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);
29 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
31 static const DWORD pixel_states_render[] =
33 WINED3DRS_ALPHABLENDENABLE,
36 WINED3DRS_ALPHATESTENABLE,
37 WINED3DRS_ANTIALIASEDLINEENABLE,
38 WINED3DRS_BLENDFACTOR,
40 WINED3DRS_BLENDOPALPHA,
41 WINED3DRS_CCW_STENCILFAIL,
42 WINED3DRS_CCW_STENCILPASS,
43 WINED3DRS_CCW_STENCILZFAIL,
44 WINED3DRS_COLORWRITEENABLE,
45 WINED3DRS_COLORWRITEENABLE1,
46 WINED3DRS_COLORWRITEENABLE2,
47 WINED3DRS_COLORWRITEENABLE3,
50 WINED3DRS_DESTBLENDALPHA,
51 WINED3DRS_DITHERENABLE,
57 WINED3DRS_SCISSORTESTENABLE,
58 WINED3DRS_SEPARATEALPHABLENDENABLE,
60 WINED3DRS_SLOPESCALEDEPTHBIAS,
62 WINED3DRS_SRCBLENDALPHA,
63 WINED3DRS_SRGBWRITEENABLE,
64 WINED3DRS_STENCILENABLE,
65 WINED3DRS_STENCILFAIL,
66 WINED3DRS_STENCILFUNC,
67 WINED3DRS_STENCILMASK,
68 WINED3DRS_STENCILPASS,
70 WINED3DRS_STENCILWRITEMASK,
71 WINED3DRS_STENCILZFAIL,
72 WINED3DRS_TEXTUREFACTOR,
73 WINED3DRS_TWOSIDEDSTENCILMODE,
92 WINED3DRS_ZWRITEENABLE,
95 static const DWORD pixel_states_texture[] =
101 WINED3DTSS_BUMPENVLOFFSET,
102 WINED3DTSS_BUMPENVLSCALE,
103 WINED3DTSS_BUMPENVMAT00,
104 WINED3DTSS_BUMPENVMAT01,
105 WINED3DTSS_BUMPENVMAT10,
106 WINED3DTSS_BUMPENVMAT11,
107 WINED3DTSS_COLORARG0,
108 WINED3DTSS_COLORARG1,
109 WINED3DTSS_COLORARG2,
111 WINED3DTSS_RESULTARG,
112 WINED3DTSS_TEXCOORDINDEX,
113 WINED3DTSS_TEXTURETRANSFORMFLAGS,
116 static const DWORD pixel_states_sampler[] =
118 WINED3DSAMP_ADDRESSU,
119 WINED3DSAMP_ADDRESSV,
120 WINED3DSAMP_ADDRESSW,
121 WINED3DSAMP_BORDERCOLOR,
122 WINED3DSAMP_MAGFILTER,
123 WINED3DSAMP_MINFILTER,
124 WINED3DSAMP_MIPFILTER,
125 WINED3DSAMP_MIPMAPLODBIAS,
126 WINED3DSAMP_MAXMIPLEVEL,
127 WINED3DSAMP_MAXANISOTROPY,
128 WINED3DSAMP_SRGBTEXTURE,
129 WINED3DSAMP_ELEMENTINDEX,
132 static const DWORD vertex_states_render[] =
134 WINED3DRS_ADAPTIVETESS_W,
135 WINED3DRS_ADAPTIVETESS_X,
136 WINED3DRS_ADAPTIVETESS_Y,
137 WINED3DRS_ADAPTIVETESS_Z,
139 WINED3DRS_AMBIENTMATERIALSOURCE,
141 WINED3DRS_CLIPPLANEENABLE,
142 WINED3DRS_COLORVERTEX,
144 WINED3DRS_DIFFUSEMATERIALSOURCE,
145 WINED3DRS_EMISSIVEMATERIALSOURCE,
146 WINED3DRS_ENABLEADAPTIVETESSELLATION,
148 WINED3DRS_FOGDENSITY,
152 WINED3DRS_FOGTABLEMODE,
153 WINED3DRS_FOGVERTEXMODE,
154 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
156 WINED3DRS_LOCALVIEWER,
157 WINED3DRS_MAXTESSELLATIONLEVEL,
158 WINED3DRS_MINTESSELLATIONLEVEL,
159 WINED3DRS_MULTISAMPLEANTIALIAS,
160 WINED3DRS_MULTISAMPLEMASK,
161 WINED3DRS_NORMALDEGREE,
162 WINED3DRS_NORMALIZENORMALS,
163 WINED3DRS_PATCHEDGESTYLE,
164 WINED3DRS_POINTSCALE_A,
165 WINED3DRS_POINTSCALE_B,
166 WINED3DRS_POINTSCALE_C,
167 WINED3DRS_POINTSCALEENABLE,
169 WINED3DRS_POINTSIZE_MAX,
170 WINED3DRS_POINTSIZE_MIN,
171 WINED3DRS_POINTSPRITEENABLE,
172 WINED3DRS_POSITIONDEGREE,
173 WINED3DRS_RANGEFOGENABLE,
175 WINED3DRS_SPECULARENABLE,
176 WINED3DRS_SPECULARMATERIALSOURCE,
177 WINED3DRS_TWEENFACTOR,
178 WINED3DRS_VERTEXBLEND,
181 static const DWORD vertex_states_texture[] =
183 WINED3DTSS_TEXCOORDINDEX,
184 WINED3DTSS_TEXTURETRANSFORMFLAGS,
187 static const DWORD vertex_states_sampler[] =
189 WINED3DSAMP_DMAPOFFSET,
192 /* Allocates the correct amount of space for pixel and vertex shader constants,
193 * along with their set/changed flags on the given stateblock object
195 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
197 IWineD3DStateBlockImpl *This = object;
199 /* Allocate space for floating point constants */
200 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
201 if (!object->pixelShaderConstantF) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
204 if (!object->changed.pixelShaderConstantsF) goto fail;
206 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
207 if (!object->vertexShaderConstantF) goto fail;
209 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
210 if (!object->changed.vertexShaderConstantsF) goto fail;
212 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
213 if (!object->contained_vs_consts_f) goto fail;
215 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
216 if (!object->contained_ps_consts_f) goto fail;
221 ERR("Failed to allocate memory\n");
222 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
223 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
224 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
225 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
226 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
227 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
228 return E_OUTOFMEMORY;
231 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
233 DWORD mask = (1 << (map_size & 0x1f)) - 1;
234 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
235 if (mask) map[map_size >> 5] = mask;
238 /* Set all members of a stateblock savedstate to the given value */
239 static void stateblock_savedstates_set_all(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
244 states->primitive_type = 1;
246 states->material = 1;
247 states->viewport = 1;
248 states->vertexDecl = 1;
249 states->pixelShader = 1;
250 states->vertexShader = 1;
251 states->scissorRect = 1;
253 /* Fixed size arrays */
254 states->streamSource = 0xffff;
255 states->streamFreq = 0xffff;
256 states->textures = 0xfffff;
257 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
258 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
259 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
260 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
261 states->clipplane = 0xffffffff;
262 states->pixelShaderConstantsB = 0xffff;
263 states->pixelShaderConstantsI = 0xffff;
264 states->vertexShaderConstantsB = 0xffff;
265 states->vertexShaderConstantsI = 0xffff;
267 /* Dynamically sized arrays */
268 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
269 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
272 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
274 DWORD texture_mask = 0;
275 WORD sampler_mask = 0;
278 states->pixelShader = 1;
