (!(map & 1)) continue;
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;
443 static void stateblock_init_lights(struct wined3d_stateblock *stateblock, struct list *light_map)
447 for (i = 0; i < LIGHTMAP_SIZE; ++i)
449 const struct wined3d_light_info *src_light;
451 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
453 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
455 *dst_light = *src_light;
456 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
461 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
463 ULONG refcount = InterlockedIncrement(&stateblock->ref);
465 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
470 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
472 struct wined3d_state *state = &stateblock->state;
473 struct wined3d_vertex_declaration *decl;
474 struct wined3d_sampler *sampler;
475 struct wined3d_texture *texture;
476 struct wined3d_buffer *buffer;
477 struct wined3d_shader *shader;
480 if ((decl = state->vertex_declaration))
482 state->vertex_declaration = NULL;
483 wined3d_vertex_declaration_decref(decl);
486 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
488 if ((texture = state->textures[i]))
490 state->textures[i] = NULL;
491 wined3d_texture_decref(texture);
495 for (i = 0; i < MAX_STREAM_OUT; ++i)
497 if ((buffer = state->stream_output[i].buffer))
499 state->stream_output[i].buffer = NULL;
500 wined3d_buffer_decref(buffer);
504 for (i = 0; i < MAX_STREAMS; ++i)
506 if ((buffer = state->streams[i].buffer))
508 state->streams[i].buffer = NULL;
509 wined3d_buffer_decref(buffer);
513 if ((buffer = state->index_buffer))
515 state->index_buffer = NULL;
516 wined3d_buffer_decref(buffer);
519 if ((shader = state->vertex_shader))
521 state->vertex_shader = NULL;
522 wined3d_shader_decref(shader);
525 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
527 if ((buffer = state->vs_cb[i]))
529 state->vs_cb[i] = NULL;
530 wined3d_buffer_decref(buffer);
534 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
536 if ((sampler = state->vs_sampler[i]))
538 state->vs_sampler[i] = NULL;
539 wined3d_sampler_decref(sampler);
543 if ((shader = state->geometry_shader))
545 state->geometry_shader = NULL;
546 wined3d_shader_decref(shader);
549 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
551 if ((buffer = state->gs_cb[i]))
553 state->gs_cb[i] = NULL;
554 wined3d_buffer_decref(buffer);
558 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
560 if ((sampler = state->gs_sampler[i]))
562 state->gs_sampler[i] = NULL;
563 wined3d_sampler_decref(sampler);
567 if ((shader = state->pixel_shader))
569 state->pixel_shader = NULL;
570 wined3d_shader_decref(shader);
573 for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
575 if ((sampler = state->ps_sampler[i]))
577 state->ps_sampler[i] = NULL;
578 wined3d_sampler_decref(sampler);
582 for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
584 if ((buffer = state->ps_cb[i]))
586 state->ps_cb[i] = NULL;
587 wined3d_buffer_decref(buffer);
592 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
594 ULONG refcount = InterlockedDecrement(&stateblock->ref);
596 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
602 stateblock_unbind_resources(stateblock);
604 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
606 struct list *e1, *e2;
607 LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
609 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
610 list_remove(&light->entry);
611 HeapFree(GetProcessHeap(), 0, light);
615 HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
616 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
617 HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
618 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
619 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
620 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
621 HeapFree(GetProcessHeap(), 0, stateblock);
627 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
631 /* Lights... For a recorded state block, we just had a chain of actions
632 * to perform, so we need to walk that chain and update any actions which
634 for (i = 0; i < LIGHTMAP_SIZE; ++i)
637 LIST_FOR_EACH(e, &dst_state->light_map[i])
639 BOOL updated = FALSE;
640 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
642 /* Look up the light in the destination */
643 LIST_FOR_EACH(f, &src_state->light_map[i])
645 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
646 if (realLight->OriginalIndex == src->OriginalIndex)
648 src->OriginalParms = realLight->OriginalParms;
650 if (realLight->glIndex == -1 && src->glIndex != -1)
653 dst_state->lights[src->glIndex] = NULL;
655 else if (realLight->glIndex != -1 && src->glIndex == -1)
658 dst_state->lights[realLight->glIndex] = src;
660 src->glIndex = realLight->glIndex;
668 /* This can happen if the light was originally created as a
669 * default light for SetLightEnable() while recording. */
670 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
671 src->OriginalIndex, dst_state, src_state);
673 src->OriginalParms = WINED3D_default_light;
674 if (src->glIndex != -1)
676 dst_state->lights[src->glIndex] = NULL;
684 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
686 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
690 TRACE("stateblock %p.\n", stateblock);
692 TRACE("Capturing state %p.\n", src_state);
694 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
696 TRACE("Updating vertex shader from %p to %p\n",
697 stateblock->state.vertex_shader, src_state->vertex_shader);
699 if (src_state->vertex_shader)
700 wined3d_shader_incref(src_state->vertex_shader);
701 if (stateblock->state.vertex_shader)
702 wined3d_shader_decref(stateblock->state.vertex_shader);
703 stateblock->state.vertex_shader = src_state->vertex_shader;
706 /* Vertex shader float constants. */
707 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
709 unsigned int idx = stateblock->contained_vs_consts_f[i];
711 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
712 src_state->vs_consts_f[idx * 4 + 0],
713 src_state->vs_consts_f[idx * 4 + 1],
714 src_state->vs_consts_f[idx * 4 + 2],
715 src_state->vs_consts_f[idx * 4 + 3]);
717 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
718 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
