rsaenh/tests: Fix memory leaks.
[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  * Copyright 2007 Stefan Dösinger for CodeWeavers
8  * Copyright 2009 Henri Verbeet for CodeWeavers
9  *
10  * This library is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU Lesser General Public
12  * License as published by the Free Software Foundation; either
13  * version 2.1 of the License, or (at your option) any later version.
14  *
15  * This library is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
18  * Lesser General Public License for more details.
19  *
20  * You should have received a copy of the GNU Lesser General Public
21  * License along with this library; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23  */
24
25 #include "config.h"
26 #include "wined3d_private.h"
27
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29
30 static const DWORD pixel_states_render[] =
31 {
32     WINED3DRS_ALPHABLENDENABLE,
33     WINED3DRS_ALPHAFUNC,
34     WINED3DRS_ALPHAREF,
35     WINED3DRS_ALPHATESTENABLE,
36     WINED3DRS_ANTIALIASEDLINEENABLE,
37     WINED3DRS_BLENDFACTOR,
38     WINED3DRS_BLENDOP,
39     WINED3DRS_BLENDOPALPHA,
40     WINED3DRS_CCW_STENCILFAIL,
41     WINED3DRS_CCW_STENCILPASS,
42     WINED3DRS_CCW_STENCILZFAIL,
43     WINED3DRS_COLORWRITEENABLE,
44     WINED3DRS_COLORWRITEENABLE1,
45     WINED3DRS_COLORWRITEENABLE2,
46     WINED3DRS_COLORWRITEENABLE3,
47     WINED3DRS_DEPTHBIAS,
48     WINED3DRS_DESTBLEND,
49     WINED3DRS_DESTBLENDALPHA,
50     WINED3DRS_DITHERENABLE,
51     WINED3DRS_FILLMODE,
52     WINED3DRS_FOGDENSITY,
53     WINED3DRS_FOGEND,
54     WINED3DRS_FOGSTART,
55     WINED3DRS_LASTPIXEL,
56     WINED3DRS_SCISSORTESTENABLE,
57     WINED3DRS_SEPARATEALPHABLENDENABLE,
58     WINED3DRS_SHADEMODE,
59     WINED3DRS_SLOPESCALEDEPTHBIAS,
60     WINED3DRS_SRCBLEND,
61     WINED3DRS_SRCBLENDALPHA,
62     WINED3DRS_SRGBWRITEENABLE,
63     WINED3DRS_STENCILENABLE,
64     WINED3DRS_STENCILFAIL,
65     WINED3DRS_STENCILFUNC,
66     WINED3DRS_STENCILMASK,
67     WINED3DRS_STENCILPASS,
68     WINED3DRS_STENCILREF,
69     WINED3DRS_STENCILWRITEMASK,
70     WINED3DRS_STENCILZFAIL,
71     WINED3DRS_TEXTUREFACTOR,
72     WINED3DRS_TWOSIDEDSTENCILMODE,
73     WINED3DRS_WRAP0,
74     WINED3DRS_WRAP1,
75     WINED3DRS_WRAP10,
76     WINED3DRS_WRAP11,
77     WINED3DRS_WRAP12,
78     WINED3DRS_WRAP13,
79     WINED3DRS_WRAP14,
80     WINED3DRS_WRAP15,
81     WINED3DRS_WRAP2,
82     WINED3DRS_WRAP3,
83     WINED3DRS_WRAP4,
84     WINED3DRS_WRAP5,
85     WINED3DRS_WRAP6,
86     WINED3DRS_WRAP7,
87     WINED3DRS_WRAP8,
88     WINED3DRS_WRAP9,
89     WINED3DRS_ZENABLE,
90     WINED3DRS_ZFUNC,
91     WINED3DRS_ZWRITEENABLE,
92 };
93
94 static const DWORD pixel_states_texture[] =
95 {
96     WINED3DTSS_ALPHAARG0,
97     WINED3DTSS_ALPHAARG1,
98     WINED3DTSS_ALPHAARG2,
99     WINED3DTSS_ALPHAOP,
100     WINED3DTSS_BUMPENVLOFFSET,
101     WINED3DTSS_BUMPENVLSCALE,
102     WINED3DTSS_BUMPENVMAT00,
103     WINED3DTSS_BUMPENVMAT01,
104     WINED3DTSS_BUMPENVMAT10,
105     WINED3DTSS_BUMPENVMAT11,
106     WINED3DTSS_COLORARG0,
107     WINED3DTSS_COLORARG1,
108     WINED3DTSS_COLORARG2,
109     WINED3DTSS_COLOROP,
110     WINED3DTSS_RESULTARG,
111     WINED3DTSS_TEXCOORDINDEX,
112     WINED3DTSS_TEXTURETRANSFORMFLAGS,
113 };
114
115 static const DWORD pixel_states_sampler[] =
116 {
117     WINED3DSAMP_ADDRESSU,
118     WINED3DSAMP_ADDRESSV,
119     WINED3DSAMP_ADDRESSW,
120     WINED3DSAMP_BORDERCOLOR,
121     WINED3DSAMP_MAGFILTER,
122     WINED3DSAMP_MINFILTER,
123     WINED3DSAMP_MIPFILTER,
124     WINED3DSAMP_MIPMAPLODBIAS,
125     WINED3DSAMP_MAXMIPLEVEL,
126     WINED3DSAMP_MAXANISOTROPY,
127     WINED3DSAMP_SRGBTEXTURE,
128     WINED3DSAMP_ELEMENTINDEX,
129 };
130
131 static const DWORD vertex_states_render[] =
132 {
133     WINED3DRS_ADAPTIVETESS_W,
134     WINED3DRS_ADAPTIVETESS_X,
135     WINED3DRS_ADAPTIVETESS_Y,
136     WINED3DRS_ADAPTIVETESS_Z,
137     WINED3DRS_AMBIENT,
138     WINED3DRS_AMBIENTMATERIALSOURCE,
139     WINED3DRS_CLIPPING,
140     WINED3DRS_CLIPPLANEENABLE,
141     WINED3DRS_COLORVERTEX,
142     WINED3DRS_CULLMODE,
143     WINED3DRS_DIFFUSEMATERIALSOURCE,
144     WINED3DRS_EMISSIVEMATERIALSOURCE,
145     WINED3DRS_ENABLEADAPTIVETESSELLATION,
146     WINED3DRS_FOGCOLOR,
147     WINED3DRS_FOGDENSITY,
148     WINED3DRS_FOGENABLE,
149     WINED3DRS_FOGEND,
150     WINED3DRS_FOGSTART,
151     WINED3DRS_FOGTABLEMODE,
152     WINED3DRS_FOGVERTEXMODE,
153     WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154     WINED3DRS_LIGHTING,
155     WINED3DRS_LOCALVIEWER,
