2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
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.
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.
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
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
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
36 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
38 IWineD3DStateBlockImpl *This = object;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
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);
56 list_init(&object->set_vconstantsF);
57 list_init(&object->set_pconstantsF);
59 #undef WINED3D_MEMCHECK
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock* iface,
68 SAVEDSTATES* source) {
70 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
71 unsigned bsize = sizeof(BOOL);
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;
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);
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));
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock* iface,
108 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
109 unsigned bsize = sizeof(BOOL);
112 states->indices = value;
113 states->material = value;
115 states->viewport = value;
116 states->vertexDecl = value;
117 states->pixelShader = value;
118 states->vertexShader = value;
119 states->scissorRect = value;
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);
135 /* Dynamically sized arrays */
136 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
137 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
140 void stateblock_copy(
141 IWineD3DStateBlock* destination,
142 IWineD3DStateBlock* source) {
145 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
146 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
148 /* IUnknown fields */
149 Dest->lpVtbl = This->lpVtbl;
150 Dest->ref = This->ref;
152 /* IWineD3DStateBlock information */
153 Dest->parent = This->parent;
154 Dest->wineD3DDevice = This->wineD3DDevice;
155 Dest->blockType = This->blockType;
158 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
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));
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);
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;
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);
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));
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);
218 /**********************************************************
219 * IWineD3DStateBlockImpl IUnknown parts follows
220 **********************************************************/
221 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
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);
233 return E_NOINTERFACE;
236 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
237 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
238 ULONG refCount = InterlockedIncrement(&This->ref);
240 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
244 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
245 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
246 ULONG refCount = InterlockedDecrement(&This->ref);
248 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
251 constants_entry *constant, *constant2;
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]);
265 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
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);
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);
285 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constants_entry, entry) {
286 HeapFree(GetProcessHeap(), 0, constant);
289 LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constants_entry, entry) {
290 HeapFree(GetProcessHeap(), 0, constant);
293 HeapFree(GetProcessHeap(), 0, This);
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;
308 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
310 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
312 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
313 IWineD3DDevice_AddRef(*ppDevice);
318 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
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
324 for(i = 0; i < LIGHTMAP_SIZE; i++) {
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;
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) {
336 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
338 if(src->enabledChanged) {
339 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
340 * or disabled -> enabled -> disabled changes
342 if(realLight->glIndex == -1 && src->glIndex != -1) {
344 This->activeLights[src->glIndex] = NULL;
345 } else if(realLight->glIndex != -1 && src->glIndex == -1){
347 This->activeLights[realLight->glIndex] = src;
349 src->glIndex = realLight->glIndex;
357 /* Found a light, all done, proceed with next hash entry */
359 } else if(src->changed) {
360 /* Otherwise assign defaul params */
361 memcpy(&src->OriginalParms, &WINED3D_default_light, sizeof(src->OriginalParms));
363 /* Not enabled by default */
370 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
372 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
373 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
376 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
378 /* If not recorded, then update can just recapture */
379 if (This->blockType == WINED3DSBT_RECORDED) {
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);
385 This->vertexShader = targetStateBlock->vertexShader;
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]);
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];
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]);
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];
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");
424 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
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);
431 This->pixelShader = targetStateBlock->pixelShader;
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]);
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];
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]);
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];
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");
470 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
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));
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;
489 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
490 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
492 This->vertexDecl = targetStateBlock->vertexDecl;
495 if(This->changed.fvf && This->fvf != targetStateBlock->fvf){
496 This->fvf = targetStateBlock->fvf;
499 if (This->changed.material && memcmp(&targetStateBlock->material,
501 sizeof(WINED3DMATERIAL)) != 0) {
502 TRACE("Updating material\n");
503 memcpy(&This->material, &targetStateBlock->material, sizeof(WINED3DMATERIAL));
506 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
508 sizeof(WINED3DVIEWPORT)) != 0) {
509 TRACE("Updating viewport\n");
510 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(WINED3DVIEWPORT));
513 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
515 sizeof(targetStateBlock->scissorRect)))
517 TRACE("Updating scissor rect\n");
518 memcpy(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(targetStateBlock->scissorRect));
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];
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];
541 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
542 if (This->changed.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
544 sizeof(This->clipplane)) != 0) {
546 TRACE("Updating clipplane %d\n", i);
547 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
548 sizeof(This->clipplane));
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]];
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;
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];
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];
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];
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]];
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]];
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]];
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]];
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]];
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]];
656 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
661 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
663 for(i = 0; i < LIGHTMAP_SIZE; i++) {
666 LIST_FOR_EACH(e, &This->lightMap[i]) {
667 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
