2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 static const DWORD pixel_states_render[] =
32 WINED3DRS_ALPHABLENDENABLE,
35 WINED3DRS_ALPHATESTENABLE,
36 WINED3DRS_ANTIALIASEDLINEENABLE,
37 WINED3DRS_BLENDFACTOR,
39 WINED3DRS_BLENDOPALPHA,
40 WINED3DRS_CCW_STENCILFAIL,
41 WINED3DRS_CCW_STENCILPASS,
42 WINED3DRS_CCW_STENCILZFAIL,
43 WINED3DRS_COLORWRITEENABLE,
44 WINED3DRS_COLORWRITEENABLE1,
45 WINED3DRS_COLORWRITEENABLE2,
46 WINED3DRS_COLORWRITEENABLE3,
49 WINED3DRS_DESTBLENDALPHA,
50 WINED3DRS_DITHERENABLE,
56 WINED3DRS_SCISSORTESTENABLE,
57 WINED3DRS_SEPARATEALPHABLENDENABLE,
59 WINED3DRS_SLOPESCALEDEPTHBIAS,
61 WINED3DRS_SRCBLENDALPHA,
62 WINED3DRS_SRGBWRITEENABLE,
63 WINED3DRS_STENCILENABLE,
64 WINED3DRS_STENCILFAIL,
65 WINED3DRS_STENCILFUNC,
66 WINED3DRS_STENCILMASK,
67 WINED3DRS_STENCILPASS,
69 WINED3DRS_STENCILWRITEMASK,
70 WINED3DRS_STENCILZFAIL,
71 WINED3DRS_TEXTUREFACTOR,
72 WINED3DRS_TWOSIDEDSTENCILMODE,
91 WINED3DRS_ZWRITEENABLE,
94 static const DWORD pixel_states_texture[] =
100 WINED3DTSS_BUMPENVLOFFSET,
101 WINED3DTSS_BUMPENVLSCALE,
102 WINED3DTSS_BUMPENVMAT00,
103 WINED3DTSS_BUMPENVMAT01,
104 WINED3DTSS_BUMPENVMAT10,
105 WINED3DTSS_BUMPENVMAT11,
106 WINED3DTSS_COLORARG0,
107 WINED3DTSS_COLORARG1,
108 WINED3DTSS_COLORARG2,
110 WINED3DTSS_RESULTARG,
111 WINED3DTSS_TEXCOORDINDEX,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS,
115 static const DWORD pixel_states_sampler[] =
117 WINED3DSAMP_ADDRESSU,
118 WINED3DSAMP_ADDRESSV,
119 WINED3DSAMP_ADDRESSW,
120 WINED3DSAMP_BORDERCOLOR,
121 WINED3DSAMP_MAGFILTER,
122 WINED3DSAMP_MINFILTER,
123 WINED3DSAMP_MIPFILTER,
124 WINED3DSAMP_MIPMAPLODBIAS,
125 WINED3DSAMP_MAXMIPLEVEL,
126 WINED3DSAMP_MAXANISOTROPY,
127 WINED3DSAMP_SRGBTEXTURE,
128 WINED3DSAMP_ELEMENTINDEX,
131 static const DWORD vertex_states_render[] =
133 WINED3DRS_ADAPTIVETESS_W,
134 WINED3DRS_ADAPTIVETESS_X,
135 WINED3DRS_ADAPTIVETESS_Y,
136 WINED3DRS_ADAPTIVETESS_Z,
138 WINED3DRS_AMBIENTMATERIALSOURCE,
140 WINED3DRS_CLIPPLANEENABLE,
141 WINED3DRS_COLORVERTEX,
143 WINED3DRS_DIFFUSEMATERIALSOURCE,
144 WINED3DRS_EMISSIVEMATERIALSOURCE,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION,
147 WINED3DRS_FOGDENSITY,
151 WINED3DRS_FOGTABLEMODE,
152 WINED3DRS_FOGVERTEXMODE,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
155 WINED3DRS_LOCALVIEWER,
156 WINED3DRS_MAXTESSELLATIONLEVEL,
157 WINED3DRS_MINTESSELLATIONLEVEL,
158 WINED3DRS_MULTISAMPLEANTIALIAS,
159 WINED3DRS_MULTISAMPLEMASK,
160 WINED3DRS_NORMALDEGREE,
161 WINED3DRS_NORMALIZENORMALS,
162 WINED3DRS_PATCHEDGESTYLE,
163 WINED3DRS_POINTSCALE_A,
164 WINED3DRS_POINTSCALE_B,
165 WINED3DRS_POINTSCALE_C,
166 WINED3DRS_POINTSCALEENABLE,
168 WINED3DRS_POINTSIZE_MAX,
169 WINED3DRS_POINTSIZE_MIN,
170 WINED3DRS_POINTSPRITEENABLE,
171 WINED3DRS_POSITIONDEGREE,
172 WINED3DRS_RANGEFOGENABLE,
174 WINED3DRS_SPECULARENABLE,
175 WINED3DRS_SPECULARMATERIALSOURCE,
176 WINED3DRS_TWEENFACTOR,
177 WINED3DRS_VERTEXBLEND,
180 static const DWORD vertex_states_texture[] =
182 WINED3DTSS_TEXCOORDINDEX,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS,
186 static const DWORD vertex_states_sampler[] =
188 WINED3DSAMP_DMAPOFFSET,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
196 IWineD3DDeviceImpl *device = object->device;
198 /* Allocate space for floating point constants */
199 object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->state.ps_consts_f) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * device->d3d_pshader_constantF);
205 if (!object->changed.pixelShaderConstantsF) goto fail;
207 object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->state.vs_consts_f) goto fail;
211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212 sizeof(BOOL) * device->d3d_vshader_constantF);
213 if (!object->changed.vertexShaderConstantsF) goto fail;
215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD) * device->d3d_vshader_constantF);
217 if (!object->contained_vs_consts_f) goto fail;
219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD) * device->d3d_pshader_constantF);
221 if (!object->contained_ps_consts_f) goto fail;
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object->state.ps_consts_f);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233 return E_OUTOFMEMORY;
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
238 DWORD mask = (1 << (map_size & 0x1f)) - 1;
239 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240 if (mask) map[map_size >> 5] = mask;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
249 states->primitive_type = 1;
251 states->material = 1;
252 states->viewport = 1;
253 states->vertexDecl = 1;
254 states->pixelShader = 1;
255 states->vertexShader = 1;
256 states->scissorRect = 1;
258 /* Fixed size arrays */
259 states->streamSource = 0xffff;
260 states->streamFreq = 0xffff;
