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[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_sampler *sampler;
475     struct wined3d_texture *texture;
476     struct wined3d_buffer *buffer;
477     struct wined3d_shader *shader;
478     unsigned int i;
479
480     if ((decl = state->vertex_declaration))
481     {
482         state->vertex_declaration = NULL;
483         wined3d_vertex_declaration_decref(decl);
484     }
485
486     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
487     {
488         if ((texture = state->textures[i]))
489         {
490             state->textures[i] = NULL;
491             wined3d_texture_decref(texture);
492         }
493     }
494
495     for (i = 0; i < MAX_STREAM_OUT; ++i)
496     {
497         if ((buffer = state->stream_output[i].buffer))
498         {
499             state->stream_output[i].buffer = NULL;
500             wined3d_buffer_decref(buffer);
501         }
502     }
503
504     for (i = 0; i < MAX_STREAMS; ++i)
505     {
506         if ((buffer = state->streams[i].buffer))
507         {
508             state->streams[i].buffer = NULL;
509             wined3d_buffer_decref(buffer);
510         }
511     }
512
513     if ((buffer = state->index_buffer))
514     {
515         state->index_buffer = NULL;
516         wined3d_buffer_decref(buffer);
517     }
518
519     if ((shader = state->vertex_shader))
520     {
521         state->vertex_shader = NULL;
522         wined3d_shader_decref(shader);
523     }
524
525     for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
526     {
527         if ((buffer = state->vs_cb[i]))
528         {
529             state->vs_cb[i] = NULL;
530             wined3d_buffer_decref(buffer);
531         }
532     }
533
534     for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
535     {
536         if ((sampler = state->vs_sampler[i]))
537         {
538             state->vs_sampler[i] = NULL;
539             wined3d_sampler_decref(sampler);
540         }
541     }
542
543     if ((shader = state->geometry_shader))
544     {
545         state->geometry_shader = NULL;
546         wined3d_shader_decref(shader);
547     }
548
549     for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
550     {
551         if ((buffer = state->gs_cb[i]))
552         {
553             state->gs_cb[i] = NULL;
554             wined3d_buffer_decref(buffer);
555         }
556     }
557
558     for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
559     {
560         if ((sampler = state->gs_sampler[i]))
561         {
562             state->gs_sampler[i] = NULL;
563             wined3d_sampler_decref(sampler);
564         }
565     }
566
567     if ((shader = state->pixel_shader))
568     {
569         state->pixel_shader = NULL;
570         wined3d_shader_decref(shader);
571     }
572
573     for (i = 0; i < MAX_SAMPLER_OBJECTS; ++i)
574     {
575         if ((sampler = state->ps_sampler[i]))
576         {
577             state->ps_sampler[i] = NULL;
578             wined3d_sampler_decref(sampler);
579         }
580     }
581
582     for (i = 0; i < MAX_CONSTANT_BUFFERS; ++i)
583     {
584         if ((buffer = state->ps_cb[i]))
585         {
586             state->ps_cb[i] = NULL;
587             wined3d_buffer_decref(buffer);
588         }
589     }
590 }
591
592 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
593 {
594     ULONG refcount = InterlockedDecrement(&stateblock->ref);
595
596     TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
597
598     if (!refcount)
599     {
600         int counter;
601
602         stateblock_unbind_resources(stateblock);
603
604         for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
605         {
606             struct list *e1, *e2;
607             LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
608             {
609                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
610                 list_remove(&light->entry);
611                 HeapFree(GetProcessHeap(), 0, light);
612             }
613         }
614
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);
622     }
623
624     return refcount;
625 }
626
627 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
628 {
629     UINT i;
630
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
633      * differ. */
634     for (i = 0; i < LIGHTMAP_SIZE; ++i)
635     {
636         struct list *e, *f;
637         LIST_FOR_EACH(e, &dst_state->light_map[i])
638         {
639             BOOL updated = FALSE;
640             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
641
642             /* Look up the light in the destination */
643             LIST_FOR_EACH(f, &src_state->light_map[i])
644             {
645                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
646                 if (realLight->OriginalIndex == src->OriginalIndex)
647                 {
648                     src->OriginalParms = realLight->OriginalParms;
649
650                     if (realLight->glIndex == -1 && src->glIndex != -1)
651                     {
652                         /* Light disabled */
653                         dst_state->lights[src->glIndex] = NULL;
654                     }
655                     else if (realLight->glIndex != -1 && src->glIndex == -1)
656                     {
657                         /* Light enabled */
658                         dst_state->lights[realLight->glIndex] = src;
659                     }
660                     src->glIndex = realLight->glIndex;
661                     updated = TRUE;
662                     break;
663                 }
664             }
665
666             if (!updated)
667             {
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);
672
673                 src->OriginalParms = WINED3D_default_light;
674                 if (src->glIndex != -1)
675                 {
676                     dst_state->lights[src->glIndex] = NULL;
677                     src->glIndex = -1;
678                 }
679             }
680         }
681     }
682 }
683
684 void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
685 {
686     const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
687     unsigned int i;
688     DWORD map;
689
690     TRACE("stateblock %p.\n", stateblock);
