wined3d: Simplify IWineD3DBaseTextureImpl_ApplyStateChanges.
[wine] / dlls / wined3d / stateblock.c
1 /*
2  * state block implementation
3  *
4  * Copyright 2002 Raphael Junqueira
5  * Copyright 2004 Jason Edmeades
6  * Copyright 2005 Oliver Stieber
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
28
29 /***************************************
30  * Stateblock helper functions follow
31  **************************************/
32
33 /** Allocates the correct amount of space for pixel and vertex shader constants, 
34  * along with their set/changed flags on the given stateblock object
35  */
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
37     
38     IWineD3DStateBlockImpl *This = object;
39
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
41
42     /* Allocate space for floating point constants */
43     object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
44     WINED3D_MEMCHECK(object->pixelShaderConstantF);
45     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46     WINED3D_MEMCHECK(object->changed.pixelShaderConstantsF);
47     object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
48     WINED3D_MEMCHECK(object->vertexShaderConstantF);
49     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
50     WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
51     object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
52     WINED3D_MEMCHECK(object->contained_vs_consts_f);
53     object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
54     WINED3D_MEMCHECK(object->contained_ps_consts_f);
55
56     list_init(&object->set_vconstantsF);
57     list_init(&object->set_pconstantsF);
58
59 #undef WINED3D_MEMCHECK
60
61     return WINED3D_OK;
62 }
63
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66     IWineD3DStateBlock* iface,
67     SAVEDSTATES* dest,
68     SAVEDSTATES* source) {
69     
70     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71     unsigned bsize = sizeof(BOOL);
72
73     /* Single values */
74     dest->indices = source->indices;
75     dest->material = source->material;
76     dest->fvf = source->fvf;
77     dest->viewport = source->viewport;
78     dest->vertexDecl = source->vertexDecl;
79     dest->pixelShader = source->pixelShader;
80     dest->vertexShader = source->vertexShader;
81     dest->scissorRect = dest->scissorRect;
82
83     /* Fixed size arrays */
84     memcpy(dest->streamSource, source->streamSource, bsize * MAX_STREAMS);
85     memcpy(dest->streamFreq, source->streamFreq, bsize * MAX_STREAMS);
86     memcpy(dest->textures, source->textures, bsize * MAX_COMBINED_SAMPLERS);
87     memcpy(dest->transform, source->transform, bsize * (HIGHEST_TRANSFORMSTATE + 1));
88     memcpy(dest->renderState, source->renderState, bsize * (WINEHIGHEST_RENDER_STATE + 1));
89     memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
90     memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
91     memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
92     memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
93     memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
94     memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
95     memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
96
97     /* Dynamically sized arrays */
98     memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
99     memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
100 }
101
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104     IWineD3DStateBlock* iface,
105     SAVEDSTATES* states,
106     BOOL value) {
107     
108     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109     unsigned bsize = sizeof(BOOL);
110
111     /* Single values */
112     states->indices = value;
113     states->material = value;
114     states->fvf = value;
115     states->viewport = value;
116     states->vertexDecl = value;
117     states->pixelShader = value;
118     states->vertexShader = value;
119     states->scissorRect = value;
120
121     /* Fixed size arrays */
122     memset(states->streamSource, value, bsize * MAX_STREAMS);
123     memset(states->streamFreq, value, bsize * MAX_STREAMS);
124     memset(states->textures, value, bsize * MAX_COMBINED_SAMPLERS);
125     memset(states->transform, value, bsize * (HIGHEST_TRANSFORMSTATE + 1));
126     memset(states->renderState, value, bsize * (WINEHIGHEST_RENDER_STATE + 1));
127     memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
128     memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
129     memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
130     memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
131     memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
132     memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
133     memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
134
135     /* Dynamically sized arrays */
136     memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137     memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
138 }
139
140 void stateblock_copy(
141     IWineD3DStateBlock* destination,
142     IWineD3DStateBlock* source) {
143     int l;
144
145     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
146     IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
147
148     /* IUnknown fields */
149     Dest->lpVtbl                = This->lpVtbl;
150     Dest->ref                   = This->ref;
151
152     /* IWineD3DStateBlock information */
153     Dest->parent                = This->parent;
154     Dest->wineD3DDevice         = This->wineD3DDevice;
155     Dest->blockType             = This->blockType;
156
157     /* Saved states */
158     stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
159
160     /* Single items */
161     Dest->fvf = This->fvf;
162     Dest->vertexDecl = This->vertexDecl;
163     Dest->vertexShader = This->vertexShader;
164     Dest->streamIsUP = This->streamIsUP;
165     Dest->pIndexData = This->pIndexData;
166     Dest->baseVertexIndex = This->baseVertexIndex;
167     /* Dest->lights = This->lights; */
168     Dest->clip_status = This->clip_status;
169     Dest->viewport = This->viewport;
170     Dest->material = This->material;
171     Dest->pixelShader = This->pixelShader;
172     Dest->glsl_program = This->glsl_program;
173     memcpy(&Dest->scissorRect, &This->scissorRect, sizeof(Dest->scissorRect));
174
175     /* Lights */
176     memset(This->activeLights, 0, sizeof(This->activeLights));
177     for(l = 0; l < LIGHTMAP_SIZE; l++) {
178         struct list *e1, *e2;
179         LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
180             PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
181             list_remove(&light->entry);
182             HeapFree(GetProcessHeap(), 0, light);
183         }
184
185         LIST_FOR_EACH(e1, &This->lightMap[l]) {
186             PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
187             light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
188             memcpy(light2, light, sizeof(*light));
189             list_add_tail(&This->lightMap[l], &light2->entry);
190             if(light2->glIndex != -1) This->activeLights[light2->glIndex] = light2;
191         }
192     }
193
194     /* Fixed size arrays */
195     memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
196     memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
197     memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
198     memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
199     
200     memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
201     memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
202     memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
203     memcpy(Dest->streamFreq,   This->streamFreq,   sizeof(UINT) * MAX_STREAMS);
204     memcpy(Dest->streamFlags,  This->streamFlags,  sizeof(UINT) * MAX_STREAMS);
205     memcpy(Dest->transforms,   This->transforms,   sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