261 states->textures = 0xfffff;
262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe;
266 states->clipplane = 0xffffffff;
267 states->pixelShaderConstantsB = 0xffff;
268 states->pixelShaderConstantsI = 0xffff;
269 states->vertexShaderConstantsB = 0xffff;
270 states->vertexShaderConstantsI = 0xffff;
272 /* Dynamically sized arrays */
273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
279 DWORD texture_mask = 0;
280 WORD sampler_mask = 0;
283 states->pixelShader = 1;
285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
287 DWORD rs = pixel_states_render[i];
288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292 texture_mask |= 1 << pixel_states_texture[i];
293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295 sampler_mask |= 1 << pixel_states_sampler[i];
296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297 states->pixelShaderConstantsB = 0xffff;
298 states->pixelShaderConstantsI = 0xffff;
300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
305 DWORD texture_mask = 0;
306 WORD sampler_mask = 0;
309 states->vertexDecl = 1;
310 states->vertexShader = 1;
312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
314 DWORD rs = vertex_states_render[i];
315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319 texture_mask |= 1 << vertex_states_texture[i];
320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322 sampler_mask |= 1 << vertex_states_sampler[i];
323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324 states->vertexShaderConstantsB = 0xffff;
325 states->vertexShaderConstantsI = 0xffff;
327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
332 IWineD3DDeviceImpl *device = stateblock->device;
335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
337 DWORD map = stateblock->changed.renderState[i];
338 for (j = 0; map; map >>= 1, ++j)
340 if (!(map & 1)) continue;
342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343 ++stateblock->num_contained_render_states;
347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
349 DWORD map = stateblock->changed.transform[i];
350 for (j = 0; map; map >>= 1, ++j)
352 if (!(map & 1)) continue;
354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355 ++stateblock->num_contained_transform_states;
359 for (i = 0; i < device->d3d_vshader_constantF; ++i)
361 if (stateblock->changed.vertexShaderConstantsF[i])
363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364 ++stateblock->num_contained_vs_consts_f;
368 for (i = 0; i < MAX_CONST_I; ++i)
370 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373 ++stateblock->num_contained_vs_consts_i;
377 for (i = 0; i < MAX_CONST_B; ++i)
379 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382 ++stateblock->num_contained_vs_consts_b;
386 for (i = 0; i < device->d3d_pshader_constantF; ++i)
388 if (stateblock->changed.pixelShaderConstantsF[i])
390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391 ++stateblock->num_contained_ps_consts_f;
395 for (i = 0; i < MAX_CONST_I; ++i)
397 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400 ++stateblock->num_contained_ps_consts_i;
404 for (i = 0; i < MAX_CONST_B; ++i)
406 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409 ++stateblock->num_contained_ps_consts_b;
413 for (i = 0; i < MAX_TEXTURES; ++i)
415 DWORD map = stateblock->changed.textureState[i];
417 for(j = 0; map; map >>= 1, ++j)
419 if (!(map & 1)) continue;
421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423 ++stateblock->num_contained_tss_states;
427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
429 DWORD map = stateblock->changed.samplerState[i];
431 for (j = 0; map; map >>= 1, ++j)
433 if (!(map & 1)) continue;
435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437 ++stateblock->num_contained_sampler_states;
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
446 for (i = 0; i < LIGHTMAP_SIZE; ++i)
448 const struct wined3d_light_info *src_light;
450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
454 *dst_light = *src_light;
455 list_add_tail(&stateblock->state.light_map[i], &dst_light->entry);
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
465 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467 if (IsEqualGUID(riid, &IID_IUnknown)
468 || IsEqualGUID(riid, &IID_IWineD3DStateBlock))
470 IUnknown_AddRef(iface);
475 return E_NOINTERFACE;
478 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480 ULONG refCount = InterlockedIncrement(&This->ref);
482 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
486 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488 ULONG refCount = InterlockedDecrement(&This->ref);
490 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
495 if (This->state.vertex_declaration)
496 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
498 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