719 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
720 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
723 /* Vertex shader integer constants. */
724 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
726 unsigned int idx = stateblock->contained_vs_consts_i[i];
728 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
729 src_state->vs_consts_i[idx * 4 + 0],
730 src_state->vs_consts_i[idx * 4 + 1],
731 src_state->vs_consts_i[idx * 4 + 2],
732 src_state->vs_consts_i[idx * 4 + 3]);
734 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
735 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
736 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
737 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
740 /* Vertex shader boolean constants. */
741 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
743 unsigned int idx = stateblock->contained_vs_consts_b[i];
745 TRACE("Setting vs_consts_b[%u] to %s.\n",
746 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
748 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
751 /* Pixel shader float constants. */
752 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
754 unsigned int idx = stateblock->contained_ps_consts_f[i];
756 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
757 src_state->ps_consts_f[idx * 4 + 0],
758 src_state->ps_consts_f[idx * 4 + 1],
759 src_state->ps_consts_f[idx * 4 + 2],
760 src_state->ps_consts_f[idx * 4 + 3]);
762 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
763 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
764 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
765 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
768 /* Pixel shader integer constants. */
769 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
771 unsigned int idx = stateblock->contained_ps_consts_i[i];
772 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
773 src_state->ps_consts_i[idx * 4 + 0],
774 src_state->ps_consts_i[idx * 4 + 1],
775 src_state->ps_consts_i[idx * 4 + 2],
776 src_state->ps_consts_i[idx * 4 + 3]);
778 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
779 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
780 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
781 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
784 /* Pixel shader boolean constants. */
785 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
787 unsigned int idx = stateblock->contained_ps_consts_b[i];
788 TRACE("Setting ps_consts_b[%u] to %s.\n",
789 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
791 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
794 /* Others + Render & Texture */
795 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
797 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
799 TRACE("Updating transform %#x.\n", transform);
801 stateblock->state.transforms[transform] = src_state->transforms[transform];
804 if (stateblock->changed.primitive_type)
805 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
807 if (stateblock->changed.indices
808 && ((stateblock->state.index_buffer != src_state->index_buffer)
809 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
810 || (stateblock->state.index_format != src_state->index_format)))
812 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
813 src_state->index_buffer, src_state->base_vertex_index);
815 if (src_state->index_buffer)
816 wined3d_buffer_incref(src_state->index_buffer);
817 if (stateblock->state.index_buffer)
818 wined3d_buffer_decref(stateblock->state.index_buffer);
819 stateblock->state.index_buffer = src_state->index_buffer;
820 stateblock->state.base_vertex_index = src_state->base_vertex_index;
821 stateblock->state.index_format = src_state->index_format;
824 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
826 TRACE("Updating vertex declaration from %p to %p.\n",
827 stateblock->state.vertex_declaration, src_state->vertex_declaration);
829 if (src_state->vertex_declaration)
830 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
831 if (stateblock->state.vertex_declaration)
832 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
833 stateblock->state.vertex_declaration = src_state->vertex_declaration;
836 if (stateblock->changed.material
837 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
839 TRACE("Updating material.\n");
841 stateblock->state.material = src_state->material;
844 if (stateblock->changed.viewport
845 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
847 TRACE("Updating viewport.\n");
849 stateblock->state.viewport = src_state->viewport;
852 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
853 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
855 TRACE("Updating scissor rect.\n");
857 stateblock->state.scissor_rect = src_state->scissor_rect;
860 map = stateblock->changed.streamSource;
861 for (i = 0; map; map >>= 1, ++i)
863 if (!(map & 1)) continue;
865 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
866 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
868 TRACE("Updating stream source %u to %p, stride to %u.\n",
869 i, src_state->streams[i].buffer,
870 src_state->streams[i].stride);
872 stateblock->state.streams[i].stride = src_state->streams[i].stride;
873 if (src_state->streams[i].buffer)
874 wined3d_buffer_incref(src_state->streams[i].buffer);
875 if (stateblock->state.streams[i].buffer)
876 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
877 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
881 map = stateblock->changed.streamFreq;
882 for (i = 0; map; map >>= 1, ++i)
884 if (!(map & 1)) continue;
886 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
887 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
889 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
890 i, src_state->streams[i].frequency, src_state->streams[i].flags);
892 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
893 stateblock->state.streams[i].flags = src_state->streams[i].flags;
897 map = stateblock->changed.clipplane;
898 for (i = 0; map; map >>= 1, ++i)
900 if (!(map & 1)) continue;
902 if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
904 TRACE("Updating clipplane %u.\n", i);
905 stateblock->state.clip_planes[i] = src_state->clip_planes[i];
910 for (i = 0; i < stateblock->num_contained_render_states; ++i)