156     WINED3DRS_MAXTESSELLATIONLEVEL,
157     WINED3DRS_MINTESSELLATIONLEVEL,
158     WINED3DRS_MULTISAMPLEANTIALIAS,
159     WINED3DRS_MULTISAMPLEMASK,
160     WINED3DRS_NORMALDEGREE,
161     WINED3DRS_NORMALIZENORMALS,
162     WINED3DRS_PATCHEDGESTYLE,
163     WINED3DRS_POINTSCALE_A,
164     WINED3DRS_POINTSCALE_B,
165     WINED3DRS_POINTSCALE_C,
166     WINED3DRS_POINTSCALEENABLE,
167     WINED3DRS_POINTSIZE,
168     WINED3DRS_POINTSIZE_MAX,
169     WINED3DRS_POINTSIZE_MIN,
170     WINED3DRS_POINTSPRITEENABLE,
171     WINED3DRS_POSITIONDEGREE,
172     WINED3DRS_RANGEFOGENABLE,
173     WINED3DRS_SHADEMODE,
174     WINED3DRS_SPECULARENABLE,
175     WINED3DRS_SPECULARMATERIALSOURCE,
176     WINED3DRS_TWEENFACTOR,
177     WINED3DRS_VERTEXBLEND,
178 };
179
180 static const DWORD vertex_states_texture[] =
181 {
182     WINED3DTSS_TEXCOORDINDEX,
183     WINED3DTSS_TEXTURETRANSFORMFLAGS,
184 };
185
186 static const DWORD vertex_states_sampler[] =
187 {
188     WINED3DSAMP_DMAPOFFSET,
189 };
190
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192  * along with their set/changed flags on the given stateblock object
193  */
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
195 {
196     IWineD3DDeviceImpl *device = object->wineD3DDevice;
197
198     /* Allocate space for floating point constants */
199     object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200             sizeof(float) * device->d3d_pshader_constantF * 4);
201     if (!object->pixelShaderConstantF) goto fail;
202
203     object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204             sizeof(BOOL) * device->d3d_pshader_constantF);
205     if (!object->changed.pixelShaderConstantsF) goto fail;
206
207     object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208             sizeof(float) * device->d3d_vshader_constantF * 4);
209     if (!object->vertexShaderConstantF) goto fail;
210
211     object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212             sizeof(BOOL) * device->d3d_vshader_constantF);
213     if (!object->changed.vertexShaderConstantsF) goto fail;
214
215     object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216             sizeof(DWORD) * device->d3d_vshader_constantF);
217     if (!object->contained_vs_consts_f) goto fail;
218
219     object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220             sizeof(DWORD) * device->d3d_pshader_constantF);
221     if (!object->contained_ps_consts_f) goto fail;
222
223     return WINED3D_OK;
224
225 fail:
226     ERR("Failed to allocate memory\n");
227     HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
228     HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229     HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
230     HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231     HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232     HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233     return E_OUTOFMEMORY;
234 }
235
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
237 {
238     DWORD mask = (1 << (map_size & 0x1f)) - 1;
239     memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240     if (mask) map[map_size >> 5] = mask;
241 }
242
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
245 {
246     unsigned int i;
247
248     /* Single values */
249     states->primitive_type = 1;
250     states->indices = 1;
251     states->material = 1;
252     states->viewport = 1;
253     states->vertexDecl = 1;
254     states->pixelShader = 1;
255     states->vertexShader = 1;
256     states->scissorRect = 1;
257
258     /* Fixed size arrays */
259     states->streamSource = 0xffff;
260     states->streamFreq = 0xffff;
261     states->textures = 0xfffff;
262     stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263     stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
266     states->clipplane = 0xffffffff;
267     states->pixelShaderConstantsB = 0xffff;
268     states->pixelShaderConstantsI = 0xffff;
269     states->vertexShaderConstantsB = 0xffff;
270     states->vertexShaderConstantsI = 0xffff;
271
272     /* Dynamically sized arrays */
273     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
275 }
276
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
278 {
279     DWORD texture_mask = 0;
280     WORD sampler_mask = 0;
281     unsigned int i;
282
283     states->pixelShader = 1;
284
285     for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
286     {
287         DWORD rs = pixel_states_render[i];
288         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
289     }
290
