2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
34 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DBase)
38 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
39 IUnknown_AddRef(iface);
46 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
47 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
48 ULONG refCount = InterlockedIncrement(&This->ref);
50 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
54 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
55 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
56 ULONG refCount = InterlockedDecrement(&This->ref);
58 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
61 /* type 0 represents the primary stateblock, so free all the resources */
62 if (This->blockType == WINED3DSBT_INIT) {
64 FIXME("Releasing primary stateblock\n");
65 /* Free any streams still bound */
66 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
67 if (This->streamSource[counter] != NULL) {
68 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
69 This->streamSource[counter] = NULL;
73 /* free any index data */
74 if (This->pIndexData) {
75 IWineD3DIndexBuffer_Release(This->pIndexData);
76 This->pIndexData = NULL;
79 if (NULL != This->pixelShader) {
80 IWineD3DPixelShader_Release(This->pixelShader);
83 if (NULL != This->vertexShader) {
84 IWineD3DVertexShader_Release(This->vertexShader);
87 if (NULL != This->vertexDecl) {
88 IWineD3DVertexDeclaration_Release(This->vertexDecl);
91 /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
92 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
93 if (This->textures[counter]) {
94 /* release our 'internal' hold on the texture */
95 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
96 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
102 HeapFree(GetProcessHeap(), 0, This);
107 /**********************************************************
108 * IWineD3DStateBlockImpl parts follows
109 **********************************************************/
110 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
111 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
112 IUnknown_AddRef(This->parent);
113 *pParent = This->parent;
117 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
119 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
121 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
122 IWineD3DDevice_AddRef(*ppDevice);
127 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
129 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
130 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
132 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
134 /* If not recorded, then update can just recapture */
135 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
136 IWineD3DStateBlockImpl* tmpBlock;
137 PLIGHTINFOEL *tmp = This->lights;
139 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
141 /* Note just swap the light chains over so when deleting, the old one goes */
142 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
143 tmpBlock->lights = tmp;
145 /* Delete the temporary one (which points to the old light chain though */
146 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
147 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
154 /* Recorded => Only update 'changed' values */
155 if (This->vertexShader != targetStateBlock->vertexShader) {
156 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
158 if (targetStateBlock->vertexShader) {
159 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
161 if (This->vertexShader) {
162 IWineD3DVertexShader_Release(This->vertexShader);
165 This->vertexShader = targetStateBlock->vertexShader;
168 /* Vertex Shader Constants */
169 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
170 if (This->set.vertexShaderConstants[i]) {
171 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantF[i * 4 + 1]);
172 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
173 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
174 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
175 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
176 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
177 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
178 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
179 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
180 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
181 This->vertexShaderConstantT[i] = targetStateBlock->vertexShaderConstantT[i];
185 /* Lights... For a recorded state block, we just had a chain of actions to perform,
186 so we need to walk that chain and update any actions which differ */
188 while (src != NULL) {
189 PLIGHTINFOEL *realLight = NULL;
191 /* Locate the light in the live lights */
192 realLight = targetStateBlock->lights;
193 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
195 if (realLight == NULL) {
196 FIXME("A captured light no longer exists...?\n");
199 /* If 'changed' then its a SetLight command. Rather than comparing to see
200 if the OriginalParms have changed and then copy them (twice through
201 memory) just do the copy */
203 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
204 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
207 /* If 'enabledchanged' then its a LightEnable command */
208 if (src->enabledChanged) {
209 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
210 src->lightEnabled = realLight->lightEnabled;
218 /* Recorded => Only update 'changed' values */
219 if (This->pixelShader != targetStateBlock->pixelShader) {
220 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
222 if (targetStateBlock->pixelShader) {
223 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
225 if (This->pixelShader) {
226 IWineD3DPixelShader_Release(This->pixelShader);
229 This->pixelShader = targetStateBlock->pixelShader;
232 /* Pixel Shader Constants */
233 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
234 if (This->set.pixelShaderConstants[i]) {
235 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantF[i * 4 + 1]);
236 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
237 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
238 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
239 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
240 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
241 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
242 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
243 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
244 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
245 This->pixelShaderConstantT[i] = targetStateBlock->pixelShaderConstantT[i];
249 /* Others + Render & Texture */
250 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
251 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
252 &This->transforms[i],
253 sizeof(D3DMATRIX)) != 0) {
254 TRACE("Updating transform %d\n", i);
255 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
259 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
260 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
261 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
262 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
263 This->pIndexData = targetStateBlock->pIndexData;
264 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
267 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
268 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
270 if (targetStateBlock->vertexDecl) {
271 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
273 if (This->vertexDecl) {
274 IWineD3DVertexDeclaration_Release(This->vertexDecl);
277 This->vertexDecl = targetStateBlock->vertexDecl;
280 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
281 This->fvf = targetStateBlock->fvf;
284 if (This->set.material && memcmp(&targetStateBlock->material,
286 sizeof(D3DMATERIAL9)) != 0) {
287 TRACE("Updating material\n");
288 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
291 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
293 sizeof(D3DVIEWPORT9)) != 0) {
294 TRACE("Updating viewport\n");
295 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
298 for (i = 0; i < MAX_STREAMS; i++) {
299 if (This->set.streamSource[i] &&
300 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
301 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
302 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
303 targetStateBlock->streamStride[i]);
304 This->streamStride[i] = targetStateBlock->streamStride[i];
305 This->streamSource[i] = targetStateBlock->streamSource[i];
308 if (This->set.streamFreq[i] &&
309 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
310 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
311 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
312 targetStateBlock->streamFlags[i]);
313 This->streamFreq[i] = targetStateBlock->streamFreq[i];
314 This->streamFlags[i] = targetStateBlock->streamFlags[i];
318 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
319 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
321 sizeof(This->clipplane)) != 0) {
323 TRACE("Updating clipplane %d\n", i);
324 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
325 sizeof(This->clipplane));
330 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
332 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
333 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
334 This->renderState[i] = targetStateBlock->renderState[i];
338 /* FIXME: textures are up to MAX_SAMPLERS for d3d9? */
340 for (j = 0; j < GL_LIMITS(textures); j++) {
341 /* TODO: move over to using memcpy */
342 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
343 if (This->set.textureState[j][i]) {