280 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
282 DWORD rs = pixel_states_render[i];
283 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
286 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
287 texture_mask |= 1 << pixel_states_texture[i];
288 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
289 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
290 sampler_mask |= 1 << pixel_states_sampler[i];
291 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
292 states->pixelShaderConstantsB = 0xffff;
293 states->pixelShaderConstantsI = 0xffff;
295 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_pshader_constantsF);
298 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const struct wined3d_gl_info *gl_info)
300 DWORD texture_mask = 0;
301 WORD sampler_mask = 0;
304 states->vertexDecl = 1;
305 states->vertexShader = 1;
307 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
309 DWORD rs = vertex_states_render[i];
310 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
313 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
314 texture_mask |= 1 << vertex_states_texture[i];
315 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
316 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
317 sampler_mask |= 1 << vertex_states_sampler[i];
318 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
319 states->vertexShaderConstantsB = 0xffff;
320 states->vertexShaderConstantsI = 0xffff;
322 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * gl_info->max_vshader_constantsF);
325 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
327 const struct wined3d_gl_info *gl_info = &stateblock->wineD3DDevice->adapter->gl_info;
330 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
332 DWORD map = stateblock->changed.renderState[i];
333 for (j = 0; map; map >>= 1, ++j)
335 if (!(map & 1)) continue;
337 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
338 ++stateblock->num_contained_render_states;
342 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
344 DWORD map = stateblock->changed.transform[i];
345 for (j = 0; map; map >>= 1, ++j)
347 if (!(map & 1)) continue;
349 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
350 ++stateblock->num_contained_transform_states;
354 for (i = 0; i < gl_info->max_vshader_constantsF; ++i)
356 if (stateblock->changed.vertexShaderConstantsF[i])
358 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
359 ++stateblock->num_contained_vs_consts_f;
363 for (i = 0; i < MAX_CONST_I; ++i)
365 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
367 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
368 ++stateblock->num_contained_vs_consts_i;
372 for (i = 0; i < MAX_CONST_B; ++i)
374 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
376 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
377 ++stateblock->num_contained_vs_consts_b;
381 for (i = 0; i < gl_info->max_pshader_constantsF; ++i)
383 if (stateblock->changed.pixelShaderConstantsF[i])
385 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
386 ++stateblock->num_contained_ps_consts_f;
390 for (i = 0; i < MAX_CONST_I; ++i)
392 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
394 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
395 ++stateblock->num_contained_ps_consts_i;
399 for (i = 0; i < MAX_CONST_B; ++i)
401 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
403 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
404 ++stateblock->num_contained_ps_consts_b;
408 for (i = 0; i < MAX_TEXTURES; ++i)
410 DWORD map = stateblock->changed.textureState[i];
412 for(j = 0; map; map >>= 1, ++j)
414 if (!(map & 1)) continue;
416 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
417 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
418 ++stateblock->num_contained_tss_states;
422 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
424 DWORD map = stateblock->changed.samplerState[i];
426 for (j = 0; map; map >>= 1, ++j)
428 if (!(map & 1)) continue;
430 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
431 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
432 ++stateblock->num_contained_sampler_states;
437 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
441 for (i = 0; i < LIGHTMAP_SIZE; ++i)
443 const struct wined3d_light_info *src_light;
445 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
447 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
449 *dst_light = *src_light;
450 list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
455 /**********************************************************
456 * IWineD3DStateBlockImpl IUnknown parts follows
457 **********************************************************/
458 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
460 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
461 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
462 if (IsEqualGUID(riid, &IID_IUnknown)
463 || IsEqualGUID(riid, &IID_IWineD3DBase)
464 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
465 IUnknown_AddRef(iface);
470 return E_NOINTERFACE;
473 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
474 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
475 ULONG refCount = InterlockedIncrement(&This->ref);
477 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
481 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
482 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
483 ULONG refCount = InterlockedDecrement(&This->ref);
485 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
490 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
492 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
494 if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
497 for (counter = 0; counter < MAX_STREAMS; counter++) {
498 if(This->streamSource[counter]) {
499 if (IWineD3DBuffer_Release(This->streamSource[counter]))
501 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
505 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
506 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