500 if (This->state.textures[counter])
501 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[counter]);
504 for (counter = 0; counter < MAX_STREAMS; ++counter)
506 struct wined3d_buffer *buffer = This->state.streams[counter].buffer;
509 if (IWineD3DBuffer_Release((IWineD3DBuffer *)buffer))
511 WARN("Buffer %p still referenced by stateblock, stream %u.\n", buffer, counter);
515 if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
516 if (This->state.vertex_shader) IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
517 if (This->state.pixel_shader) IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
519 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
520 struct list *e1, *e2;
521 LIST_FOR_EACH_SAFE(e1, e2, &This->state.light_map[counter])
523 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
524 list_remove(&light->entry);
525 HeapFree(GetProcessHeap(), 0, light);
529 HeapFree(GetProcessHeap(), 0, This->state.vs_consts_f);
530 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
531 HeapFree(GetProcessHeap(), 0, This->state.ps_consts_f);
532 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
533 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
534 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
535 HeapFree(GetProcessHeap(), 0, This);
540 /**********************************************************
541 * IWineD3DStateBlockImpl parts follows
542 **********************************************************/
543 static void record_lights(IWineD3DStateBlockImpl *This, const struct wined3d_state *state)
547 /* Lights... For a recorded state block, we just had a chain of actions to perform,
548 * so we need to walk that chain and update any actions which differ
550 for (i = 0; i < LIGHTMAP_SIZE; ++i)
553 LIST_FOR_EACH(e, &This->state.light_map[i])
555 BOOL updated = FALSE;
556 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
558 /* Look up the light in the destination */
559 LIST_FOR_EACH(f, &state->light_map[i])
561 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
562 if (realLight->OriginalIndex == src->OriginalIndex)
564 src->OriginalParms = realLight->OriginalParms;
566 if (realLight->glIndex == -1 && src->glIndex != -1)
569 This->state.lights[src->glIndex] = NULL;
571 else if (realLight->glIndex != -1 && src->glIndex == -1)
574 This->state.lights[realLight->glIndex] = src;
576 src->glIndex = realLight->glIndex;
584 /* This can happen if the light was originally created as a
585 * default light for SetLightEnable() while recording. */
586 WARN("Light %u in stateblock %p does not exist in device state %p.\n",
587 src->OriginalIndex, This, state);
589 src->OriginalParms = WINED3D_default_light;
590 if (src->glIndex != -1)
592 This->state.lights[src->glIndex] = NULL;
600 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
602 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
603 IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
607 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
609 if (This->changed.vertexShader && This->state.vertex_shader != targetStateBlock->state.vertex_shader)
611 TRACE("Updating vertex shader from %p to %p\n",
612 This->state.vertex_shader, targetStateBlock->state.vertex_shader);
614 if (targetStateBlock->state.vertex_shader)
615 IWineD3DVertexShader_AddRef((IWineD3DVertexShader *)targetStateBlock->state.vertex_shader);
616 if (This->state.vertex_shader)
617 IWineD3DVertexShader_Release((IWineD3DVertexShader *)This->state.vertex_shader);
618 This->state.vertex_shader = targetStateBlock->state.vertex_shader;
621 /* Vertex Shader Float Constants */
622 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
624 unsigned int idx = This->contained_vs_consts_f[i];
626 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
627 This, targetStateBlock, idx,
628 targetStateBlock->state.vs_consts_f[idx * 4 + 0],
629 targetStateBlock->state.vs_consts_f[idx * 4 + 1],
630 targetStateBlock->state.vs_consts_f[idx * 4 + 2],
631 targetStateBlock->state.vs_consts_f[idx * 4 + 3]);
633 This->state.vs_consts_f[idx * 4 + 0] = targetStateBlock->state.vs_consts_f[idx * 4 + 0];
634 This->state.vs_consts_f[idx * 4 + 1] = targetStateBlock->state.vs_consts_f[idx * 4 + 1];
635 This->state.vs_consts_f[idx * 4 + 2] = targetStateBlock->state.vs_consts_f[idx * 4 + 2];
636 This->state.vs_consts_f[idx * 4 + 3] = targetStateBlock->state.vs_consts_f[idx * 4 + 3];
639 /* Vertex Shader Integer Constants */
640 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
642 unsigned int idx = This->contained_vs_consts_i[i];
644 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
645 This, targetStateBlock, idx,
646 targetStateBlock->state.vs_consts_i[idx * 4 + 0],
647 targetStateBlock->state.vs_consts_i[idx * 4 + 1],
648 targetStateBlock->state.vs_consts_i[idx * 4 + 2],
