- pixel shader program dump code
[wine] / dlls / d3d8 / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  *
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.
10  *
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.
15  *
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
19  */
20
21 #include "config.h"
22
23 #include "windef.h"
24 #include "winbase.h"
25 #include "winuser.h"
26 #include "wingdi.h"
27 #include "wine/debug.h"
28
29 #include <math.h>
30
31 #include "d3d8_private.h"
32
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34
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
40
41 /*
42  * Globals
43  */
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] = {
49   1.0, 0.0, 0.0, 0.0,
50   0.0, 1.0, 0.0, 0.0,
51   0.0, 0.0, 1.0, 0.0,
52   0.0, 0.0, 0.0, 1.0
53 };
54
55 HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
56     D3DLINEPATTERN lp;
57     int i;
58     int j;
59     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
60
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;
66
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));
72     }
73  
74     /* Render states: */
75     if (This->PresentParms.EnableAutoDepthStencil) {
76        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
77     } else {
78        IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
79     }
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);
109
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)    
112      *
113      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
114      * IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
115      */
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);
162
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;
193     }
194
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     */
200
201     for (i = 0; i < GL_LIMITS(textures); i++) {
202         GLubyte white = 255;
203
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;
208
209         /* Make appropriate texture active */
210         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
211 #if defined(GL_VERSION_1_3)
212             glActiveTexture(GL_TEXTURE0 + i);
213 #else
214             glActiveTextureARB(GL_TEXTURE0_ARB + i);
215 #endif
216             checkGLcall("glActiveTextureARB");
217         } else if (i > 0) {
218             FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
219         }
220
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]);
225
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");
230
231         glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white); 
232         checkGLcall("glTexImage1D");
233
234         /* Reapply all the texture state information to this texture */
235         setupTextureStates(iface, i);
236     }
237
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;
245       }
246     }
247     This->currentPalette = 0;
248
249     TRACE("-----------------------> Device defaults now set up...\n");
250
251     return D3D_OK;
252 }
253
254
255
256 HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
257   IDirect3DStateBlockImpl* object;
258   UINT i, j;
259
260   TRACE("(%p) : Type(%d)\n", This, Type);
261
262   /* Allocate Storage */
263   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
264   if (object) {
265     if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
266       /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
267       object->device = This;
268       object->ref = 1;
269       object->blockType = Type;
270       This->StateBlock = object;
271       /* don't forget to init it calling InitStartupStateBlock */
272       return D3D_OK;
273     }
274     memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
275   } else {
276     *ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
277     return E_OUTOFMEMORY;
278   }
279   /*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
280   object->device = This;
281   object->ref = 1;
282   object->blockType = Type;
283
284   TRACE("Updating changed flags appropriate for type %d\n", Type);
285
286   if (Type == D3DSBT_ALL) {
287     TRACE("ALL => Pretend everything has changed\n");
288     memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
289     
290   } else if (Type == D3DSBT_PIXELSTATE) {
291     
292     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
293     
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;
298     }
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;
302       }
303     }
304     
305   } else if (Type == D3DSBT_VERTEXSTATE) {
306     
307     memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
308     
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;
313     }
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;
317       }
318     }
319     for (i = 0; i < GL_LIMITS(lights); i++) {
320       object->Changed.lightEnable[i] = TRUE;
321       object->Changed.lights[i] = TRUE;
322     }
323     
324   } else {
325     FIXME("Unrecognized state block type %d\n", Type);
326   }
327   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
328   
329   *ppStateBlock = object;
330   return D3D_OK;
331 }
332
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);
337   return D3D_OK;
338 }
339
340 HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