291     for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292         texture_mask |= 1 << pixel_states_texture[i];
293     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294     for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295         sampler_mask |= 1 << pixel_states_sampler[i];
296     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297     states->pixelShaderConstantsB = 0xffff;
298     states->pixelShaderConstantsI = 0xffff;
299
300     memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
301 }
302
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
304 {
305     DWORD texture_mask = 0;
306     WORD sampler_mask = 0;
307     unsigned int i;
308
309     states->vertexDecl = 1;
310     states->vertexShader = 1;
311
312     for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
313     {
314         DWORD rs = vertex_states_render[i];
315         states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
316     }
317
318     for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319         texture_mask |= 1 << vertex_states_texture[i];
320     for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321     for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322         sampler_mask |= 1 << vertex_states_sampler[i];
323     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324     states->vertexShaderConstantsB = 0xffff;
325     states->vertexShaderConstantsI = 0xffff;
326
327     memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
328 }
329
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
331 {
332     IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
333     unsigned int i, j;
334
335     for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
336     {
337         DWORD map = stateblock->changed.renderState[i];
338         for (j = 0; map; map >>= 1, ++j)
339         {
340             if (!(map & 1)) continue;
341
342             stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343             ++stateblock->num_contained_render_states;
344         }
345     }
346
347     for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
348     {
349         DWORD map = stateblock->changed.transform[i];
350         for (j = 0; map; map >>= 1, ++j)
351         {
352             if (!(map & 1)) continue;
353
354             stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355             ++stateblock->num_contained_transform_states;
356         }
357     }
358
359     for (i = 0; i < device->d3d_vshader_constantF; ++i)
360     {
361         if (stateblock->changed.vertexShaderConstantsF[i])
362         {
363             stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364             ++stateblock->num_contained_vs_consts_f;
365         }
366     }
367
368     for (i = 0; i < MAX_CONST_I; ++i)
369     {
370         if (stateblock->changed.vertexShaderConstantsI & (1 << i))
371         {
372             stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373             ++stateblock->num_contained_vs_consts_i;
374         }
375     }
376
377     for (i = 0; i < MAX_CONST_B; ++i)
378     {
379         if (stateblock->changed.vertexShaderConstantsB & (1 << i))
380         {
381             stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382             ++stateblock->num_contained_vs_consts_b;
383         }
384     }
385
386     for (i = 0; i < device->d3d_pshader_constantF; ++i)
387     {
388         if (stateblock->changed.pixelShaderConstantsF[i])
389         {
390             stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391             ++stateblock->num_contained_ps_consts_f;
392         }
393     }
394
395     for (i = 0; i < MAX_CONST_I; ++i)
396     {
397         if (stateblock->changed.pixelShaderConstantsI & (1 << i))
398         {
399             stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400             ++stateblock->num_contained_ps_consts_i;
401         }
402     }
403
404     for (i = 0; i < MAX_CONST_B; ++i)
405     {
406         if (stateblock->changed.pixelShaderConstantsB & (1 << i))
407         {
408             stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409             ++stateblock->num_contained_ps_consts_b;
410         }
411     }
412
413     for (i = 0; i < MAX_TEXTURES; ++i)
414     {
415         DWORD map = stateblock->changed.textureState[i];
416
417         for(j = 0; map; map >>= 1, ++j)
418         {
419             if (!(map & 1)) continue;
420
421             stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422             stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423             ++stateblock->num_contained_tss_states;