649 targetStateBlock->state.vs_consts_i[idx * 4 + 3]);
651 This->state.vs_consts_i[idx * 4 + 0] = targetStateBlock->state.vs_consts_i[idx * 4 + 0];
652 This->state.vs_consts_i[idx * 4 + 1] = targetStateBlock->state.vs_consts_i[idx * 4 + 1];
653 This->state.vs_consts_i[idx * 4 + 2] = targetStateBlock->state.vs_consts_i[idx * 4 + 2];
654 This->state.vs_consts_i[idx * 4 + 3] = targetStateBlock->state.vs_consts_i[idx * 4 + 3];
657 /* Vertex Shader Boolean Constants */
658 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
660 unsigned int idx = This->contained_vs_consts_b[i];
662 TRACE("Setting %p from %p %u to %s.\n",
663 This, targetStateBlock, idx,
664 targetStateBlock->state.vs_consts_b[idx] ? "TRUE" : "FALSE");
666 This->state.vs_consts_b[idx] = targetStateBlock->state.vs_consts_b[idx];
669 /* Pixel Shader Float Constants */
670 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
672 unsigned int idx = This->contained_ps_consts_f[i];
674 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
675 This, targetStateBlock, idx,
676 targetStateBlock->state.ps_consts_f[idx * 4 + 0],
677 targetStateBlock->state.ps_consts_f[idx * 4 + 1],
678 targetStateBlock->state.ps_consts_f[idx * 4 + 2],
679 targetStateBlock->state.ps_consts_f[idx * 4 + 3]);
681 This->state.ps_consts_f[idx * 4 + 0] = targetStateBlock->state.ps_consts_f[idx * 4 + 0];
682 This->state.ps_consts_f[idx * 4 + 1] = targetStateBlock->state.ps_consts_f[idx * 4 + 1];
683 This->state.ps_consts_f[idx * 4 + 2] = targetStateBlock->state.ps_consts_f[idx * 4 + 2];
684 This->state.ps_consts_f[idx * 4 + 3] = targetStateBlock->state.ps_consts_f[idx * 4 + 3];
687 /* Pixel Shader Integer Constants */
688 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
690 unsigned int idx = This->contained_ps_consts_i[i];
691 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
692 This, targetStateBlock, idx,
693 targetStateBlock->state.ps_consts_i[idx * 4 + 0],
694 targetStateBlock->state.ps_consts_i[idx * 4 + 1],
695 targetStateBlock->state.ps_consts_i[idx * 4 + 2],
696 targetStateBlock->state.ps_consts_i[idx * 4 + 3]);
698 This->state.ps_consts_i[idx * 4 + 0] = targetStateBlock->state.ps_consts_i[idx * 4 + 0];
699 This->state.ps_consts_i[idx * 4 + 1] = targetStateBlock->state.ps_consts_i[idx * 4 + 1];
700 This->state.ps_consts_i[idx * 4 + 2] = targetStateBlock->state.ps_consts_i[idx * 4 + 2];
701 This->state.ps_consts_i[idx * 4 + 3] = targetStateBlock->state.ps_consts_i[idx * 4 + 3];
704 /* Pixel Shader Boolean Constants */
705 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
707 unsigned int idx = This->contained_ps_consts_b[i];
708 TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
709 targetStateBlock->state.ps_consts_b[idx] ? "TRUE" : "FALSE");
711 This->state.ps_consts_b[idx] = targetStateBlock->state.ps_consts_b[idx];
714 /* Others + Render & Texture */
715 for (i = 0; i < This->num_contained_transform_states; ++i)
717 WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
719 TRACE("Updating transform %#x.\n", transform);
721 This->state.transforms[transform] = targetStateBlock->state.transforms[transform];
724 if (This->changed.primitive_type) This->state.gl_primitive_type = targetStateBlock->state.gl_primitive_type;
726 if (This->changed.indices
727 && ((This->state.index_buffer != targetStateBlock->state.index_buffer)
728 || (This->state.base_vertex_index != targetStateBlock->state.base_vertex_index)
729 || (This->state.index_format != targetStateBlock->state.index_format)))
731 TRACE("Updating index buffer to %p, baseVertexIndex to %d.\n",
732 targetStateBlock->state.index_buffer, targetStateBlock->state.base_vertex_index);
734 if (targetStateBlock->state.index_buffer)
735 IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->state.index_buffer);
736 if (This->state.index_buffer)
737 IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer);
738 This->state.index_buffer = targetStateBlock->state.index_buffer;
739 This->state.base_vertex_index = targetStateBlock->state.base_vertex_index;
740 This->state.index_format = targetStateBlock->state.index_format;
743 if (This->changed.vertexDecl && This->state.vertex_declaration != targetStateBlock->state.vertex_declaration)
745 TRACE("Updating vertex declaration from %p to %p.\n",
746 This->state.vertex_declaration, targetStateBlock->state.vertex_declaration);
748 if (targetStateBlock->state.vertex_declaration)
749 IWineD3DVertexDeclaration_AddRef(
750 (IWineD3DVertexDeclaration *)targetStateBlock->state.vertex_declaration);
751 if (This->state.vertex_declaration)
752 IWineD3DVertexDeclaration_Release((IWineD3DVertexDeclaration *)This->state.vertex_declaration);
753 This->state.vertex_declaration = targetStateBlock->state.vertex_declaration;
756 if (This->changed.material && memcmp(&targetStateBlock->state.material,