912 enum wined3d_render_state rs = stateblock->contained_render_states[i];
914 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
916 stateblock->state.render_states[rs] = src_state->render_states[rs];
920 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
922 DWORD stage = stateblock->contained_tss_states[i].stage;
923 DWORD state = stateblock->contained_tss_states[i].state;
925 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
926 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
928 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
932 map = stateblock->changed.textures;
933 for (i = 0; map; map >>= 1, ++i)
935 if (!(map & 1)) continue;
937 TRACE("Updating texture %u to %p (was %p).\n",
938 i, src_state->textures[i], stateblock->state.textures[i]);
940 if (src_state->textures[i])
941 wined3d_texture_incref(src_state->textures[i]);
942 if (stateblock->state.textures[i])
943 wined3d_texture_decref(stateblock->state.textures[i]);
944 stateblock->state.textures[i] = src_state->textures[i];
947 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
949 DWORD stage = stateblock->contained_sampler_states[i].stage;
950 DWORD state = stateblock->contained_sampler_states[i].state;
952 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
953 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
955 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
958 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
960 if (src_state->pixel_shader)
961 wined3d_shader_incref(src_state->pixel_shader);
962 if (stateblock->state.pixel_shader)
963 wined3d_shader_decref(stateblock->state.pixel_shader);
964 stateblock->state.pixel_shader = src_state->pixel_shader;
967 wined3d_state_record_lights(&stateblock->state, src_state);
969 TRACE("Capture done.\n");
972 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
976 for (i = 0; i < LIGHTMAP_SIZE; ++i)
980 LIST_FOR_EACH(e, &state->light_map[i])
982 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
984 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
985 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
990 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
992 struct wined3d_device *device = stateblock->device;
996 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
998 if (stateblock->changed.vertexShader)
999 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
1001 /* Vertex Shader Constants. */
1002 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
1004 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
1005 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
1007 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
1009 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
1010 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
1012 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
1014 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
1015 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
1018 apply_lights(device, &stateblock->state);
1020 if (stateblock->changed.pixelShader)
1021 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
1023 /* Pixel Shader Constants. */
1024 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
1026 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
1027 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
1029 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1031 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
1032 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
1034 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1036 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
1037 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
1040 /* Render states. */
1041 for (i = 0; i < stateblock->num_contained_render_states; ++i)
1043 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1044 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1047 /* Texture states. */
1048 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1050 DWORD stage = stateblock->contained_tss_states[i].stage;
1051 DWORD state = stateblock->contained_tss_states[i].state;
1053 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1056 /* Sampler states. */
1057 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1059 DWORD stage = stateblock->contained_sampler_states[i].stage;
1060 DWORD state = stateblock->contained_sampler_states[i].state;
1061 DWORD value = stateblock->state.sampler_states[stage][state];
1063 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1064 wined3d_device_set_sampler_state(device, stage, state, value);
1067 /* Transform states. */
1068 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1070 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1071 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1074 if (stateblock->changed.primitive_type)
1076 stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1077 stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1080 if (stateblock->changed.indices)
1082 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1083 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1086 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1087 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1089 if (stateblock->changed.material)
1090 wined3d_device_set_material(device, &stateblock->state.material);
1092 if (stateblock->changed.viewport)
1093 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1095 if (stateblock->changed.scissorRect)
1096 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1098 map = stateblock->changed.streamSource;
1099 for (i = 0; map; map >>= 1, ++i)
1102 wined3d_device_set_stream_source(device, i,
1103 stateblock->state.streams[i].buffer,
1104 0, stateblock->state.streams[i].stride);
1107 map = stateblock->changed.streamFreq;
1108 for (i = 0; map; map >>= 1, ++i)
1111 wined3d_device_set_stream_source_freq(device, i,
1112 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1115 map = stateblock->changed.textures;
1116 for (i = 0; map; map >>= 1, ++i)
1120 if (!(map & 1)) continue;
1122 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1123 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1126 map = stateblock->changed.clipplane;
1127 for (i = 0; map; map >>= 1, ++i)
1129 if (!(map & 1)) continue;