424         }
425     }
426
427     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
428     {
429         DWORD map = stateblock->changed.samplerState[i];
430
431         for (j = 0; map; map >>= 1, ++j)
432         {
433             if (!(map & 1)) continue;
434
435             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436             stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437             ++stateblock->num_contained_sampler_states;
438         }
439     }
440 }
441
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
443 {
444     unsigned int i;
445
446     for (i = 0; i < LIGHTMAP_SIZE; ++i)
447     {
448         const struct wined3d_light_info *src_light;
449
450         LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
451         {
452             struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
453
454             *dst_light = *src_light;
455             list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
456         }
457     }
458 }
459
460 /**********************************************************
461  * IWineD3DStateBlockImpl IUnknown parts follows
462  **********************************************************/
463 static HRESULT  WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
464 {
465     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467     if (IsEqualGUID(riid, &IID_IUnknown)
468         || IsEqualGUID(riid, &IID_IWineD3DBase)
469         || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
470         IUnknown_AddRef(iface);
471         *ppobj = This;
472         return S_OK;
473     }
474     *ppobj = NULL;
475     return E_NOINTERFACE;
476 }
477
478 static ULONG  WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480     ULONG refCount = InterlockedIncrement(&This->ref);
481
482     TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483     return refCount;
484 }
485
486 static ULONG  WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488     ULONG refCount = InterlockedDecrement(&This->ref);
489
490     TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
491
492     if (!refCount) {
493         int counter;
494
495         if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
496
497         for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
498         {
499             if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
500         }
501
502         for (counter = 0; counter < MAX_STREAMS; counter++) {
503             if(This->streamSource[counter]) {
504                 if (IWineD3DBuffer_Release(This->streamSource[counter]))
505                 {
506                     TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
507                 }
508             }
509         }
510         if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
511         if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
512         if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
513
514         for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
515             struct list *e1, *e2;
516             LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
517             {
518                 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
519                 list_remove(&light->entry);
520                 HeapFree(GetProcessHeap(), 0, light);
521             }
522         }
523
524         HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
525         HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
526         HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
527         HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
528         HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
529         HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
530         HeapFree(GetProcessHeap(), 0, This);
531     }
532     return refCount;
533 }
534
535 /**********************************************************
536  * IWineD3DStateBlockImpl parts follows
537  **********************************************************/
538 static HRESULT  WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
539
540     IWineD3DStateBlockImpl *This   = (IWineD3DStateBlockImpl *)iface;
541
542     *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
543     IWineD3DDevice_AddRef(*ppDevice);
544     return WINED3D_OK;
545
546 }
547
548 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
549 {
550     UINT i;
551
552     /* Lights... For a recorded state block, we just had a chain of actions to perform,
553      * so we need to walk that chain and update any actions which differ