757 &This->state.material, sizeof(This->state.material)))
759 TRACE("Updating material.\n");
761 This->state.material = targetStateBlock->state.material;
764 if (This->changed.viewport && memcmp(&targetStateBlock->state.viewport,
765 &This->state.viewport, sizeof(This->state.viewport)))
767 TRACE("Updating viewport.\n");
769 This->state.viewport = targetStateBlock->state.viewport;
772 if (This->changed.scissorRect && memcmp(&targetStateBlock->state.scissor_rect,
773 &This->state.scissor_rect, sizeof(This->state.scissor_rect)))
775 TRACE("Updating scissor rect.\n");
777 This->state.scissor_rect = targetStateBlock->state.scissor_rect;
780 map = This->changed.streamSource;
781 for (i = 0; map; map >>= 1, ++i)
783 if (!(map & 1)) continue;
785 if (This->state.streams[i].stride != targetStateBlock->state.streams[i].stride
786 || This->state.streams[i].buffer != targetStateBlock->state.streams[i].buffer)
788 TRACE("Updating stream source %u to %p, stride to %u.\n",
789 i, targetStateBlock->state.streams[i].buffer,
790 targetStateBlock->state.streams[i].stride);
792 This->state.streams[i].stride = targetStateBlock->state.streams[i].stride;
793 if (targetStateBlock->state.streams[i].buffer)
794 IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->state.streams[i].buffer);
795 if (This->state.streams[i].buffer)
796 IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.streams[i].buffer);
797 This->state.streams[i].buffer = targetStateBlock->state.streams[i].buffer;
801 map = This->changed.streamFreq;
802 for (i = 0; map; map >>= 1, ++i)
804 if (!(map & 1)) continue;
806 if (This->state.streams[i].frequency != targetStateBlock->state.streams[i].frequency
807 || This->state.streams[i].flags != targetStateBlock->state.streams[i].flags)
809 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
810 i, targetStateBlock->state.streams[i].frequency, targetStateBlock->state.streams[i].flags);
812 This->state.streams[i].frequency = targetStateBlock->state.streams[i].frequency;
813 This->state.streams[i].flags = targetStateBlock->state.streams[i].flags;
817 map = This->changed.clipplane;
818 for (i = 0; map; map >>= 1, ++i)
820 if (!(map & 1)) continue;
822 if (memcmp(targetStateBlock->state.clip_planes[i],
823 This->state.clip_planes[i], sizeof(*This->state.clip_planes)))
825 TRACE("Updating clipplane %u.\n", i);
826 memcpy(This->state.clip_planes[i],
827 targetStateBlock->state.clip_planes[i], sizeof(*This->state.clip_planes));
832 for (i = 0; i < This->num_contained_render_states; ++i)
834 WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
836 TRACE("Updating render state %#x to %u.\n", rs, targetStateBlock->state.render_states[rs]);
838 This->state.render_states[rs] = targetStateBlock->state.render_states[rs];
842 for (i = 0; i < This->num_contained_tss_states; ++i)
844 DWORD stage = This->contained_tss_states[i].stage;
845 DWORD state = This->contained_tss_states[i].state;
847 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
848 targetStateBlock->state.texture_states[stage][state],
849 This->state.texture_states[stage][state]);
851 This->state.texture_states[stage][state] = targetStateBlock->state.texture_states[stage][state];
855 map = This->changed.textures;
856 for (i = 0; map; map >>= 1, ++i)
858 if (!(map & 1)) continue;
860 TRACE("Updating texture %u to %p (was %p).\n",
861 i, targetStateBlock->state.textures[i], This->state.textures[i]);
863 if (targetStateBlock->state.textures[i])
864 IWineD3DBaseTexture_AddRef((IWineD3DBaseTexture *)targetStateBlock->state.textures[i]);
865 if (This->state.textures[i])
866 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)This->state.textures[i]);
867 This->state.textures[i] = targetStateBlock->state.textures[i];
870 for (i = 0; i < This->num_contained_sampler_states; ++i)
872 DWORD stage = This->contained_sampler_states[i].stage;
873 DWORD state = This->contained_sampler_states[i].state;
875 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
876 targetStateBlock->state.sampler_states[stage][state],
877 This->state.sampler_states[stage][state]);
879 This->state.sampler_states[stage][state] = targetStateBlock->state.sampler_states[stage][state];
882 if (This->changed.pixelShader && This->state.pixel_shader != targetStateBlock->state.pixel_shader)
884 if (targetStateBlock->state.pixel_shader)
885 IWineD3DPixelShader_AddRef((IWineD3DPixelShader *)targetStateBlock->state.pixel_shader);
886 if (This->state.pixel_shader)
887 IWineD3DPixelShader_Release((IWineD3DPixelShader *)This->state.pixel_shader);
888 This->state.pixel_shader = targetStateBlock->state.pixel_shader;
891 record_lights(This, &targetStateBlock->state);
893 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
898 static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