206     memcpy(Dest->clipplane,    This->clipplane,    sizeof(double) * MAX_CLIPPLANES * 4);
207     memcpy(Dest->renderState,  This->renderState,  sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
208     memcpy(Dest->textures,     This->textures,     sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
209     memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
210     memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
211     memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
212
213     /* Dynamically sized arrays */
214     memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
215     memcpy(Dest->pixelShaderConstantF,  This->pixelShaderConstantF,  sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
216 }
217
218 /**********************************************************
219  * IWineD3DStateBlockImpl IUnknown parts follows
220  **********************************************************/
221 static HRESULT  WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
222 {
223     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
224     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
225     if (IsEqualGUID(riid, &IID_IUnknown)
226         || IsEqualGUID(riid, &IID_IWineD3DBase)
227         || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
228         IUnknown_AddRef(iface);
229         *ppobj = This;
230         return S_OK;
231     }
232     *ppobj = NULL;
233     return E_NOINTERFACE;
234 }
235
236 static ULONG  WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
237     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
238     ULONG refCount = InterlockedIncrement(&This->ref);
239
240     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
241     return refCount;
242 }
243
244 static ULONG  WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
245     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
246     ULONG refCount = InterlockedDecrement(&This->ref);
247
248     TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
249
250     if (!refCount) {
251         constants_entry *constant, *constant2;
252         int counter;
253
254         /* type 0 represents the primary stateblock, so free all the resources */
255         if (This->blockType == WINED3DSBT_INIT) {
256             /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
257             for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
258                 if (This->textures[counter]) {
259                     /* release our 'internal' hold on the texture */
260                     if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
261                         TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
262                     }
263                 }
264             }
265             if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
266
267         }
268
269         for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
270             struct list *e1, *e2;
271             LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
272                 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
273                 list_remove(&light->entry);
274                 HeapFree(GetProcessHeap(), 0, light);
275             }
276         }
277
278         HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
279         HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
280         HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
281         HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
282         HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
283         HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
284
285         LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
286             HeapFree(GetProcessHeap(), 0, constant);
287         }
288
289         LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
290             HeapFree(GetProcessHeap(), 0, constant);
291         }
292
293         HeapFree(GetProcessHeap(), 0, This);
294     }
295     return refCount;
296 }
297
298 /**********************************************************
299  * IWineD3DStateBlockImpl parts follows
300  **********************************************************/
301 static HRESULT  WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
302     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
303     IUnknown_AddRef(This->parent);
304     *pParent = This->parent;
305     return WINED3D_OK;
306 }
307
308 static HRESULT  WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
309
310     IWineD3DStateBlockImpl *This   = (IWineD3DStateBlockImpl *)iface;
311
312     *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
313     IWineD3DDevice_AddRef(*ppDevice);
314     return WINED3D_OK;
315
316 }
317
318 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
319     UINT i;
320
321     /* Lights... For a recorded state block, we just had a chain of actions to perform,
322      * so we need to walk that chain and update any actions which differ
323      */
324     for(i = 0; i < LIGHTMAP_SIZE; i++) {
325         struct list *e, *f;
326         LIST_FOR_EACH(e, &This->lightMap[i]) {
327             BOOL updated = FALSE;
328             PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
329             if(!src->changed || !src->enabledChanged) continue;
330
331             /* Look up the light in the destination */
332             LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
333                 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
334                 if(realLight->OriginalIndex == src->OriginalIndex) {
335                     if(src->changed) {
336                         memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
337                     }
338                     if(src->enabledChanged) {
339                             /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
340                         * or disabled -> enabled -> disabled changes
341                             */
342                         if(realLight->glIndex == -1 && src->glIndex != -1) {
343                             /* Light disabled */
344                             This->activeLights[src->glIndex] = NULL;
345                         } else if(realLight->glIndex != -1 && src->glIndex == -1){
346                             /* Light enabled */
347                             This->activeLights[realLight->glIndex] = src;
348                         }
349                         src->glIndex = realLight->glIndex;
350                     }
351                     updated = TRUE;
352                     break;
353                 }
354             }
355
356             if(updated) {
357                 /* Found a light, all done, proceed with next hash entry */
358                 continue;
359             } else if(src->changed) {
360                 /* Otherwise assign defaul params */
361                 memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
362             } else {
363                 /* Not enabled by default */
364                 src->glIndex = -1;
365             }
366         }
367     }
368 }
369
370 static HRESULT  WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
371
372     IWineD3DStateBlockImpl *This             = (IWineD3DStateBlockImpl *)iface;
373     IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
374     unsigned int i, j;
375
376     TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
377
378     /* If not recorded, then update can just recapture */
379     if (This->blockType == WINED3DSBT_RECORDED) {
380
381         /* Recorded => Only update 'changed' values */
382         if (This->vertexShader != targetStateBlock->vertexShader) {
383             TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
384
385             This->vertexShader = targetStateBlock->vertexShader;
386         }
387
388         /* Vertex Shader Float Constants */
389         for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
390             i = This->contained_vs_consts_f[j];
