2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
27 #include "wine/debug.h"
31 #include "d3d8_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 /* Used for CreateStateBlock */
36 #define NUM_SAVEDPIXELSTATES_R 38
37 #define NUM_SAVEDPIXELSTATES_T 27
38 #define NUM_SAVEDVERTEXSTATES_R 33
39 #define NUM_SAVEDVERTEXSTATES_T 2
44 extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
45 extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
46 extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
47 extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
48 static const float idmatrix[16] = {
55 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
59 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
61 /* Note this may have a large overhead but it should only be executed
62 once, in order to initialize the complete state of the device and
63 all opengl equivalents */
64 TRACE("-----------------------> Setting up device defaults...\n");
65 This->StateBlock->blockType = D3DSBT_ALL;
67 /* FIXME: Set some of the defaults for lights, transforms etc */
68 memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
69 memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
70 for (i = 0; i < 256; ++i) {
71 memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
75 if (This->PresentParms.EnableAutoDepthStencil) {
76 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
78 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
80 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
81 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
82 lp.wRepeatFactor = 0; lp.wLinePattern = 0; IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, (DWORD) &lp);
83 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
84 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
85 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
86 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
87 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
88 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
89 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
90 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
91 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
92 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
93 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
94 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
95 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
96 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
97 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
98 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
99 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, 0.0f);
100 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, 1.0f);
101 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, 1.0f);
102 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
103 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
104 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
105 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
106 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
107 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
108 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
110 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
111 * so only a single call performed (and ensure defaults initialized before making that call)
113 * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
114 * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
116 This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
117 This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
118 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
119 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
120 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
121 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
122 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
123 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
124 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
125 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
126 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
127 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
128 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
129 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
130 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
131 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
132 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
133 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
134 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
135 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
136 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
137 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
138 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
139 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
140 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
141 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
142 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
143 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, 1.0f);
144 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, 0.0f);
145 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
146 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
147 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
148 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
149 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
150 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
151 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
152 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
153 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, 1.0f);
154 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
155 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, (DWORD) 64.0f);
156 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
157 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
158 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, (DWORD) 0.0f);
159 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
160 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
161 IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
163 /* Texture Stage States - Put directly into state block, we will call function below */
164 for (i = 0; i < GL_LIMITS(textures); i++) {
165 memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
166 This->StateBlock->texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
167 This->StateBlock->texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
168 This->StateBlock->texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
169 This->StateBlock->texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
170 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
171 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
172 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
173 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
174 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
175 This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
176 This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX ] = i;
177 This->StateBlock->texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
178 This->StateBlock->texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
179 This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
180 This->StateBlock->texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
181 This->StateBlock->texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
182 This->StateBlock->texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
183 This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
184 This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
185 This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