902 for (i = 0; i < LIGHTMAP_SIZE; ++i)
906 LIST_FOR_EACH(e, &state->light_map[i])
908 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
910 IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
911 IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
916 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
918 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
919 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
923 TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
925 TRACE("Blocktype: %d\n", This->blockType);
927 if (This->changed.vertexShader)
928 IWineD3DDevice_SetVertexShader(device, (IWineD3DVertexShader *)This->state.vertex_shader);
930 /* Vertex Shader Constants */
931 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
933 IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
934 This->state.vs_consts_f + This->contained_vs_consts_f[i] * 4, 1);
936 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
938 IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
939 This->state.vs_consts_i + This->contained_vs_consts_i[i] * 4, 1);
941 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
943 IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
944 This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
947 apply_lights(device, &This->state);
949 if (This->changed.pixelShader)
950 IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);
952 /* Pixel Shader Constants */
953 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
955 IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
956 This->state.ps_consts_f + This->contained_ps_consts_f[i] * 4, 1);
958 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
960 IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
961 This->state.ps_consts_i + This->contained_ps_consts_i[i] * 4, 1);
963 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
965 IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
966 This->state.ps_consts_b + This->contained_ps_consts_b[i], 1);
970 for (i = 0; i < This->num_contained_render_states; ++i)
972 IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
973 This->state.render_states[This->contained_render_states[i]]);
977 for (i = 0; i < This->num_contained_tss_states; ++i)
979 DWORD stage = This->contained_tss_states[i].stage;
980 DWORD state = This->contained_tss_states[i].state;
982 IWineD3DDevice_SetTextureStageState(device, stage, state, This->state.texture_states[stage][state]);
986 for (i = 0; i < This->num_contained_sampler_states; ++i)
988 DWORD stage = This->contained_sampler_states[i].stage;
989 DWORD state = This->contained_sampler_states[i].state;
990 DWORD value = This->state.sampler_states[stage][state];
992 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
993 IWineD3DDevice_SetSamplerState(device, stage, state, value);
996 for (i = 0; i < This->num_contained_transform_states; ++i)
998 IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
999 &This->state.transforms[This->contained_transform_states[i]]);
1002 if (This->changed.primitive_type)
1004 This->device->updateStateBlock->changed.primitive_type = TRUE;
1005 This->device->updateStateBlock->state.gl_primitive_type = This->state.gl_primitive_type;
1008 if (This->changed.indices)
1010 IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format);
1011 IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index);
1014 if (This->changed.vertexDecl && This->state.vertex_declaration)
1016 IWineD3DDevice_SetVertexDeclaration(device, (IWineD3DVertexDeclaration *)This->state.vertex_declaration);
1019 if (This->changed.material)
1021 IWineD3DDevice_SetMaterial(device, &This->state.material);
1024 if (This->changed.viewport)
1026 IWineD3DDevice_SetViewport(device, &This->state.viewport);
1029 if (This->changed.scissorRect)
1031 IWineD3DDevice_SetScissorRect(device, &This->state.scissor_rect);
1034 map = This->changed.streamSource;
1035 for (i = 0; map; map >>= 1, ++i)
1038 IWineD3DDevice_SetStreamSource(device, i,
1039 (IWineD3DBuffer *)This->state.streams[i].buffer,
1040 0, This->state.streams[i].stride);
1043 map = This->changed.streamFreq;
1044 for (i = 0; map; map >>= 1, ++i)
1047 IWineD3DDevice_SetStreamSourceFreq(device, i,
1048 This->state.streams[i].frequency | This->state.streams[i].flags);
1051 map = This->changed.textures;
1052 for (i = 0; map; map >>= 1, ++i)
1056 if (!(map & 1)) continue;
1058 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1059 IWineD3DDevice_SetTexture(device, stage, (IWineD3DBaseTexture *)This->state.textures[i]);
1062 map = This->changed.clipplane;
1063 for (i = 0; map; map >>= 1, ++i)
1067 if (!(map & 1)) continue;
1069 clip[0] = This->state.clip_planes[i][0];
1070 clip[1] = This->state.clip_planes[i][1];
1071 clip[2] = This->state.clip_planes[i][2];
1072 clip[3] = This->state.clip_planes[i][3];