341   IDirect3DStateBlockImpl* object;
342   
343   TRACE("(%p)\n", This);
344   
345   if (This->isRecordingState) {
346     TRACE("(%p) already recording! returning error\n", This);
347     return D3DERR_INVALIDCALL;
348   }
349
350   /* Allocate Storage */
351   object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
352   if (object) {
353   } else {
354     return E_OUTOFMEMORY;
355   }
356   /*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
357   object->device = This;
358   object->ref = 1;
359   
360   This->isRecordingState = TRUE;
361   This->UpdateStateBlock = object;
362   
363   return D3D_OK;
364 }
365
366 HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
367   TRACE("(%p)\n", This);
368   
369   if (!This->isRecordingState) {
370     TRACE("(%p) not recording! returning error\n", This);
371     *ppStateBlock = NULL;
372     return D3DERR_INVALIDCALL;
373   }
374
375   This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
376   *ppStateBlock = This->UpdateStateBlock;  /* FIXME: AddRef() */
377   This->isRecordingState = FALSE;
378   This->UpdateStateBlock = This->StateBlock;
379   
380   TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
381   return D3D_OK;
382 }
383
384 HRESULT  WINAPI  IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
385     UINT i;
386     UINT j;
387     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
388
389     TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
390
391     /* FIXME: Only apply applicable states not all states */
392
393     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
394
395         for (i = 0; i < GL_LIMITS(lights); i++) {
396
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]);
401         }
402
403         if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
404             IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
405
406         /* TODO: Vertex Shader Constants */
407     }
408
409     if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
410
411         if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
412             IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
413
414         /* TODO: Pixel Shader Constants */
415     }
416
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]);
422         }
423
424         if (pSB->Set.Indices && pSB->Changed.Indices)
425             IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
426
427         if (pSB->Set.material && pSB->Changed.material)
428             IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
429
430         if (pSB->Set.viewport && pSB->Changed.viewport)
431             IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
432
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]);
436         }
437
438         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
439             if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
440                 float clip[4];
441
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);
447             }
448         }
449
450         /* Render */
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]);
454         }
455
456         /* Texture */
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]);
461             }
462           } 
463           if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
464             IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
465           } 
466         }
467
468
469     } else if (pSB->blockType == D3DSBT_PIXELSTATE) {
470
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]]);
474
475         }
476
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]]);
482             }
483         }
484
485     } else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
486
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]]);
490         }
491
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]]);
497             }
498         }
499
500
501     } else {
502         FIXME("Unrecognized state block type %d\n", pSB->blockType);
503     }
504     memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
505     TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
506
507     return D3D_OK;
508 }
509
510 HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
511     LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
512
513     TRACE("(%p) : Updating state block %p ------------------v \n", This, updateBlock);
514
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);
521
522         /* FIXME: This will record states of new lights! May need to have and save set_lights
523            across this action */
524
525     } else {
526         int i, j;
527
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);
532         }
533
534         /* TODO: Vertex Shader Constants */
535
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];
540           }
541
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));
547           }
548         }
549
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);
554         }
555
556         /* TODO: Pixel Shader Constants */
557
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));
565           }
566         }
567
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;
574         }
575
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));
581        }
582            