186 This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
187 This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
188 This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
189 This->StateBlock->texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
190 This->StateBlock->texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
191 This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
192 This->StateBlock->texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
195 /* Under DirectX you can have texture stage operations even if no texture is
196 bound, whereas opengl will only do texture operations when a valid texture is
197 bound. We emulate this by creating dummy textures and binding them to each
198 texture stage, but disable all stages by default. Hence if a stage is enabled
199 then the default texture will kick in until replaced by a SetTexture call */
201 for (i = 0; i < GL_LIMITS(textures); i++) {
204 /* Note this avoids calling settexture, so pretend it has been called */
205 This->StateBlock->Set.textures[i] = TRUE;
206 This->StateBlock->Changed.textures[i] = TRUE;
207 This->StateBlock->textures[i] = NULL;
209 /* Make appropriate texture active */
210 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
211 #if defined(GL_VERSION_1_3)
212 glActiveTexture(GL_TEXTURE0 + i);
214 glActiveTextureARB(GL_TEXTURE0_ARB + i);
216 checkGLcall("glActiveTextureARB");
218 FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
221 /* Generate an opengl texture name */
222 glGenTextures(1, &This->dummyTextureName[i]);
223 checkGLcall("glGenTextures");
224 TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
226 /* Generate a dummy 1d texture */
227 This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
228 glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
229 checkGLcall("glBindTexture");
231 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
232 checkGLcall("glTexImage1D");
234 /* Reapply all the texture state information to this texture */
235 setupTextureStates(iface, i);
238 /* defaulting palettes */
239 for (i = 0; i < MAX_PALETTES; ++i) {
240 for (j = 0; j < 256; ++j) {
241 This->palettes[i][j].peRed = 0xFF;
242 This->palettes[i][j].peGreen = 0xFF;
243 This->palettes[i][j].peBlue = 0xFF;
244 This->palettes[i][j].peFlags = 0xFF;
247 This->currentPalette = 0;
249 TRACE("-----------------------> Device defaults now set up...\n");
256 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
257 IDirect3DStateBlockImpl* object;
260 TRACE("(%p) : Type(%d)\n", This, Type);
262 /* Allocate Storage */
263 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
265 if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
266 /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
267 object->device = This;
269 object->blockType = Type;
270 This->StateBlock = object;
271 /* don't forget to init it calling InitStartupStateBlock */
274 memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
276 *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
277 return E_OUTOFMEMORY;
279 /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
280 object->device = This;
282 object->blockType = Type;
284 TRACE("Updating changed flags appropriate for type %d\n", Type);
286 if (Type == D3DSBT_ALL) {
287 TRACE("ALL => Pretend everything has changed\n");
288 memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
290 } else if (Type == D3DSBT_PIXELSTATE) {
292 memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
294 /* TODO: Pixel Shader Constants */
295 object->Changed.pixelShader = TRUE;
296 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
297 object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
299 for (j = 0; j < GL_LIMITS(textures); i++) {
300 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
301 object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
305 } else if (Type == D3DSBT_VERTEXSTATE) {
307 memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
309 /* TODO: Vertex Shader Constants */
310 object->Changed.vertexShader = TRUE;
311 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
312 object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
314 for (j = 0; j < GL_LIMITS(textures); i++) {
315 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
316 object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
319 for (i = 0; i < GL_LIMITS(lights); i++) {
320 object->Changed.lightEnable[i] = TRUE;
321 object->Changed.lights[i] = TRUE;
325 FIXME("Unrecognized state block type %d\n", Type);
327 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
329 *ppStateBlock = object;
333 /** yakkk temporary waiting for Release */
334 HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
335 TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
336 HeapFree(GetProcessHeap(), 0, (void *)pSB);
340 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
341 IDirect3DStateBlockImpl* object;
343 TRACE("(%p)\n", This);
345 if (This->isRecordingState) {
346 TRACE("(%p) already recording! returning error\n", This);
347 return D3DERR_INVALIDCALL;
350 /* Allocate Storage */
351 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
354 return E_OUTOFMEMORY;
356 /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
357 object->device = This;
360 This->isRecordingState = TRUE;
361 This->UpdateStateBlock = object;
366 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
367 TRACE("(%p)\n", This);
369 if (!This->isRecordingState) {
370 TRACE("(%p) not recording! returning error\n", This);
371 *ppStateBlock = NULL;
372 return D3DERR_INVALIDCALL;
375 This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
376 *ppStateBlock = This->UpdateStateBlock; /* FIXME: AddRef() */
377 This->isRecordingState = FALSE;
378 This->UpdateStateBlock = This->StateBlock;
380 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
384 HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
387 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
389 TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
391 /* FIXME: Only apply applicable states not all states */
393 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
395 for (i = 0; i < GL_LIMITS(lights); i++) {
397 if (pSB->Set.lightEnable[i] && pSB->Changed.lightEnable[i])
398 IDirect3DDevice8Impl_LightEnable(iface, i, pSB->lightEnable[i]);
399 if (pSB->Set.lights[i] && pSB->Changed.lights[i])
400 IDirect3DDevice8Impl_SetLight(iface, i, &pSB->lights[i]);
403 if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
404 IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
406 /* TODO: Vertex Shader Constants */
409 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
411 if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
412 IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
414 /* TODO: Pixel Shader Constants */
417 /* Others + Render & Texture */
418 if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
419 for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
420 if (pSB->Set.transform[i] && pSB->Changed.transform[i])
421 IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
424 if (pSB->Set.Indices && pSB->Changed.Indices)
425 IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
427 if (pSB->Set.material && pSB->Changed.material)
428 IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
430 if (pSB->Set.viewport && pSB->Changed.viewport)
431 IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
433 for (i=0; i<MAX_STREAMS; i++) {
434 if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
435 IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
438 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
439 if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
442 clip[0] = pSB->clipplane[i][0];
443 clip[1] = pSB->clipplane[i][1];
444 clip[2] = pSB->clipplane[i][2];