670 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
672 if(light->enabledChanged) {
673 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
679 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
680 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
681 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
683 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
684 should really perform a delta so that only the changes get updated*/
689 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
691 TRACE("Blocktype: %d\n", This->blockType);
693 if(This->blockType == WINED3DSBT_RECORDED) {
694 if (This->changed.vertexShader) {
695 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
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);
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);
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);
711 apply_lights(pDevice, This);
713 if (This->changed.pixelShader) {
714 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
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);
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);
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);
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]]);
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));
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));
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]]);
758 if (This->changed.indices) {
759 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
760 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
763 if (This->changed.fvf) {
764 IWineD3DDevice_SetFVF(pDevice, This->fvf);
767 if (This->changed.vertexDecl) {
768 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
771 if (This->changed.material ) {
772 IWineD3DDevice_SetMaterial(pDevice, &This->material);
775 if (This->changed.viewport) {
776 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
779 if (This->changed.scissorRect) {
780 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
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]);
788 if (This->changed.streamFreq[i])
789 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
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]);
796 IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS, This->textures[j]);
801 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
802 if (This->changed.clipplane[i]) {
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);
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);
819 for (i = 0; i < MAX_CONST_I; i++) {
820 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
821 This->vertexShaderConstantI + i * 4, 1);
823 for (i = 0; i < MAX_CONST_B; i++) {
824 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
825 This->vertexShaderConstantB + i, 1);
828 apply_lights(pDevice, This);
830 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
831 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
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]]);
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]]);
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]]);
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);
860 for (i = 0; i < MAX_CONST_I; i++) {
861 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
862 This->pixelShaderConstantI + i * 4, 1);
864 for (i = 0; i < MAX_CONST_B; i++) {
865 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
866 This->pixelShaderConstantB + i, 1);
869 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
870 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
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]]);
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]]);
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]]);
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);
899 for (i = 0; i < MAX_CONST_I; i++) {
900 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
901 This->vertexShaderConstantI + i * 4, 1);
903 for (i = 0; i < MAX_CONST_B; i++) {
904 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
905 This->vertexShaderConstantB + i, 1);
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);
913 for (i = 0; i < MAX_CONST_I; i++) {
914 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
915 This->pixelShaderConstantI + i * 4, 1);
917 for (i = 0; i < MAX_CONST_B; i++) {
918 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
919 This->pixelShaderConstantB + i, 1);
922 apply_lights(pDevice, This);
924 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
925 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
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]);
933 /* Skip unused values between TEXTURE8 and WORLD0 ? */
934 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
935 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
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);
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]);
950 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
951 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
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]);
958 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
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);
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;
976 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
981 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
982 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
983 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
984 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
986 WINED3DLINEPATTERN lp;
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;
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));
1009 TRACE("Render states\n");
1010 /* Render states: */
1011 if (ThisDevice->depthStencilBuffer != NULL) {
1012 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1014 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
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);
1038 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1040 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
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);
1078 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1080 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1081 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1082 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1084 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1086 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
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);
1093 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1096 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1097 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
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);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1115 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
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);
1143 /* clipping status */
1144 This->clip_status.ClipUnion = 0;
1145 This->clip_status.ClipIntersection = 0xFFFFFFFF;
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;
1170 This->lowest_disabled_stage = 1;
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 */
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 */
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)");
1202 for (i = 0; i < GL_LIMITS(textures); i++) {
1203 GLubyte white = 255;
1205 /* Note this avoids calling settexture, so pretend it has been called */
1206 This->changed.textures[i] = TRUE;
1207 This->textures[i] = NULL;
1209 /* Make appropriate texture active */
1210 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1211 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1212 checkGLcall("glActiveTextureARB");
1214 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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]);
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");
1228 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1229 checkGLcall("glTexImage2D");
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)");
1240 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1241 for (i = 0; i < MAX_PALETTES; ++i) {
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;
1250 This->wineD3DDevice->currentPalette = 0;
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;
1256 TRACE("-----------------------> Device defaults now set up...\n");
1260 /**********************************************************
1261 * IWineD3DStateBlock VTbl follows
1262 **********************************************************/
1264 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
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