391             TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
392                 targetStateBlock->vertexShaderConstantF[i * 4],
393                 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
394                 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
395                 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
396
397             This->vertexShaderConstantF[i * 4]      = targetStateBlock->vertexShaderConstantF[i * 4];
398             This->vertexShaderConstantF[i * 4 + 1]  = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
399             This->vertexShaderConstantF[i * 4 + 2]  = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
400             This->vertexShaderConstantF[i * 4 + 3]  = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
401         }
402
403         /* Vertex Shader Integer Constants */
404         for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
405             i = This->contained_vs_consts_i[j];
406             TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
407                 targetStateBlock->vertexShaderConstantI[i * 4],
408                 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
409                 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
410                 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
411
412             This->vertexShaderConstantI[i * 4]      = targetStateBlock->vertexShaderConstantI[i * 4];
413             This->vertexShaderConstantI[i * 4 + 1]  = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
414             This->vertexShaderConstantI[i * 4 + 2]  = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
415             This->vertexShaderConstantI[i * 4 + 3]  = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
416         }
417
418         /* Vertex Shader Boolean Constants */
419         for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
420             i = This->contained_vs_consts_b[j];
421             TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
422                 targetStateBlock->vertexShaderConstantB[i]? "TRUE":"FALSE");
423
424             This->vertexShaderConstantB[i] =  targetStateBlock->vertexShaderConstantB[i];
425         }
426
427         /* Recorded => Only update 'changed' values */
428         if (This->pixelShader != targetStateBlock->pixelShader) {
429             TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
430
431             This->pixelShader = targetStateBlock->pixelShader;
432         }
433
434         /* Pixel Shader Float Constants */
435         for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
436             i = This->contained_ps_consts_f[j];
437             TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This, targetStateBlock, i,
438                 targetStateBlock->pixelShaderConstantF[i * 4],
439                 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
440                 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
441                 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
442
443             This->pixelShaderConstantF[i * 4]      = targetStateBlock->pixelShaderConstantF[i * 4];
444             This->pixelShaderConstantF[i * 4 + 1]  = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
445             This->pixelShaderConstantF[i * 4 + 2]  = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
446             This->pixelShaderConstantF[i * 4 + 3]  = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
447         }
448
449         /* Pixel Shader Integer Constants */
450         for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
451             i = This->contained_ps_consts_i[j];
452             TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This, targetStateBlock, i,
453                 targetStateBlock->pixelShaderConstantI[i * 4],
454                 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
455                 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
456                 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
457
458             This->pixelShaderConstantI[i * 4]      = targetStateBlock->pixelShaderConstantI[i * 4];
459             This->pixelShaderConstantI[i * 4 + 1]  = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
460             This->pixelShaderConstantI[i * 4 + 2]  = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
461             This->pixelShaderConstantI[i * 4 + 3]  = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
462         }
463
464         /* Pixel Shader Boolean Constants */
465         for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
466             i = This->contained_ps_consts_b[j];
467             TRACE("Setting %p from %p %d to %s\n", This, targetStateBlock, i,
468                 targetStateBlock->pixelShaderConstantB[i]? "TRUE":"FALSE");
469
470             This->pixelShaderConstantB[i] =  targetStateBlock->pixelShaderConstantB[i];
471         }
472
473         /* Others + Render & Texture */
474         for (i = 0; i < This->num_contained_transform_states; i++) {
475             TRACE("Updating transform %d\n", i);
476             memcpy(&This->transforms[This->contained_transform_states[i]],
477                    &targetStateBlock->transforms[This->contained_transform_states[i]],
478                    sizeof(WINED3DMATRIX));
479         }
480
481         if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
482                         || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
483             TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
484             targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
485             This->pIndexData = targetStateBlock->pIndexData;
486             This->baseVertexIndex = targetStateBlock->baseVertexIndex;
487         }
488
489         if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
490             TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
491
492             This->vertexDecl = targetStateBlock->vertexDecl;
493         }
494
495         if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
496             This->fvf = targetStateBlock->fvf;
497         }
498
499         if (This->changed.material && memcmp(&targetStateBlock->material,
500                                                     &This->material,
501                                                     sizeof(WINED3DMATERIAL)) != 0) {
502             TRACE("Updating material\n");
503             memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
504         }
505
506         if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
507                                                     &This->viewport,
508                                                     sizeof(WINED3DVIEWPORT)) != 0) {
509             TRACE("Updating viewport\n");
510             memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
511         }
512
513         if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
514                                            &This->scissorRect,
515                                            sizeof(targetStateBlock->scissorRect)))
516         {
517             TRACE("Updating scissor rect\n");
518             memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
519         }
520
521         for (i = 0; i < MAX_STREAMS; i++) {
522             if (This->changed.streamSource[i] &&
523                             ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
524                             (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
525                 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
526                                                                             targetStateBlock->streamStride[i]);
527                 This->streamStride[i] = targetStateBlock->streamStride[i];
528                 This->streamSource[i] = targetStateBlock->streamSource[i];
529             }
530
531             if (This->changed.streamFreq[i] &&