445 clip[3] = pSB->clipplane[i][3];
446 IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
451 for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
452 if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
453 IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
457 for (j = 0; j < GL_LIMITS(textures); j++) {
458 for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
459 if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
460 IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
463 if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
464 IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
469 } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
471 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
472 if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
473 IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
477 for (j = 0; j < GL_LIMITS(textures); i++) {
478 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
479 if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
480 pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
481 IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
485 } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
487 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
488 if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
489 IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
492 for (j = 0; j < GL_LIMITS(textures); i++) {
493 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
494 if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
495 pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
496 IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
502 FIXME("Unrecognized state block type %d\n", pSB->blockType);
504 memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
505 TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
510 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
511 LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
513 TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
515 /* If not recorded, then update can just recapture */
516 if (updateBlock->blockType != D3DSBT_RECORDED) {
517 IDirect3DStateBlockImpl* tmpBlock;
518 IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
519 memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
520 IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
522 /* FIXME: This will record states of new lights! May need to have and save set_lights
523 across this action */
528 /* Recorded => Only update 'changed' values */
529 if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
530 updateBlock->VertexShader = This->StateBlock->VertexShader;
531 TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
534 /* TODO: Vertex Shader Constants */
536 for (i = 0; i < GL_LIMITS(lights); i++) {
537 if (updateBlock->Set.lightEnable[i] && This->StateBlock->lightEnable[i] != updateBlock->lightEnable[i]) {
538 TRACE("Updating light enable for light %d to %d\n", i, This->StateBlock->lightEnable[i]);
539 updateBlock->lightEnable[i] = This->StateBlock->lightEnable[i];
542 if (updateBlock->Set.lights[i] && memcmp(&This->StateBlock->lights[i],
543 &updateBlock->lights[i],
544 sizeof(D3DLIGHT8)) != 0) {
545 TRACE("Updating lights for light %d\n", i);
546 memcpy(&updateBlock->lights[i], &This->StateBlock->lights[i], sizeof(D3DLIGHT8));
550 if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
551 TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
552 updateBlock->lights[i] = This->StateBlock->lights[i];
553 IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
556 /* TODO: Pixel Shader Constants */
558 /* Others + Render & Texture */
559 for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
560 if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i],
561 &updateBlock->transforms[i],
562 sizeof(D3DMATRIX)) != 0) {
563 TRACE("Updating transform %d\n", i);
564 memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
568 if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
569 || (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
570 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
571 This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
572 updateBlock->pIndexData = This->StateBlock->pIndexData;
573 updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
576 if (updateBlock->Set.material && memcmp(&This->StateBlock->material,
577 &updateBlock->material,
578 sizeof(D3DMATERIAL8)) != 0) {
579 TRACE("Updating material\n");
580 memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
583 if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport,
584 &updateBlock->viewport,
585 sizeof(D3DVIEWPORT8)) != 0) {
586 TRACE("Updating viewport\n");
587 memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
590 for (i = 0; i < MAX_STREAMS; i++) {
591 if (updateBlock->Set.stream_source[i] &&
592 ((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
593 (updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
594 TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i],
595 This->StateBlock->stream_stride[i]);
596 updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
597 updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
601 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
602 if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i],
603 &updateBlock->clipplane[i],
604 sizeof(updateBlock->clipplane)) != 0) {
606 TRACE("Updating clipplane %d\n", i);
607 memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i],
608 sizeof(updateBlock->clipplane));
613 for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
615 if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] !=
616 This->StateBlock->renderstate[i])) {
617 TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
618 updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
623 for (j = 0; j < GL_LIMITS(textures); j++) {
624 for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
626 if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
627 This->StateBlock->texture_state[j][i])) {
628 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i],
629 updateBlock->texture_state[j][i]);
630 updateBlock->texture_state[j][i] = This->StateBlock->texture_state[j][i];
633 if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
634 TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j], updateBlock->textures[j]);
635 updateBlock->textures[j] = This->StateBlock->textures[j];
642 TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
647 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
648 D3DRS_ALPHABLENDENABLE ,
651 D3DRS_ALPHATESTENABLE ,
653 D3DRS_COLORWRITEENABLE ,
656 D3DRS_EDGEANTIALIAS ,
665 D3DRS_STENCILENABLE ,
671 D3DRS_STENCILWRITEMASK ,
673 D3DRS_TEXTUREFACTOR ,
688 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
697 D3DTSS_BUMPENVLOFFSET ,
698 D3DTSS_BUMPENVLSCALE ,
699 D3DTSS_BUMPENVMAT00 ,
700 D3DTSS_BUMPENVMAT01 ,
701 D3DTSS_BUMPENVMAT10 ,
702 D3DTSS_BUMPENVMAT11 ,
708 D3DTSS_MAXANISOTROPY ,
712 D3DTSS_MIPMAPLODBIAS ,
714 D3DTSS_TEXCOORDINDEX ,
715 D3DTSS_TEXTURETRANSFORMFLAGS
718 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
720 D3DRS_AMBIENTMATERIALSOURCE ,
722 D3DRS_CLIPPLANEENABLE ,
724 D3DRS_DIFFUSEMATERIALSOURCE ,
725 D3DRS_EMISSIVEMATERIALSOURCE ,
730 D3DRS_FOGVERTEXMODE ,
731 D3DRS_INDEXEDVERTEXBLENDENABLE ,
734 D3DRS_MULTISAMPLEANTIALIAS ,
735 D3DRS_MULTISAMPLEMASK ,
736 D3DRS_NORMALIZENORMALS ,
737 D3DRS_PATCHEDGESTYLE ,
738 D3DRS_PATCHSEGMENTS ,
742 D3DRS_POINTSCALEENABLE ,
744 D3DRS_POINTSIZE_MAX ,
745 D3DRS_POINTSIZE_MIN ,
746 D3DRS_POINTSPRITEENABLE ,
747 D3DRS_RANGEFOGENABLE ,
748 D3DRS_SOFTWAREVERTEXPROCESSING ,
749 D3DRS_SPECULARMATERIALSOURCE ,
754 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
755 D3DTSS_TEXCOORDINDEX ,
756 D3DTSS_TEXTURETRANSFORMFLAGS