691
692     TRACE("Capturing state %p.\n", src_state);
693
694     if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
695     {
696         TRACE("Updating vertex shader from %p to %p\n",
697                 stateblock->state.vertex_shader, src_state->vertex_shader);
698
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;
704     }
705
706     /* Vertex shader float constants. */
707     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
708     {
709         unsigned int idx = stateblock->contained_vs_consts_f[i];
710
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]);
716
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];
721     }
722
723     /* Vertex shader integer constants. */
724     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
725     {
726         unsigned int idx = stateblock->contained_vs_consts_i[i];
727
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]);
733
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];
738     }
739
740     /* Vertex shader boolean constants. */
741     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
742     {
743         unsigned int idx = stateblock->contained_vs_consts_b[i];
744
745         TRACE("Setting vs_consts_b[%u] to %s.\n",
746                 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
747
748         stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
749     }
750
751     /* Pixel shader float constants. */
752     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
753     {
754         unsigned int idx = stateblock->contained_ps_consts_f[i];
755
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]);
761
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];
766     }
767
768     /* Pixel shader integer constants. */
769     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
770     {
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]);
777
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];
782     }
783
784     /* Pixel shader boolean constants. */
785     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
786     {
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");
790
791         stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
792     }
793
794     /* Others + Render & Texture */
795     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
796     {
797         enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
798
799         TRACE("Updating transform %#x.\n", transform);
800
801         stateblock->state.transforms[transform] = src_state->transforms[transform];
802     }
803
804     if (stateblock->changed.primitive_type)
805         stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
806
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)))
811     {
812         TRACE("Updating index buffer to %p, base vertex index to %d.\n",
813                 src_state->index_buffer, src_state->base_vertex_index);
814
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;
822     }
823
824     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
825     {
826         TRACE("Updating vertex declaration from %p to %p.\n",
827                 stateblock->state.vertex_declaration, src_state->vertex_declaration);
828
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;
834     }
835
836     if (stateblock->changed.material
837             && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
838     {
839         TRACE("Updating material.\n");
840
841         stateblock->state.material = src_state->material;
842     }
843
844     if (stateblock->changed.viewport
845             && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
846     {
847         TRACE("Updating viewport.\n");
848
849         stateblock->state.viewport = src_state->viewport;
850     }
851
852     if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
853             &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
854     {
855         TRACE("Updating scissor rect.\n");
856
857         stateblock->state.scissor_rect = src_state->scissor_rect;
858     }
859
860     map = stateblock->changed.streamSource;
861     for (i = 0; map; map >>= 1, ++i)
862     {
863         if (!(map & 1)) continue;
864
865         if (stateblock->state.streams[i].stride != src_state->streams[i].stride
866                 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
867         {
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);
871
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;
878         }
879     }
880
881     map = stateblock->changed.streamFreq;
882     for (i = 0; map; map >>= 1, ++i)
883     {
884         if (!(map & 1)) continue;
885
886         if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
887                 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
888         {
889             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
890                     i, src_state->streams[i].frequency, src_state->streams[i].flags);
891
892             stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
893             stateblock->state.streams[i].flags = src_state->streams[i].flags;
894         }
895     }
896
897     map = stateblock->changed.clipplane;
898     for (i = 0; map; map >>= 1, ++i)
899     {
900         if (!(map & 1)) continue;
901
902         if (memcmp(&stateblock->state.clip_planes[i], &src_state->clip_planes[i], sizeof(src_state->clip_planes[i])))
903         {
904             TRACE("Updating clipplane %u.\n", i);
905             stateblock->state.clip_planes[i] = src_state->clip_planes[i];
906         }
907     }
908
909     /* Render */
910     for (i = 0; i < stateblock->num_contained_render_states; ++i)
911     {
912         enum wined3d_render_state rs = stateblock->contained_render_states[i];
913
914         TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
915
916         stateblock->state.render_states[rs] = src_state->render_states[rs];
917     }
918
919     /* Texture states */
920     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
921     {
922         DWORD stage = stateblock->contained_tss_states[i].stage;
923         DWORD state = stateblock->contained_tss_states[i].state;
924
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]);
927