532             (This->streamFreq[i] != targetStateBlock->streamFreq[i]
533             || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
534                     TRACE("Updating stream frequency %d to %d flags to %d\n", i ,  targetStateBlock->streamFreq[i] ,
535                                                                                    targetStateBlock->streamFlags[i]);
536                     This->streamFreq[i]  =  targetStateBlock->streamFreq[i];
537                     This->streamFlags[i] =  targetStateBlock->streamFlags[i];
538             }
539         }
540
541         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
542             if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
543                                                         &This->clipplane[i],
544                                                         sizeof(This->clipplane)) != 0) {
545
546                 TRACE("Updating clipplane %d\n", i);
547                 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
548                                         sizeof(This->clipplane));
549             }
550         }
551
552         /* Render */
553         for (i = 0; i < This->num_contained_render_states; i++) {
554             TRACE("Updating renderState %d to %d\n",
555                   This->contained_render_states[i], targetStateBlock->renderState[This->contained_render_states[i]]);
556             This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
557         }
558
559         /* Texture states */
560         for (j = 0; j < This->num_contained_tss_states; j++) {
561             DWORD stage = This->contained_tss_states[j].stage;
562             DWORD state = This->contained_tss_states[j].state;
563
564             TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", stage,state,
565                   targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
566                     This->textureState[stage][state] =  targetStateBlock->textureState[stage][state];
567         }
568
569         /* Samplers */
570         /* TODO: move over to using memcpy */
571         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
572             if (This->changed.textures[j]) {
573                 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j],  This->textures[j]);
574                 This->textures[j] = targetStateBlock->textures[j];
575             }
576         }
577
578         for (j = 0; j < This->num_contained_sampler_states; j++) {
579             DWORD stage = This->contained_sampler_states[j].stage;
580             DWORD state = This->contained_sampler_states[j].state;
581             TRACE("Updating sampler state %d,%d to %d (was %d)\n",
582                 stage, state, targetStateBlock->samplerState[stage][state],
583                 This->samplerState[stage][state]);
584             This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
585         }
586
587         record_lights(This, targetStateBlock);
588     } else if(This->blockType == WINED3DSBT_ALL) {
589         This->vertexDecl = targetStateBlock->vertexDecl;
590         This->vertexShader = targetStateBlock->vertexShader;
591         memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
592         memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
593         memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
594         memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
595         memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
596         memcpy(This->streamSource, targetStateBlock->streamSource, sizeof(This->streamSource));
597         memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
598         memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
599         This->pIndexData = targetStateBlock->pIndexData;
600         This->baseVertexIndex = targetStateBlock->baseVertexIndex;
601         memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
602         record_lights(This, targetStateBlock);
603         memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
604         This->clip_status = targetStateBlock->clip_status;
605         This->viewport = targetStateBlock->viewport;
606         This->material = targetStateBlock->material;
607         This->pixelShader = targetStateBlock->pixelShader;
608         memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
609         memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
610         memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
611         memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
612         memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
613         memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
614         memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
615         memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
616         This->scissorRect = targetStateBlock->scissorRect;
617     } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
618         This->vertexShader = targetStateBlock->vertexShader;
619         memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
620         memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
621         memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
622         record_lights(This, targetStateBlock);
623         for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
624             This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
625         }
626         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
627             for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
628                 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
629             }
630         }
631         for (j = 0; j < MAX_TEXTURES; j++) {
632             for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
633                 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
634             }
635         }
636     } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
637         This->pixelShader = targetStateBlock->pixelShader;
638         memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
639         memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
640         memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
641         for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
642             This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
643         }
644         for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
645             for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
646                 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
647             }
648         }
649         for (j = 0; j < MAX_TEXTURES; j++) {
650             for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
651                 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
652             }
653         }
654     }
655
656     TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
657
658     return WINED3D_OK;
659 }
660
661 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
662     UINT i;
663     for(i = 0; i < LIGHTMAP_SIZE; i++) {
664         struct list *e;
665
666         LIST_FOR_EACH(e, &This->lightMap[i]) {
667             PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
668
669             if(light->changed) {
670                 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
671             }
672             if(light->enabledChanged) {
673                 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
674             }
675         }
676     }
677 }
678
679 static HRESULT  WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
680     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
681     IWineD3DDevice*        pDevice     = (IWineD3DDevice*)This->wineD3DDevice;
682
683 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
684 should really perform a delta so that only the changes get updated*/
685
686     UINT i;
687     UINT j;
688