507 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
509 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
510 struct list *e1, *e2;
511 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
513 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
514 list_remove(&light->entry);
515 HeapFree(GetProcessHeap(), 0, light);
519 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
520 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
521 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
522 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
523 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
524 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
525 HeapFree(GetProcessHeap(), 0, This);
530 /**********************************************************
531 * IWineD3DStateBlockImpl parts follows
532 **********************************************************/
533 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
534 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
535 IUnknown_AddRef(This->parent);
536 *pParent = This->parent;
540 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
542 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
544 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
545 IWineD3DDevice_AddRef(*ppDevice);
550 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
554 /* Lights... For a recorded state block, we just had a chain of actions to perform,
555 * so we need to walk that chain and update any actions which differ
557 for(i = 0; i < LIGHTMAP_SIZE; i++) {
559 LIST_FOR_EACH(e, &This->lightMap[i]) {
560 BOOL updated = FALSE;
561 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
563 /* Look up the light in the destination */
564 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
565 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
566 if (realLight->OriginalIndex == src->OriginalIndex)
568 src->OriginalParms = realLight->OriginalParms;
570 if (realLight->glIndex == -1 && src->glIndex != -1)
573 This->activeLights[src->glIndex] = NULL;
575 else if (realLight->glIndex != -1 && src->glIndex == -1)
578 This->activeLights[realLight->glIndex] = src;
580 src->glIndex = realLight->glIndex;
588 ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
589 src->OriginalIndex, This, targetStateBlock);
595 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
597 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
598 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
602 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
604 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
606 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
608 if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
609 if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
610 This->vertexShader = targetStateBlock->vertexShader;
613 /* Vertex Shader Float Constants */
614 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
616 unsigned int idx = This->contained_vs_consts_f[i];
618 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
619 This, targetStateBlock, idx,
620 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
621 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
622 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
623 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
625 This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
626 This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
627 This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
628 This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
631 /* Vertex Shader Integer Constants */
632 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
634 unsigned int idx = This->contained_vs_consts_i[i];
636 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
637 This, targetStateBlock, idx,
638 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
639 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
640 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
641 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
643 This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
644 This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
645 This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
646 This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
649 /* Vertex Shader Boolean Constants */
650 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
652 unsigned int idx = This->contained_vs_consts_b[i];
654 TRACE("Setting %p from %p %u to %s.\n",
655 This, targetStateBlock, idx,
656 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
658 This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
661 /* Pixel Shader Float Constants */
662 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
664 unsigned int idx = This->contained_ps_consts_f[i];
666 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
667 This, targetStateBlock, idx,
668 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
669 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
670 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
671 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
673 This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
674 This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
675 This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
676 This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
679 /* Pixel Shader Integer Constants */
680 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
682 unsigned int idx = This->contained_ps_consts_i[i];
683 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
684 This, targetStateBlock, idx,
685 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
686 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
687 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
688 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
690 This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
691 This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