344 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
345 This->textureState[j][i]);
346 This->textureState[j][i] = targetStateBlock->textureState[j][i];
350 if (This->set.textures[j]) {
351 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
352 This->textures[j] = targetStateBlock->textures[j];
358 /* TODO: move over to using memcpy */
359 for (j = 0 ; j < GL_LIMITS(samplers); j++){
360 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
361 if (This->set.samplerState[j][i]) {
362 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
363 j, i, targetStateBlock->samplerState[j][i],
364 This->samplerState[j][i]);
365 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
371 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
376 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
377 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
378 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
380 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
381 should really perform a delta so that only the changes get updated*/
387 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
389 /* FIXME: Only apply applicable states not all states */
391 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
394 PLIGHTINFOEL *toDo = This->lights;
395 while (toDo != NULL) {
397 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
398 if (toDo->enabledChanged)
399 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
404 if (This->set.vertexShader && This->changed.vertexShader) {
405 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
408 /* Vertex Shader Constants */
409 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
410 if (This->set.vertexShaderConstants[i] && This->changed.vertexShaderConstants[i]) {
411 switch (This->vertexShaderConstantT[i]) {
412 case WINESHADERCNST_FLOAT:
413 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
415 case WINESHADERCNST_BOOL:
416 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
418 case WINESHADERCNST_INTEGER:
419 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
421 case WINESHADERCNST_NONE:
422 IWineD3DDevice_SetVertexShaderConstantN(pDevice, i, 1);
430 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
433 if (This->set.pixelShader && This->changed.pixelShader) {
434 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
437 /* Pixel Shader Constants */
438 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
439 if (This->set.pixelShaderConstants[i] && This->changed.pixelShaderConstants[i]) {
440 switch (This->pixelShaderConstantT[i]) {
441 case WINESHADERCNST_FLOAT:
442 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
444 case WINESHADERCNST_BOOL:
445 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
447 case WINESHADERCNST_INTEGER:
448 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
450 case WINESHADERCNST_NONE:
451 IWineD3DDevice_SetPixelShaderConstantN(pDevice, i, 1);
458 if (This->set.fvf && This->changed.fvf) {
459 IWineD3DDevice_SetFVF(pDevice, This->fvf);
462 if (This->set.vertexDecl && This->changed.vertexDecl) {
463 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
466 /* Others + Render & Texture */
467 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
468 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
469 if (This->set.transform[i] && This->changed.transform[i])
470 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
473 if (This->set.indices && This->changed.indices)
474 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
476 if (This->set.material && This->changed.material )
477 IWineD3DDevice_SetMaterial(pDevice, &This->material);
479 if (This->set.viewport && This->changed.viewport)
480 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
482 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
483 for (i=0; i<MAX_STREAMS; i++) {
484 if (This->set.streamSource[i] && This->changed.streamSource[i])
485 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
487 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
488 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
491 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
492 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
495 clip[0] = This->clipplane[i][0];
496 clip[1] = This->clipplane[i][1];
497 clip[2] = This->clipplane[i][2];
498 clip[3] = This->clipplane[i][3];
499 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
504 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
505 if (This->set.renderState[i] && This->changed.renderState[i])
506 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
509 /* FIXME: Texture are set against samplers... not just TextureStages */
511 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
512 if (This->set.textures[j] && This->changed.textures[j]) {
513 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
515 /* TODO: move over to memcpy */
516 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
517 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
518 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
519 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
520 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
526 /* TODO: move over to memcpy */
527 for (j = 0 ; j < GL_LIMITS(samplers); j++){
528 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
529 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
530 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
531 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
532 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
538 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
540 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
541 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
542 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
546 for (j = 0; j < GL_LIMITS(textures); j++) {
547 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
548 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
552 for (j = 0; j < GL_LIMITS(samplers); j++) {
553 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
554 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
558 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
560 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
561 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
562 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
565 for (j = 0; j < GL_LIMITS(textures); j++) {
566 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
567 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
571 for (j = 0; j < GL_LIMITS(textures); j++) {
572 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
573 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
579 FIXME("Unrecognized state block type %d\n", This->blockType);
581 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
582 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
587 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
588 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
589 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
590 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
601 /* Note this may have a large overhead but it should only be executed
602 once, in order to initialize the complete state of the device and
603 all opengl equivalents */
604 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
605 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
606 This->blockType = WINED3DSBT_INIT;
608 /* Set some of the defaults for lights, transforms etc */
609 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
610 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
611 for (i = 0; i < 256; ++i) {
612 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
615 TRACE("Render states\n");
617 if (ThisDevice->depthStencilBuffer != NULL) {
618 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
620 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
622 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
623 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
624 lp.lp.wRepeatFactor = 0;
625 lp.lp.wLinePattern = 0;
626 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
627 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
628 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
629 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
630 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
631 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
632 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
633 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
634 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
635 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
636 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
637 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
638 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
639 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
640 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
641 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
642 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
644 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
646 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
648 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
649 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
650 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
651 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
652 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
653 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
654 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
655 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
657 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