928         stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
929     }
930
931     /* Samplers */
932     map = stateblock->changed.textures;
933     for (i = 0; map; map >>= 1, ++i)
934     {
935         if (!(map & 1)) continue;
936
937         TRACE("Updating texture %u to %p (was %p).\n",
938                 i, src_state->textures[i], stateblock->state.textures[i]);
939
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];
945     }
946
947     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
948     {
949         DWORD stage = stateblock->contained_sampler_states[i].stage;
950         DWORD state = stateblock->contained_sampler_states[i].state;
951
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]);
954
955         stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
956     }
957
958     if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
959     {
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;
965     }
966
967     wined3d_state_record_lights(&stateblock->state, src_state);
968
969     TRACE("Capture done.\n");
970 }
971
972 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
973 {
974     UINT i;
975
976     for (i = 0; i < LIGHTMAP_SIZE; ++i)
977     {
978         struct list *e;
979
980         LIST_FOR_EACH(e, &state->light_map[i])
981         {
982             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
983
984             wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
985             wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
986         }
987     }
988 }
989
990 void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
991 {
992     struct wined3d_device *device = stateblock->device;
993     unsigned int i;
994     DWORD map;
995
996     TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
997
998     if (stateblock->changed.vertexShader)
999         wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
1000
1001     /* Vertex Shader Constants. */
1002     for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
1003     {
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);
1006     }
1007     for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
1008     {
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);
1011     }
1012     for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
1013     {
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);
1016     }
1017
1018     apply_lights(device, &stateblock->state);
1019
1020     if (stateblock->changed.pixelShader)
1021         wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
1022
1023     /* Pixel Shader Constants. */
1024     for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
1025     {
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);
1028     }
1029     for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
1030     {
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);
1033     }
1034     for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
1035     {
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);
1038     }
1039
1040     /* Render states. */
1041     for (i = 0; i < stateblock->num_contained_render_states; ++i)
1042     {
1043         wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
1044                 stateblock->state.render_states[stateblock->contained_render_states[i]]);
1045     }
1046
1047     /* Texture states. */
1048     for (i = 0; i < stateblock->num_contained_tss_states; ++i)
1049     {
1050         DWORD stage = stateblock->contained_tss_states[i].stage;
1051         DWORD state = stateblock->contained_tss_states[i].state;
1052
1053         wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
1054     }
1055
1056     /* Sampler states. */
1057     for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
1058     {
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];
1062
1063         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1064         wined3d_device_set_sampler_state(device, stage, state, value);
1065     }
1066
1067     /* Transform states. */
1068     for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1069     {
1070         wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1071                 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1072     }
1073
1074     if (stateblock->changed.primitive_type)
1075     {
1076         stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1077         stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1078     }
1079
1080     if (stateblock->changed.indices)
1081     {
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);
1084     }
1085
1086     if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1087         wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1088
1089     if (stateblock->changed.material)
1090         wined3d_device_set_material(device, &stateblock->state.material);
1091
1092     if (stateblock->changed.viewport)
1093         wined3d_device_set_viewport(device, &stateblock->state.viewport);
1094
1095     if (stateblock->changed.scissorRect)
1096         wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1097
1098     map = stateblock->changed.streamSource;
1099     for (i = 0; map; map >>= 1, ++i)
1100     {
1101         if (map & 1)
1102             wined3d_device_set_stream_source(device, i,
1103                     stateblock->state.streams[i].buffer,
1104                     0, stateblock->state.streams[i].stride);
1105     }
1106
1107     map = stateblock->changed.streamFreq;
1108     for (i = 0; map; map >>= 1, ++i)
1109     {
1110         if (map & 1)
1111             wined3d_device_set_stream_source_freq(device, i,
1112                     stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1113     }
1114
1115     map = stateblock->changed.textures;
1116     for (i = 0; map; map >>= 1, ++i)
1117     {
1118         DWORD stage;
1119
1120         if (!(map & 1)) continue;
1121
1122         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1123         wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1124     }
1125
1126     map = stateblock->changed.clipplane;
1127     for (i = 0; map; map >>= 1, ++i)
1128     {
1129         if (!(map & 1)) continue;
1130
1131         wined3d_device_set_clip_plane(device, i, &stateblock->state.clip_planes[i]);