1073 IWineD3DDevice_SetClipPlane(device, i, clip);
1076 This->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1077 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1079 if (This->device->stateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1081 This->device->stateBlock->state.lowest_disabled_stage = i;
1085 TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
1090 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1091 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1092 IWineD3DDevice *device = (IWineD3DDevice *)This->device;
1093 IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
1094 const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
1096 WINED3DLINEPATTERN lp;
1104 IWineD3DSwapChain *swapchain;
1105 IWineD3DSurface *backbuffer;
1108 /* Note this may have a large overhead but it should only be executed
1109 once, in order to initialize the complete state of the device and
1110 all opengl equivalents */
1111 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
1112 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1113 This->blockType = WINED3DSBT_INIT;
1115 /* Set some of the defaults for lights, transforms etc */
1116 memcpy(&This->state.transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1117 memcpy(&This->state.transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1118 for (i = 0; i < 256; ++i)
1120 memcpy(&This->state.transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1123 TRACE("Render states\n");
1124 /* Render states: */
1125 if (device_impl->auto_depth_stencil)
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1131 lp.lp.wRepeatFactor = 0;
1132 lp.lp.wLinePattern = 0;
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1208 tmpfloat.f = gl_info->limits.pointsize_max;
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1217 /* states new in d3d9 */
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1221 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1222 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1223 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1225 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1226 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1228 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1230 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1231 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1232 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1233 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1234 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1235 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1236 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1237 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1238 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1239 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1240 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1241 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1242 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1243 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1244 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1245 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1246 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1247 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1248 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1249 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1250 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1251 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1252 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1253 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1254 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1256 /* clipping status */
1257 This->state.clip_status.ClipUnion = 0;
1258 This->state.clip_status.ClipIntersection = 0xFFFFFFFF;
1260 /* Texture Stage States - Put directly into state block, we will call function below */
1261 for (i = 0; i < MAX_TEXTURES; ++i)
1263 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1264 memcpy(&This->state.transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1265 This->state.texture_states[i][WINED3DTSS_COLOROP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
1266 This->state.texture_states[i][WINED3DTSS_COLORARG1] = WINED3DTA_TEXTURE;
1267 This->state.texture_states[i][WINED3DTSS_COLORARG2] = WINED3DTA_CURRENT;
1268 This->state.texture_states[i][WINED3DTSS_ALPHAOP] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
1269 This->state.texture_states[i][WINED3DTSS_ALPHAARG1] = WINED3DTA_TEXTURE;
1270 This->state.texture_states[i][WINED3DTSS_ALPHAARG2] = WINED3DTA_CURRENT;
1271 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT00] = 0;
1272 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT01] = 0;
1273 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT10] = 0;