1131 wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1134 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1135 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1137 if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1139 stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1144 TRACE("Applied stateblock %p.\n", stateblock);
1147 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1149 struct wined3d_device *device = stateblock->device;
1150 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1151 struct wined3d_state *state = &stateblock->state;
1154 struct wined3d_line_pattern lp;
1162 struct wined3d_swapchain *swapchain;
1163 struct wined3d_surface *backbuffer;
1165 TRACE("stateblock %p.\n", stateblock);
1167 memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
1168 memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
1170 /* Set some of the defaults for lights, transforms etc */
1171 memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
1172 memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
1173 for (i = 0; i < 256; ++i)
1175 memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
1178 state->fb = &device->fb;
1180 TRACE("Render states\n");
1181 /* Render states: */
1182 if (device->auto_depth_stencil)
1183 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1185 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
1186 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1187 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1188 lp.lp.repeat_factor = 0;
1189 lp.lp.line_pattern = 0;
1190 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1191 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1192 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1193 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1194 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1195 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1196 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1197 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1198 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1199 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1200 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1201 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1202 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1203 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1204 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1205 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1206 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1208 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1210 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1212 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1213 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1214 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1215 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1216 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1217 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1218 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1219 state->render_states[WINED3D_RS_STENCILREF] = 0;
1220 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1221 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1222 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1223 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1224 state->render_states[WINED3D_RS_WRAP0] = 0;
1225 state->render_states[WINED3D_RS_WRAP1] = 0;
1226 state->render_states[WINED3D_RS_WRAP2] = 0;
1227 state->render_states[WINED3D_RS_WRAP3] = 0;
1228 state->render_states[WINED3D_RS_WRAP4] = 0;
1229 state->render_states[WINED3D_RS_WRAP5] = 0;
1230 state->render_states[WINED3D_RS_WRAP6] = 0;
1231 state->render_states[WINED3D_RS_WRAP7] = 0;
1232 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1233 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1234 state->render_states[WINED3D_RS_AMBIENT] = 0;
1235 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1236 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1237 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1238 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1239 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1240 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1241 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1242 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1243 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1244 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1245 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1247 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1249 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1250 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1251 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1253 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1255 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1257 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1258 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1259 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1260 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1262 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1263 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1264 tmpfloat.f = gl_info->limits.pointsize_max;
1265 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1266 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1267 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1269 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1270 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1271 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1272 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1273 /* states new in d3d9 */
1274 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1275 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1277 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1278 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1279 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1281 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1282 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1284 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1286 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1287 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1288 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1289 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1290 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1291 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1292 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1293 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1294 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1295 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1296 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