692 This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
693 This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
696 /* Pixel Shader Boolean Constants */
697 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
699 unsigned int idx = This->contained_ps_consts_b[i];
700 TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
701 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
703 This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
706 /* Others + Render & Texture */
707 for (i = 0; i < This->num_contained_transform_states; ++i)
709 WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
711 TRACE("Updating transform %#x.\n", transform);
713 This->transforms[transform] = targetStateBlock->transforms[transform];
716 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
718 if (This->changed.indices
719 && ((This->pIndexData != targetStateBlock->pIndexData)
720 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
721 || (This->IndexFmt != targetStateBlock->IndexFmt)))
723 TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
724 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
726 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
727 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
728 This->pIndexData = targetStateBlock->pIndexData;
729 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
730 This->IndexFmt = targetStateBlock->IndexFmt;
733 if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
734 && (This->blockType != WINED3DSBT_RECORDED
735 || ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9))
737 TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
739 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
740 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
741 This->vertexDecl = targetStateBlock->vertexDecl;
744 if (This->changed.material
745 && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
747 TRACE("Updating material.\n");
749 This->material = targetStateBlock->material;
752 if (This->changed.viewport
753 && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
755 TRACE("Updating viewport.\n");
757 This->viewport = targetStateBlock->viewport;
760 if(This->changed.scissorRect
761 && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
763 TRACE("Updating scissor rect.\n");
765 targetStateBlock->scissorRect = This->scissorRect;
768 map = This->changed.streamSource;
769 for (i = 0; map; map >>= 1, ++i)
771 if (!(map & 1)) continue;
773 if (This->streamStride[i] != targetStateBlock->streamStride[i]
774 || This->streamSource[i] != targetStateBlock->streamSource[i])
776 TRACE("Updating stream source %u to %p, stride to %u.\n",
777 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
779 This->streamStride[i] = targetStateBlock->streamStride[i];
780 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
781 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
782 This->streamSource[i] = targetStateBlock->streamSource[i];
786 map = This->changed.streamFreq;
787 for (i = 0; map; map >>= 1, ++i)
789 if (!(map & 1)) continue;
791 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
792 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
794 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
795 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
797 This->streamFreq[i] = targetStateBlock->streamFreq[i];
798 This->streamFlags[i] = targetStateBlock->streamFlags[i];
802 map = This->changed.clipplane;
803 for (i = 0; map; map >>= 1, ++i)
805 if (!(map & 1)) continue;
807 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
809 TRACE("Updating clipplane %u.\n", i);
810 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
815 for (i = 0; i < This->num_contained_render_states; ++i)
817 WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
819 TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
821 This->renderState[rs] = targetStateBlock->renderState[rs];
825 for (i = 0; i < This->num_contained_tss_states; ++i)
827 DWORD stage = This->contained_tss_states[i].stage;
828 DWORD state = This->contained_tss_states[i].state;
830 TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
831 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
833 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
837 map = This->changed.textures;
838 for (i = 0; map; map >>= 1, ++i)
840 if (!(map & 1)) continue;
842 TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
844 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
845 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
846 This->textures[i] = targetStateBlock->textures[i];
849 for (i = 0; i < This->num_contained_sampler_states; ++i)
851 DWORD stage = This->contained_sampler_states[i].stage;
852 DWORD state = This->contained_sampler_states[i].state;
854 TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
855 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
857 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
860 if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
862 if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
863 if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
864 This->pixelShader = targetStateBlock->pixelShader;
867 record_lights(This, targetStateBlock);
869 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
874 static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
877 for(i = 0; i < LIGHTMAP_SIZE; i++) {
880 LIST_FOR_EACH(e, &This->lightMap[i])
882 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
884 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
885 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
890 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
892 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
893 IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
897 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
899 TRACE("Blocktype: %d\n", This->blockType);
901 if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
903 /* Vertex Shader Constants */
904 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