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));
588        }
589
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];
598            }
599        }
600
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) {
605
606                TRACE("Updating clipplane %d\n", i);
607                memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i], 
608                                        sizeof(updateBlock->clipplane));
609            }
610        }
611
612        /* Render */
613        for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
614
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];
619            }
620        }
621
622        /* Texture */
623        for (j = 0; j < GL_LIMITS(textures); j++) {
624            for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
625
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];
631                }
632
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];
636                }
637            }
638
639        }
640     }
641
642     TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
643
644     return D3D_OK;
645 }
646
647 DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
648     D3DRS_ALPHABLENDENABLE   ,
649     D3DRS_ALPHAFUNC          ,
650     D3DRS_ALPHAREF           ,
651     D3DRS_ALPHATESTENABLE    ,
652     D3DRS_BLENDOP            ,
653     D3DRS_COLORWRITEENABLE   ,
654     D3DRS_DESTBLEND          ,
655     D3DRS_DITHERENABLE       ,
656     D3DRS_EDGEANTIALIAS      ,
657     D3DRS_FILLMODE           ,
658     D3DRS_FOGDENSITY         ,
659     D3DRS_FOGEND             ,
660     D3DRS_FOGSTART           ,
661     D3DRS_LASTPIXEL          ,
662     D3DRS_LINEPATTERN        ,
663     D3DRS_SHADEMODE          ,
664     D3DRS_SRCBLEND           ,
665     D3DRS_STENCILENABLE      ,
666     D3DRS_STENCILFAIL        ,
667     D3DRS_STENCILFUNC        ,
668     D3DRS_STENCILMASK        ,
669     D3DRS_STENCILPASS        ,
670     D3DRS_STENCILREF         ,
671     D3DRS_STENCILWRITEMASK   ,
672     D3DRS_STENCILZFAIL       ,
673     D3DRS_TEXTUREFACTOR      ,
674     D3DRS_WRAP0              ,
675     D3DRS_WRAP1              ,
676     D3DRS_WRAP2              ,
677     D3DRS_WRAP3              ,
678     D3DRS_WRAP4              ,
679     D3DRS_WRAP5              ,
680     D3DRS_WRAP6              ,
681     D3DRS_WRAP7              ,
682     D3DRS_ZBIAS              ,
683     D3DRS_ZENABLE            ,
684     D3DRS_ZFUNC              ,
685     D3DRS_ZWRITEENABLE
686 };
687
688 DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
689     D3DTSS_ADDRESSU              ,
690     D3DTSS_ADDRESSV              ,
691     D3DTSS_ADDRESSW              ,
692     D3DTSS_ALPHAARG0             ,
693     D3DTSS_ALPHAARG1             ,
694     D3DTSS_ALPHAARG2             ,
695     D3DTSS_ALPHAOP               ,
696     D3DTSS_BORDERCOLOR           ,
697     D3DTSS_BUMPENVLOFFSET        ,
698     D3DTSS_BUMPENVLSCALE         ,
699     D3DTSS_BUMPENVMAT00          ,
700     D3DTSS_BUMPENVMAT01          ,
701     D3DTSS_BUMPENVMAT10          ,
702     D3DTSS_BUMPENVMAT11          ,
703     D3DTSS_COLORARG0             ,
704     D3DTSS_COLORARG1             ,
705     D3DTSS_COLORARG2             ,
706     D3DTSS_COLOROP               ,
707     D3DTSS_MAGFILTER             ,
708     D3DTSS_MAXANISOTROPY         ,
709     D3DTSS_MAXMIPLEVEL           ,
710     D3DTSS_MINFILTER             ,
711     D3DTSS_MIPFILTER             ,
712     D3DTSS_MIPMAPLODBIAS         ,
713     D3DTSS_RESULTARG             ,
714     D3DTSS_TEXCOORDINDEX         ,
715     D3DTSS_TEXTURETRANSFORMFLAGS
716 };
717
718 DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
719     D3DRS_AMBIENT                       ,
720     D3DRS_AMBIENTMATERIALSOURCE         ,
721     D3DRS_CLIPPING                      ,
722     D3DRS_CLIPPLANEENABLE               ,
723     D3DRS_COLORVERTEX                   ,
724     D3DRS_DIFFUSEMATERIALSOURCE         ,
725     D3DRS_EMISSIVEMATERIALSOURCE        ,
726     D3DRS_FOGDENSITY                    ,
727     D3DRS_FOGEND                        ,
728     D3DRS_FOGSTART                      ,
729     D3DRS_FOGTABLEMODE                  ,
730     D3DRS_FOGVERTEXMODE                 ,
731     D3DRS_INDEXEDVERTEXBLENDENABLE      ,
732     D3DRS_LIGHTING                      ,
733     D3DRS_LOCALVIEWER                   ,
734     D3DRS_MULTISAMPLEANTIALIAS          ,
735     D3DRS_MULTISAMPLEMASK               ,
736     D3DRS_NORMALIZENORMALS              ,
737     D3DRS_PATCHEDGESTYLE                ,
738     D3DRS_PATCHSEGMENTS                 ,
739     D3DRS_POINTSCALE_A                  ,
740     D3DRS_POINTSCALE_B                  ,
741     D3DRS_POINTSCALE_C                  ,
742     D3DRS_POINTSCALEENABLE              ,
743     D3DRS_POINTSIZE                     ,
744     D3DRS_POINTSIZE_MAX                 ,
745     D3DRS_POINTSIZE_MIN                 ,
746     D3DRS_POINTSPRITEENABLE             ,
747     D3DRS_RANGEFOGENABLE                ,
748     D3DRS_SOFTWAREVERTEXPROCESSING      ,
749     D3DRS_SPECULARMATERIALSOURCE        ,
750     D3DRS_TWEENFACTOR                   ,
751     D3DRS_VERTEXBLEND
752 };
753
754 DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
755     D3DTSS_TEXCOORDINDEX         ,
756     D3DTSS_TEXTURETRANSFORMFLAGS
757 };