689     TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
690
691     TRACE("Blocktype: %d\n", This->blockType);
692
693     if(This->blockType == WINED3DSBT_RECORDED) {
694         if (This->changed.vertexShader) {
695             IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
696         }
697         /* Vertex Shader Constants */
698         for (i = 0; i < This->num_contained_vs_consts_f; i++) {
699             IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
700                     This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
701         }
702         for (i = 0; i < This->num_contained_vs_consts_i; i++) {
703             IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
704                     This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
705         }
706         for (i = 0; i < This->num_contained_vs_consts_b; i++) {
707             IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
708                     This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
709         }
710
711         apply_lights(pDevice, This);
712
713         if (This->changed.pixelShader) {
714             IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
715         }
716         /* Pixel Shader Constants */
717         for (i = 0; i < This->num_contained_ps_consts_f; i++) {
718             IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
719                     This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
720         }
721         for (i = 0; i < This->num_contained_ps_consts_i; i++) {
722             IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
723                     This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
724         }
725         for (i = 0; i < This->num_contained_ps_consts_b; i++) {
726             IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
727                     This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
728         }
729
730         /* Render */
731         for (i = 0; i <= This->num_contained_render_states; i++) {
732             IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
733                                           This->renderState[This->contained_render_states[i]]);
734         }
735         /* Texture states */
736         for (i = 0; i < This->num_contained_tss_states; i++) {
737             DWORD stage = This->contained_tss_states[i].stage;
738             DWORD state = This->contained_tss_states[i].state;
739             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state]         = This->textureState[stage][state];
740             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
741             /* TODO: Record a display list to apply all gl states. For now apply by brute force */
742             IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
743         }
744         /* Sampler states */
745         for (i = 0; i < This->num_contained_sampler_states; i++) {
746             DWORD stage = This->contained_sampler_states[i].stage;
747             DWORD state = This->contained_sampler_states[i].state;
748             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state]         = This->samplerState[stage][state];
749             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage][state] = TRUE;
750             IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
751         }
752
753         for (i = 0; i < This->num_contained_transform_states; i++) {
754             IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
755                                         &This->transforms[This->contained_transform_states[i]]);
756         }
757
758         if (This->changed.indices) {
759             IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
760             IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
761         }
762
763         if (This->changed.fvf) {
764             IWineD3DDevice_SetFVF(pDevice, This->fvf);
765         }
766
767         if (This->changed.vertexDecl) {
768             IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
769         }
770
771         if (This->changed.material ) {
772             IWineD3DDevice_SetMaterial(pDevice, &This->material);
773         }
774
775         if (This->changed.viewport) {
776             IWineD3DDevice_SetViewport(pDevice, &This->viewport);
777         }
778
779         if (This->changed.scissorRect) {
780             IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
781         }
782
783         /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
784         for (i=0; i<MAX_STREAMS; i++) {
785             if (This->changed.streamSource[i])
786                 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
787
788             if (This->changed.streamFreq[i])
789                 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
790         }
791         for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
792             if (This->changed.textures[j]) {
793                 if (j < MAX_FRAGMENT_SAMPLERS) {
794                     IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
795                 } else {
796                     IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
797                 }
798             }
799         }
800
801         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
802             if (This->changed.clipplane[i]) {
803                 float clip[4];
804
805                 clip[0] = This->clipplane[i][0];
806                 clip[1] = This->clipplane[i][1];
807                 clip[2] = This->clipplane[i][2];
808                 clip[3] = This->clipplane[i][3];
809                 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
810             }
811         }
812
813     } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
814         IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
815         for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
816             IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
817                     This->vertexShaderConstantF + i * 4, 1);
818         }
819         for (i = 0; i < MAX_CONST_I; i++) {
820             IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
821                     This->vertexShaderConstantI + i * 4, 1);
822         }
823         for (i = 0; i < MAX_CONST_B; i++) {
824             IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
825                     This->vertexShaderConstantB + i, 1);
826         }
827
828         apply_lights(pDevice, This);
829
830         for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
831             IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
832         }
833         for(j = 0; j < MAX_TEXTURES; j++) {
834             for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
835                 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
836                         This->textureState[j][SavedVertexStates_T[i]]);
837             }
838         }
839
840         for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
841             for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
842                 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
843                                                This->samplerState[j][SavedVertexStates_S[i]]);
844             }
845         }
846         for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
847             for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
848                 IWineD3DDevice_SetSamplerState(pDevice,
849                                                WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
850                                                SavedVertexStates_S[i],
851                                                This->samplerState[j][SavedVertexStates_S[i]]);
852             }
853         }
854     } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
855         IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