906 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
907 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
909 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
911 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
912 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
914 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
916 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
917 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
920 apply_lights(pDevice, This);
922 if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
924 /* Pixel Shader Constants */
925 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
927 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
928 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
930 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
932 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
933 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
935 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
937 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
938 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
942 for (i = 0; i < This->num_contained_render_states; ++i)
944 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
945 This->renderState[This->contained_render_states[i]]);
949 for (i = 0; i < This->num_contained_tss_states; ++i)
951 DWORD stage = This->contained_tss_states[i].stage;
952 DWORD state = This->contained_tss_states[i].state;
954 IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
958 for (i = 0; i < This->num_contained_sampler_states; ++i)
960 DWORD stage = This->contained_sampler_states[i].stage;
961 DWORD state = This->contained_sampler_states[i].state;
962 DWORD value = This->samplerState[stage][state];
964 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
965 IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
968 for (i = 0; i < This->num_contained_transform_states; ++i)
970 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
971 &This->transforms[This->contained_transform_states[i]]);
974 if (This->changed.primitive_type)
976 This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
977 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
980 if (This->changed.indices)
982 IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
983 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
986 if (This->changed.vertexDecl)
988 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
991 if (This->changed.material)
993 IWineD3DDevice_SetMaterial(pDevice, &This->material);
996 if (This->changed.viewport)
998 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1001 if (This->changed.scissorRect)
1003 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1006 map = This->changed.streamSource;
1007 for (i = 0; map; map >>= 1, ++i)
1009 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1012 map = This->changed.streamFreq;
1013 for (i = 0; map; map >>= 1, ++i)
1015 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1018 map = This->changed.textures;
1019 for (i = 0; map; map >>= 1, ++i)
1023 if (!(map & 1)) continue;
1025 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1026 IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
1029 map = This->changed.clipplane;
1030 for (i = 0; map; map >>= 1, ++i)
1034 if (!(map & 1)) continue;
1036 clip[0] = This->clipplane[i][0];
1037 clip[1] = This->clipplane[i][1];
1038 clip[2] = This->clipplane[i][2];
1039 clip[3] = This->clipplane[i][3];
1040 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1043 This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1044 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1046 if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1048 This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
1052 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1057 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1058 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1059 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1060 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1062 WINED3DLINEPATTERN lp;
1070 IWineD3DSwapChain *swapchain;
1071 IWineD3DSurface *backbuffer;
1074 /* Note this may have a large overhead but it should only be executed
1075 once, in order to initialize the complete state of the device and
1076 all opengl equivalents */
1077 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1078 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1079 This->blockType = WINED3DSBT_INIT;
1081 /* Set some of the defaults for lights, transforms etc */
1082 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1083 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1084 for (i = 0; i < 256; ++i) {
1085 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1088 TRACE("Render states\n");
1089 /* Render states: */
1090 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1091 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1097 lp.lp.wRepeatFactor = 0;
1098 lp.lp.wLinePattern = 0;
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1117 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1119 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1155 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1157 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1158 tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 1.0f;
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1161 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1163 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1165 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1170 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1173 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1174 tmpfloat.f = GL_LIMITS(pointsize);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1177 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1182 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1183 /* states new in d3d9 */