658 * so only a single call performed (and ensure defaults initialized before making that call)
660 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
661 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
663 This->renderState[WINED3DRS_STENCILREF] = 0;
664 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
665 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
666 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
667 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
668 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
669 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
670 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
671 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
672 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
673 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
674 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
675 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
676 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
677 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
678 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
679 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
680 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
681 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
682 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
683 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
684 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
685 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
686 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
687 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
688 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
689 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
691 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
693 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
694 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
695 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
696 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
697 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
698 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
699 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
700 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
701 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
703 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
704 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
706 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
707 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
708 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
710 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
711 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
712 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
713 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
714 /* states new in d3d9 */
715 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
716 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
718 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
719 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
720 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
722 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
723 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
725 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
727 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
728 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
729 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
730 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
731 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
732 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
733 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
734 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
735 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
736 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
737 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
738 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
739 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
740 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
741 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
742 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
743 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
744 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
745 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
746 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
747 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
748 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
749 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
750 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
751 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
753 /* clipping status */
754 This->clip_status.ClipUnion = 0;
755 This->clip_status.ClipIntersection = 0xFFFFFFFF;
757 /* Texture Stage States - Put directly into state block, we will call function below */
758 for (i = 0; i < GL_LIMITS(textures); i++) {
759 TRACE("Setting up default texture states for texture Stage %d\n", i);
760 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
761 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
762 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
763 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
764 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
765 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
766 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
767 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
768 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
769 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
770 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
771 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
772 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
773 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
774 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
775 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
776 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
777 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
778 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
782 for (i = 0 ; i < GL_LIMITS(samplers); i++) {
783 TRACE("Setting up default samplers states for sampler %d\n", i);
784 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
785 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
786 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
787 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
788 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
789 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
790 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
791 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
792 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
793 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
794 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
795 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
796 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
799 /* Under DirectX you can have texture stage operations even if no texture is
800 bound, whereas opengl will only do texture operations when a valid texture is
801 bound. We emulate this by creating dummy textures and binding them to each
802 texture stage, but disable all stages by default. Hence if a stage is enabled
803 then the default texture will kick in until replaced by a SetTexture call */
807 for (i = 0; i < GL_LIMITS(textures); i++) {
810 /* Note this avoids calling settexture, so pretend it has been called */
811 This->set.textures[i] = TRUE;
812 This->changed.textures[i] = TRUE;
813 This->textures[i] = NULL;
815 /* Make appropriate texture active */
816 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
819 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
822 /* Generate an opengl texture name */
823 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
824 checkGLcall("glGenTextures");
825 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
827 /* Generate a dummy 1d texture */
828 This->textureDimensions[i] = GL_TEXTURE_1D;
829 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
830 checkGLcall("glBindTexture");
832 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
833 checkGLcall("glTexImage1D");
834 #if 1 /* TODO: move the setting texture states off to basetexture */
835 /* Reapply all the texture state information to this texture */
836 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
842 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
843 for (i = 0; i < MAX_PALETTES; ++i) {
845 for (j = 0; j < 256; ++j) {
846 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
847 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
848 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
849 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
852 This->wineD3DDevice->currentPalette = 0;
854 TRACE("-----------------------> Device defaults now set up...\n");
858 /**********************************************************
859 * IWineD3DStateBlock VTbl follows
860 **********************************************************/
862 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
865 IWineD3DStateBlockImpl_QueryInterface,
866 IWineD3DStateBlockImpl_AddRef,
867 IWineD3DStateBlockImpl_Release,
868 /* IWineD3DStateBlock */
869 IWineD3DStateBlockImpl_GetParent,
870 IWineD3DStateBlockImpl_GetDevice,
871 IWineD3DStateBlockImpl_Capture,
872 IWineD3DStateBlockImpl_Apply,
873 IWineD3DStateBlockImpl_InitStartupStateBlock