856         for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
857             IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
858                     This->pixelShaderConstantF + i * 4, 1);
859         }
860         for (i = 0; i < MAX_CONST_I; i++) {
861             IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
862                     This->pixelShaderConstantI + i * 4, 1);
863         }
864         for (i = 0; i < MAX_CONST_B; i++) {
865             IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
866                     This->pixelShaderConstantB + i, 1);
867         }
868
869         for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
870             IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
871         }
872         for(j = 0; j < MAX_TEXTURES; j++) {
873             for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
874                 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
875                         This->textureState[j][SavedPixelStates_T[i]]);
876             }
877         }
878
879         for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
880             for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
881                 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
882                                                This->samplerState[j][SavedPixelStates_S[i]]);
883             }
884         }
885         for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
886             for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
887                 IWineD3DDevice_SetSamplerState(pDevice,
888                                                WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
889                                                SavedPixelStates_S[i],
890                                                This->samplerState[j][SavedPixelStates_S[i]]);
891             }
892         }
893     } else if(This->blockType == WINED3DSBT_ALL) {
894         IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
895         for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
896             IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
897                     This->vertexShaderConstantF + i * 4, 1);
898         }
899         for (i = 0; i < MAX_CONST_I; i++) {
900             IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
901                     This->vertexShaderConstantI + i * 4, 1);
902         }
903         for (i = 0; i < MAX_CONST_B; i++) {
904             IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
905                     This->vertexShaderConstantB + i, 1);
906         }
907
908         IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
909         for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
910             IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
911                     This->pixelShaderConstantF + i * 4, 1);
912         }
913         for (i = 0; i < MAX_CONST_I; i++) {
914             IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
915                     This->pixelShaderConstantI + i * 4, 1);
916         }
917         for (i = 0; i < MAX_CONST_B; i++) {
918             IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
919                     This->pixelShaderConstantB + i, 1);
920         }
921
922         apply_lights(pDevice, This);
923
924         for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
925             IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
926         }
927         for(j = 0; j < MAX_TEXTURES; j++) {
928             for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
929                 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
930             }
931         }
932
933         /* Skip unused values between TEXTURE8 and WORLD0 ? */
934         for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
935             IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
936         }
937         IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
938         IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
939         IWineD3DDevice_SetFVF(pDevice, This->fvf);
940         IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
941         IWineD3DDevice_SetMaterial(pDevice, &This->material);
942         IWineD3DDevice_SetViewport(pDevice, &This->viewport);
943         IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
944
945         /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
946         for (i=0; i<MAX_STREAMS; i++) {
947             IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
948             IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
949         }
950         for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
951             UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
952
953             IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
954             for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
955                 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
956             }
957         }
958         for (i = 0; i < GL_LIMITS(clipplanes); i++) {
959             float clip[4];
960
961             clip[0] = This->clipplane[i][0];
962             clip[1] = This->clipplane[i][1];
963             clip[2] = This->clipplane[i][2];
964             clip[3] = This->clipplane[i][3];
965             IWineD3DDevice_SetClipPlane(pDevice, i, clip);
966         }
967     }
968
969     ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
970     for(j = 0; j < MAX_TEXTURES - 1; j++) {
971         if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
972             ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
973             break;
974         }
975     }
976     TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
977
978     return WINED3D_OK;
979 }
980
981 static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
982     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
983     IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
984     IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
985     union {
986         WINED3DLINEPATTERN lp;
987         DWORD d;
988     } lp;
989     union {
990         float f;
991         DWORD d;
992     } tmpfloat;
993     unsigned int i;
994
995     /* Note this may have a large overhead but it should only be executed
996        once, in order to initialize the complete state of the device and
997        all opengl equivalents                                            */
998     TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
999     /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1000     This->blockType = WINED3DSBT_INIT;
1001
1002     /* Set some of the defaults for lights, transforms etc */
1003     memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
1004     memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
1005     for (i = 0; i < 256; ++i) {
1006       memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
1007     }
1008
1009     TRACE("Render states\n");
1010     /* Render states: */
1011     if (ThisDevice->depthStencilBuffer != NULL) {
1012        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_TRUE);
1013     } else {
1014        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_FALSE);
1015     }
1016     IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE,         WINED3DFILL_SOLID);
1017     IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE,        WINED3DSHADE_GOURAUD);
1018     lp.lp.wRepeatFactor = 0;
1019     lp.lp.wLinePattern  = 0;
1020     IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN,      lp.d);
1021     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE,     TRUE);
1022     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE,  FALSE);
1023     IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL,        TRUE);
1024     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND,         WINED3DBLEND_ONE);