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1185 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1189 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1192 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1194 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1198 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1200 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1205 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1208 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1217 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1220 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1222 /* clipping status */
1223 This->clip_status.ClipUnion = 0;
1224 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1226 /* Texture Stage States - Put directly into state block, we will call function below */
1227 for (i = 0; i < MAX_TEXTURES; i++) {
1228 TRACE("Setting up default texture states for texture Stage %d\n", i);
1229 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1230 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1231 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1232 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1233 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1234 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1235 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1236 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1237 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1238 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1239 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1240 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1241 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1242 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1243 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1244 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1245 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1246 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1248 This->lowest_disabled_stage = 1;
1251 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1252 TRACE("Setting up default samplers states for sampler %d\n", i);
1253 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1254 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1255 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1256 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1257 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1258 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1259 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1260 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1261 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1262 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1263 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1264 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1265 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1268 for(i = 0; i < GL_LIMITS(textures); i++) {
1269 /* Note: This avoids calling SetTexture, so pretend it has been called */
1270 This->changed.textures |= 1 << i;
1271 This->textures[i] = NULL;
1274 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1275 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1276 if( hr == WINED3D_OK && swapchain != NULL) {
1279 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1280 if (SUCCEEDED(hr) && backbuffer)
1282 WINED3DSURFACE_DESC desc;
1285 IWineD3DSurface_GetDesc(backbuffer, &desc);
1286 IWineD3DSurface_Release(backbuffer);
1288 /* Set the default scissor rect values */
1289 scissorrect.left = 0;
1290 scissorrect.right = desc.width;
1291 scissorrect.top = 0;
1292 scissorrect.bottom = desc.height;
1293 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1294 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1297 /* Set the default viewport */
1300 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1301 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1304 IWineD3DDevice_SetViewport(device, &vp);
1306 IWineD3DSwapChain_Release(swapchain);
1309 TRACE("-----------------------> Device defaults now set up...\n");
1313 /**********************************************************
1314 * IWineD3DStateBlock VTbl follows
1315 **********************************************************/
1317 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1320 IWineD3DStateBlockImpl_QueryInterface,
1321 IWineD3DStateBlockImpl_AddRef,
1322 IWineD3DStateBlockImpl_Release,
1323 /* IWineD3DStateBlock */
1324 IWineD3DStateBlockImpl_GetParent,
1325 IWineD3DStateBlockImpl_GetDevice,
1326 IWineD3DStateBlockImpl_Capture,
1327 IWineD3DStateBlockImpl_Apply,
1328 IWineD3DStateBlockImpl_InitStartupStateBlock
1331 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device,
1332 WINED3DSTATEBLOCKTYPE type, IUnknown *parent)
1334 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1338 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1339 stateblock->ref = 1;
1340 stateblock->parent = parent;
1341 stateblock->wineD3DDevice = device;
1342 stateblock->blockType = type;
1344 for (i = 0; i < LIGHTMAP_SIZE; i++)
1346 list_init(&stateblock->lightMap[i]);
1349 hr = stateblock_allocate_shader_constants(stateblock);
1350 if (FAILED(hr)) return hr;
1352 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1353 * produce a placeholder stateblock so other functions called can update a
1355 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1357 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1361 case WINED3DSBT_ALL:
1362 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1363 stateblock_savedstates_set_all(&stateblock->changed, gl_info);
1366 case WINED3DSBT_PIXELSTATE:
1367 stateblock_savedstates_set_pixel(&stateblock->changed, gl_info);
1370 case WINED3DSBT_VERTEXSTATE:
1371 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1372 stateblock_savedstates_set_vertex(&stateblock->changed, gl_info);
1376 FIXME("Unrecognized state block type %#x.\n", type);
1380 stateblock_init_contained_states(stateblock);
1381 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);