1274 This->state.texture_states[i][WINED3DTSS_BUMPENVMAT11] = 0;
1275 This->state.texture_states[i][WINED3DTSS_TEXCOORDINDEX] = i;
1276 This->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE] = 0;
1277 This->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET] = 0;
1278 This->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS] = WINED3DTTFF_DISABLE;
1279 This->state.texture_states[i][WINED3DTSS_COLORARG0] = WINED3DTA_CURRENT;
1280 This->state.texture_states[i][WINED3DTSS_ALPHAARG0] = WINED3DTA_CURRENT;
1281 This->state.texture_states[i][WINED3DTSS_RESULTARG] = WINED3DTA_CURRENT;
1283 This->state.lowest_disabled_stage = 1;
1286 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1288 TRACE("Setting up default samplers states for sampler %u.\n", i);
1289 This->state.sampler_states[i][WINED3DSAMP_ADDRESSU] = WINED3DTADDRESS_WRAP;
1290 This->state.sampler_states[i][WINED3DSAMP_ADDRESSV] = WINED3DTADDRESS_WRAP;
1291 This->state.sampler_states[i][WINED3DSAMP_ADDRESSW] = WINED3DTADDRESS_WRAP;
1292 This->state.sampler_states[i][WINED3DSAMP_BORDERCOLOR] = 0;
1293 This->state.sampler_states[i][WINED3DSAMP_MAGFILTER] = WINED3DTEXF_POINT;
1294 This->state.sampler_states[i][WINED3DSAMP_MINFILTER] = WINED3DTEXF_POINT;
1295 This->state.sampler_states[i][WINED3DSAMP_MIPFILTER] = WINED3DTEXF_NONE;
1296 This->state.sampler_states[i][WINED3DSAMP_MIPMAPLODBIAS] = 0;
1297 This->state.sampler_states[i][WINED3DSAMP_MAXMIPLEVEL] = 0;
1298 This->state.sampler_states[i][WINED3DSAMP_MAXANISOTROPY] = 1;
1299 This->state.sampler_states[i][WINED3DSAMP_SRGBTEXTURE] = 0;
1300 /* TODO: Indicates which element of a multielement texture to use. */
1301 This->state.sampler_states[i][WINED3DSAMP_ELEMENTINDEX] = 0;
1302 /* TODO: Vertex offset in the presampled displacement map. */
1303 This->state.sampler_states[i][WINED3DSAMP_DMAPOFFSET] = 0;
1306 for (i = 0; i < gl_info->limits.textures; ++i)
1308 /* Note: This avoids calling SetTexture, so pretend it has been called */
1309 This->changed.textures |= 1 << i;
1310 This->state.textures[i] = NULL;
1313 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1314 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1315 if (SUCCEEDED(hr) && swapchain)
1319 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1320 if (SUCCEEDED(hr) && backbuffer)
1322 WINED3DSURFACE_DESC desc;
1325 IWineD3DSurface_GetDesc(backbuffer, &desc);
1326 IWineD3DSurface_Release(backbuffer);
1328 /* Set the default scissor rect values */
1329 scissorrect.left = 0;
1330 scissorrect.right = desc.width;
1331 scissorrect.top = 0;
1332 scissorrect.bottom = desc.height;
1333 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1334 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1337 /* Set the default viewport */
1340 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1341 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1344 IWineD3DDevice_SetViewport(device, &vp);
1346 IWineD3DSwapChain_Release(swapchain);
1349 TRACE("-----------------------> Device defaults now set up...\n");
1353 /**********************************************************
1354 * IWineD3DStateBlock VTbl follows
1355 **********************************************************/
1357 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1360 IWineD3DStateBlockImpl_QueryInterface,
1361 IWineD3DStateBlockImpl_AddRef,
1362 IWineD3DStateBlockImpl_Release,
1363 /* IWineD3DStateBlock */
1364 IWineD3DStateBlockImpl_Capture,
1365 IWineD3DStateBlockImpl_Apply,
1366 IWineD3DStateBlockImpl_InitStartupStateBlock
1369 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1374 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1375 stateblock->ref = 1;
1376 stateblock->device = device;
1377 stateblock->blockType = type;
1379 for (i = 0; i < LIGHTMAP_SIZE; i++)
1381 list_init(&stateblock->state.light_map[i]);
1384 hr = stateblock_allocate_shader_constants(stateblock);
1385 if (FAILED(hr)) return hr;
1387 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1388 * produce a placeholder stateblock so other functions called can update a
1390 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1392 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1396 case WINED3DSBT_ALL:
1397 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1398 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1399 device->d3d_pshader_constantF);
1402 case WINED3DSBT_PIXELSTATE:
1403 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1406 case WINED3DSBT_VERTEXSTATE:
1407 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1408 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1412 FIXME("Unrecognized state block type %#x.\n", type);
1416 stateblock_init_contained_states(stateblock);
1417 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);