1025     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND,        WINED3DBLEND_ZERO);
1026     IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE,         WINED3DCULL_CCW);
1027     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC,            WINED3DCMP_LESSEQUAL);
1028     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC,        WINED3DCMP_ALWAYS);
1029     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF,         0);
1030     IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE,     FALSE);
1031     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1032     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE,        FALSE);
1033     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE,   FALSE);
1034     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE,         0);
1035     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR,         0);
1036     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE,     WINED3DFOG_NONE);
1037     tmpfloat.f = 0.0f;
1038     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART,         tmpfloat.d);
1039     tmpfloat.f = 1.0f;
1040     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND,           tmpfloat.d);
1041     tmpfloat.f = 1.0f;
1042     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY,       tmpfloat.d);
1043     IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS,    FALSE);
1044     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS,            0);
1045     IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE,   FALSE);
1046     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE,    FALSE);
1047     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL,      WINED3DSTENCILOP_KEEP);
1048     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL,     WINED3DSTENCILOP_KEEP);
1049     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS,      WINED3DSTENCILOP_KEEP);
1050     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF,       0);
1051     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK,      0xFFFFFFFF);
1052     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC,      WINED3DCMP_ALWAYS);
1053     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1054     IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR,    0xFFFFFFFF);
1055     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1056     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1057     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1058     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1059     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1060     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1061     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1062     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1063     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING,                 TRUE);
1064     IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING,                 TRUE);
1065     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT,                  0);
1066     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE,            WINED3DFOG_NONE);
1067     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX,              TRUE);
1068     IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER,              TRUE);
1069     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS,         FALSE);
1070     IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE,    WINED3DMCS_COLOR1);
1071     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE,   WINED3DMCS_COLOR2);
1072     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE,    WINED3DMCS_MATERIAL);
1073     IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE,   WINED3DMCS_MATERIAL);
1074     IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND,              WINED3DVBF_DISABLE);
1075     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE,          0);
1076     IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1077     tmpfloat.f = 1.0f;
1078     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE,                tmpfloat.d);
1079     tmpfloat.f = 1.0f;
1080     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN,            tmpfloat.d);
1081     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE,        FALSE);
1082     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE,         FALSE);
1083     tmpfloat.f = 1.0f;
1084     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A,             tmpfloat.d);
1085     tmpfloat.f = 0.0f;
1086     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B,             tmpfloat.d);
1087     tmpfloat.f = 0.0f;
1088     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C,             tmpfloat.d);
1089     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS,     TRUE);
1090     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK,          0xFFFFFFFF);
1091     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE,           WINED3DPATCHEDGE_DISCRETE);
1092     tmpfloat.f = 1.0f;
1093     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS,            tmpfloat.d);
1094     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN,        0xbaadcafe);
1095     tmpfloat.f = 64.0f;
1096     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX,            tmpfloat.d);
1097     IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1098     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE,         0x0000000F);
1099     tmpfloat.f = 0.0f;
1100     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR,              tmpfloat.d);
1101     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP,                  WINED3DBLENDOP_ADD);
1102     IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE,           WINED3DDEGREE_CUBIC);
1103     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE,             WINED3DDEGREE_LINEAR);
1104     /* states new in d3d9 */
1105     IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE,        FALSE);
1106     IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS,      0);
1107     tmpfloat.f = 1.0f;
1108     IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL,     tmpfloat.d);
1109     IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL,     tmpfloat.d);
1110     IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE,    FALSE);
1111     tmpfloat.f = 0.0f;
1112     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X,           tmpfloat.d);
1113     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y,           tmpfloat.d);
1114     tmpfloat.f = 1.0f;
1115     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z,           tmpfloat.d);
1116     tmpfloat.f = 0.0f;
1117     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W,           tmpfloat.d);
1118     IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1119     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE,      FALSE);
1120     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL,          WINED3DSTENCILOP_KEEP);
1121     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL,         WINED3DSTENCILOP_KEEP);
1122     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS,          WINED3DSTENCILOP_KEEP);
1123     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC,          WINED3DCMP_ALWAYS);
1124     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1,        0x0000000F);
1125     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2,        0x0000000F);
1126     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3,        0x0000000F);
1127     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR,              0xFFFFFFFF);
1128     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE,          0);
1129     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS,                0);
1130     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8,  0);
1131     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9,  0);