1132     }
1133
1134     stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1135     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1136     {
1137         if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1138         {
1139             stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1140             break;
1141         }
1142     }
1143
1144     TRACE("Applied stateblock %p.\n", stateblock);
1145 }
1146
1147 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1148 {
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;
1152     union
1153     {
1154         struct wined3d_line_pattern lp;
1155         DWORD d;
1156     } lp;
1157     union {
1158         float f;
1159         DWORD d;
1160     } tmpfloat;
1161     unsigned int i;
1162     struct wined3d_swapchain *swapchain;
1163     struct wined3d_surface *backbuffer;
1164
1165     TRACE("stateblock %p.\n", stateblock);
1166
1167     memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
1168     memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
1169
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)
1174     {
1175         memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
1176     }
1177
1178     state->fb = &device->fb;
1179
1180     TRACE("Render states\n");
1181     /* Render states: */
1182     if (device->auto_depth_stencil)
1183        state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1184     else
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;
1207     tmpfloat.f = 0.0f;
1208     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1209     tmpfloat.f = 1.0f;
1210     state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1211     tmpfloat.f = 1.0f;
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;
1246     tmpfloat.f = 1.0f;
1247     state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1248     tmpfloat.f = 1.0f;
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;
1252     tmpfloat.f = 1.0f;
1253     state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1254     tmpfloat.f = 0.0f;
1255     state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1256     tmpfloat.f = 0.0f;
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;
1261     tmpfloat.f = 1.0f;
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;
1268     tmpfloat.f = 0.0f;
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;
1276     tmpfloat.f = 1.0f;
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;
1280     tmpfloat.f = 0.0f;
1281     state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1282     state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1283     tmpfloat.f = 1.0f;
1284     state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1285     tmpfloat.f = 0.0f;
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;
1311
1312     /* Texture Stage States - Put directly into state block, we will call function below */
1313     for (i = 0; i < MAX_TEXTURES; ++i)
1314     {
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;
1334     }
1335     state->lowest_disabled_stage = 1;
1336
1337         /* Sampler states*/
1338     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; ++i)
1339     {
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;
1356     }
1357
1358     for (i = 0; i < gl_info->limits.textures; ++i)
1359     {
1360         state->textures[i] = NULL;
1361     }
1362
1363     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1364     if ((swapchain = wined3d_device_get_swapchain(device, 0)))
1365     {
1366         if ((backbuffer = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO)))
1367         {
1368             struct wined3d_resource_desc desc;
1369
1370             wined3d_resource_get_desc(&backbuffer->resource, &desc);
1371
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;
1377         }
1378
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;
1386     }
1387
1388     TRACE("Done.\n");
1389 }
1390
1391 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1392         struct wined3d_device *device, enum wined3d_stateblock_type type)
1393 {
1394     unsigned int i;
1395     HRESULT hr;
1396
1397     stateblock->ref = 1;
1398     stateblock->device = device;
1399
1400     for (i = 0; i < LIGHTMAP_SIZE; i++)
1401     {
1402         list_init(&stateblock->state.light_map[i]);
1403     }
1404
1405     hr = stateblock_allocate_shader_constants(stateblock);
1406     if (FAILED(hr)) return hr;
1407
1408     /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1409      * produce a placeholder stateblock so other functions called can update a
1410      * state block. */
1411     if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
1412
1413     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1414
1415     switch (type)
1416     {
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);
1421             break;
1422
1423         case WINED3D_SBT_PIXEL_STATE:
1424             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1425             break;
1426
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);
1430             break;
1431
1432         default:
1433             FIXME("Unrecognized state block type %#x.\n", type);
1434             break;
1435     }
1436
1437     stateblock_init_contained_states(stateblock);
1438     wined3d_stateblock_capture(stateblock);
1439
1440     return WINED3D_OK;
1441 }
1442
1443 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1444         enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1445 {
1446     struct wined3d_stateblock *object;
1447     HRESULT hr;
1448
1449     TRACE("device %p, type %#x, stateblock %p.\n",
1450             device, type, stateblock);
1451
1452     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1453     if (!object)
1454     {
1455         ERR("Failed to allocate stateblock memory.\n");
1456         return E_OUTOFMEMORY;
1457     }
1458
1459     hr = stateblock_init(object, device, type);
1460     if (FAILED(hr))
1461     {
1462         WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1463         HeapFree(GetProcessHeap(), 0, object);
1464         return hr;
1465     }
1466
1467     TRACE("Created stateblock %p.\n", object);
1468     *stateblock = object;
1469
1470     return WINED3D_OK;
1471 }