1297 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1298 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1299 state->render_states[WINED3D_RS_WRAP8] = 0;
1300 state->render_states[WINED3D_RS_WRAP9] = 0;
1301 state->render_states[WINED3D_RS_WRAP10] = 0;
1302 state->render_states[WINED3D_RS_WRAP11] = 0;
1303 state->render_states[WINED3D_RS_WRAP12] = 0;
1304 state->render_states[WINED3D_RS_WRAP13] = 0;
1305 state->render_states[WINED3D_RS_WRAP14] = 0;
1306 state->render_states[WINED3D_RS_WRAP15] = 0;
1307 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1308 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1309 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1310 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1312 /* Texture Stage States - Put directly into state block, we will call function below */
1313 for (i = 0; i < MAX_TEXTURES; ++i)
1315 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1316 memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
1317 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1318 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1319 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1320 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1321 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1322 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1323 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1324 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1325 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1326 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1327 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1328 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1329 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1330 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1331 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1332 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1333 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1335 state->lowest_disabled_stage = 1;
1338 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1340 TRACE("Setting up default samplers states for sampler %u.\n", i);
1341 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1342 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1343 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1344 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1345 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1346 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1347 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1348 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1349 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1350 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1351 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1352 /* TODO: Indicates which element of a multielement texture to use. */
1353 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1354 /* TODO: Vertex offset in the presampled displacement map. */
1355 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1358 for (i = 0; i < gl_info->limits.textures; ++i)
1360 state->textures[i] = NULL;
1363 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1364 if ((swapchain = wined3d_device_get_swapchain(device, 0)))
1366 if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
1368 struct wined3d_resource_desc desc;
1370 wined3d_resource_get_desc(&backbuffer->resource, &desc);
1372 /* Set the default scissor rect values */
1373 state->scissor_rect.left = 0;
1374 state->scissor_rect.right = desc.width;
1375 state->scissor_rect.top = 0;
1376 state->scissor_rect.bottom = desc.height;
1379 /* Set the default viewport */
1380 state->viewport.x = 0;
1381 state->viewport.y = 0;
1382 state->viewport.width = swapchain->desc.backbuffer_width;
1383 state->viewport.height = swapchain->desc.backbuffer_height;
1384 state->viewport.min_z = 0.0f;
1385 state->viewport.max_z = 1.0f;
1391 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1392 struct wined3d_device *device, enum wined3d_stateblock_type type)
1397 stateblock->ref = 1;
1398 stateblock->device = device;
1400 for (i = 0; i < LIGHTMAP_SIZE; i++)
1402 list_init(&stateblock->state.light_map[i]);
1405 hr = stateblock_allocate_shader_constants(stateblock);
1406 if (FAILED(hr)) return hr;
1408 /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1409 * produce a placeholder stateblock so other functions called can update a
1411 if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
1413 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1417 case WINED3D_SBT_ALL:
1418 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1419 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1420 device->d3d_pshader_constantF);
1423 case WINED3D_SBT_PIXEL_STATE:
1424 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1427 case WINED3D_SBT_VERTEX_STATE:
1428 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1429 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1433 FIXME("Unrecognized state block type %#x.\n", type);
1437 stateblock_init_contained_states(stateblock);
1438 wined3d_stateblock_capture(stateblock);
1443 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1444 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1446 struct wined3d_stateblock *object;
1449 TRACE("device %p, type %#x, stateblock %p.\n",
1450 device, type, stateblock);
1452 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1455 ERR("Failed to allocate stateblock memory.\n");
1456 return E_OUTOFMEMORY;
1459 hr = stateblock_init(object, device, type);
1462 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1463 HeapFree(GetProcessHeap(), 0, object);
1467 TRACE("Created stateblock %p.\n", object);
1468 *stateblock = object;