1132     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1133     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1134     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1135     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1136     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1137     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1138     IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1139     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA,            WINED3DBLEND_ONE);
1140     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA,           WINED3DBLEND_ZERO);
1141     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA,             WINED3DBLENDOP_ADD);
1142
1143     /* clipping status */
1144     This->clip_status.ClipUnion = 0;
1145     This->clip_status.ClipIntersection = 0xFFFFFFFF;
1146
1147     /* Texture Stage States - Put directly into state block, we will call function below */
1148     for (i = 0; i < MAX_TEXTURES; i++) {
1149         TRACE("Setting up default texture states for texture Stage %d\n", i);
1150         memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
1151         This->textureState[i][WINED3DTSS_COLOROP               ] = (i==0)? WINED3DTOP_MODULATE :  WINED3DTOP_DISABLE;
1152         This->textureState[i][WINED3DTSS_COLORARG1             ] = WINED3DTA_TEXTURE;
1153         This->textureState[i][WINED3DTSS_COLORARG2             ] = WINED3DTA_CURRENT;
1154         This->textureState[i][WINED3DTSS_ALPHAOP               ] = (i==0)? WINED3DTOP_SELECTARG1 :  WINED3DTOP_DISABLE;
1155         This->textureState[i][WINED3DTSS_ALPHAARG1             ] = WINED3DTA_TEXTURE;
1156         This->textureState[i][WINED3DTSS_ALPHAARG2             ] = WINED3DTA_CURRENT;
1157         This->textureState[i][WINED3DTSS_BUMPENVMAT00          ] = (DWORD) 0.0;
1158         This->textureState[i][WINED3DTSS_BUMPENVMAT01          ] = (DWORD) 0.0;
1159         This->textureState[i][WINED3DTSS_BUMPENVMAT10          ] = (DWORD) 0.0;
1160         This->textureState[i][WINED3DTSS_BUMPENVMAT11          ] = (DWORD) 0.0;
1161         This->textureState[i][WINED3DTSS_TEXCOORDINDEX         ] = i;
1162         This->textureState[i][WINED3DTSS_BUMPENVLSCALE         ] = (DWORD) 0.0;
1163         This->textureState[i][WINED3DTSS_BUMPENVLOFFSET        ] = (DWORD) 0.0;
1164         This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1165         This->textureState[i][WINED3DTSS_ADDRESSW              ] = WINED3DTADDRESS_WRAP;
1166         This->textureState[i][WINED3DTSS_COLORARG0             ] = WINED3DTA_CURRENT;
1167         This->textureState[i][WINED3DTSS_ALPHAARG0             ] = WINED3DTA_CURRENT;
1168         This->textureState[i][WINED3DTSS_RESULTARG             ] = WINED3DTA_CURRENT;
1169     }
1170     This->lowest_disabled_stage = 1;
1171
1172         /* Sampler states*/
1173     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; i++) {
1174         TRACE("Setting up default samplers states for sampler %d\n", i);
1175         This->samplerState[i][WINED3DSAMP_ADDRESSU         ] = WINED3DTADDRESS_WRAP;
1176         This->samplerState[i][WINED3DSAMP_ADDRESSV         ] = WINED3DTADDRESS_WRAP;
1177         This->samplerState[i][WINED3DSAMP_ADDRESSW         ] = WINED3DTADDRESS_WRAP;
1178         This->samplerState[i][WINED3DSAMP_BORDERCOLOR      ] = 0x00;
1179         This->samplerState[i][WINED3DSAMP_MAGFILTER        ] = WINED3DTEXF_POINT;
1180         This->samplerState[i][WINED3DSAMP_MINFILTER        ] = WINED3DTEXF_POINT;
1181         This->samplerState[i][WINED3DSAMP_MIPFILTER        ] = WINED3DTEXF_NONE;
1182         This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS    ] = 0;
1183         This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL      ] = 0;
1184         This->samplerState[i][WINED3DSAMP_MAXANISOTROPY    ] = 1;
1185         This->samplerState[i][WINED3DSAMP_SRGBTEXTURE      ] = 0;
1186         This->samplerState[i][WINED3DSAMP_ELEMENTINDEX     ] = 0; /* TODO: Indicates which element of a  multielement texture to use */
1187         This->samplerState[i][WINED3DSAMP_DMAPOFFSET       ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1188     }
1189
1190     /* Under DirectX you can have texture stage operations even if no texture is
1191        bound, whereas opengl will only do texture operations when a valid texture is
1192        bound. We emulate this by creating dummy textures and binding them to each
1193        texture stage, but disable all stages by default. Hence if a stage is enabled
1194        then the default texture will kick in until replaced by a SetTexture call     */
1195     ENTER_GL();
1196
1197     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1198         /* The dummy texture does not have client storage backing */
1199         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1200         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1201     }
1202     for (i = 0; i < GL_LIMITS(textures); i++) {
1203         GLubyte white = 255;
1204
1205         /* Note this avoids calling settexture, so pretend it has been called */
1206         This->changed.textures[i] = TRUE;
1207         This->textures[i]         = NULL;
1208
1209         /* Make appropriate texture active */
1210         if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1211             GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1212             checkGLcall("glActiveTextureARB");
1213         } else if (i > 0) {
1214             FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1215         }
1216
1217         /* Generate an opengl texture name */
1218         glGenTextures(1, &ThisDevice->dummyTextureName[i]);
1219         checkGLcall("glGenTextures");
1220         TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
1221
1222         /* Generate a dummy 2d texture (not using 1d because they cause many
1223          * DRI drivers fall back to sw) */
1224         This->textureDimensions[i] = GL_TEXTURE_2D;
1225         glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
1226         checkGLcall("glBindTexture");
1227
1228         glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1229         checkGLcall("glTexImage2D");
1230     }
1231     if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1232         /* Reenable because if supported it is enabled by default */
1233         glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1234         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1235     }
1236
1237     LEAVE_GL();
1238
1239
1240     /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1241     for (i = 0; i < MAX_PALETTES; ++i) {
1242       int j;
1243       for (j = 0; j < 256; ++j) {
1244         This->wineD3DDevice->palettes[i][j].peRed   = 0xFF;
1245         This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
1246         This->wineD3DDevice->palettes[i][j].peBlue  = 0xFF;
1247         This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
1248       }
1249     }
1250     This->wineD3DDevice->currentPalette = 0;
1251
1252     /* Set default GLSL program to NULL.  We won't actually create one
1253      * until the app sets a vertex or pixel shader */
1254     This->glsl_program = NULL;
1255
1256     TRACE("-----------------------> Device defaults now set up...\n");
1257     return WINED3D_OK;
1258 }
1259
1260 /**********************************************************
1261  * IWineD3DStateBlock VTbl follows
1262  **********************************************************/
1263
1264 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1265 {
1266     /* IUnknown */
1267     IWineD3DStateBlockImpl_QueryInterface,
1268     IWineD3DStateBlockImpl_AddRef,
1269     IWineD3DStateBlockImpl_Release,
1270     /* IWineD3DStateBlock */
1271     IWineD3DStateBlockImpl_GetParent,
1272     IWineD3DStateBlockImpl_GetDevice,
1273     IWineD3DStateBlockImpl_Capture,
1274     IWineD3DStateBlockImpl_Apply,
1275     IWineD3DStateBlockImpl_InitStartupStateBlock
1276 };