554      */
555     for(i = 0; i < LIGHTMAP_SIZE; i++) {
556         struct list *e, *f;
557         LIST_FOR_EACH(e, &This->lightMap[i]) {
558             BOOL updated = FALSE;
559             struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
560
561             /* Look up the light in the destination */
562             LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
563                 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
564                 if (realLight->OriginalIndex == src->OriginalIndex)
565                 {
566                     src->OriginalParms = realLight->OriginalParms;
567
568                     if (realLight->glIndex == -1 && src->glIndex != -1)
569                     {
570                         /* Light disabled */
571                         This->activeLights[src->glIndex] = NULL;
572                     }
573                     else if (realLight->glIndex != -1 && src->glIndex == -1)
574                     {
575                         /* Light enabled */
576                         This->activeLights[realLight->glIndex] = src;
577                     }
578                     src->glIndex = realLight->glIndex;
579                     updated = TRUE;
580                     break;
581                 }
582             }
583
584             if (!updated)
585             {
586                 ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
587                         src->OriginalIndex, This, targetStateBlock);
588             }
589         }
590     }
591 }
592
593 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
594 {
595     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
596     IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
597     unsigned int i;
598     DWORD map;
599
600     TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
601
602     if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
603     {
604         TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
605
606         if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
607         if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
608         This->vertexShader = targetStateBlock->vertexShader;
609     }
610
611     /* Vertex Shader Float Constants */
612     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
613     {
614         unsigned int idx = This->contained_vs_consts_f[i];
615
616         TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
617                 This, targetStateBlock, idx,
618                 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
619                 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
620                 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
621                 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
622
623         This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
624         This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
625         This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
626         This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
627     }
628
629     /* Vertex Shader Integer Constants */
630     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
631     {
632         unsigned int idx = This->contained_vs_consts_i[i];
633
634         TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
635                 This, targetStateBlock, idx,
636                 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
637                 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
638                 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
639                 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
640
641         This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
642         This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
643         This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
644         This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
645     }
646
647     /* Vertex Shader Boolean Constants */
648     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
649     {
650         unsigned int idx = This->contained_vs_consts_b[i];
651
652         TRACE("Setting %p from %p %u to %s.\n",
653                 This, targetStateBlock, idx,
654                 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
655
656         This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
657     }
658
659     /* Pixel Shader Float Constants */
660     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
661     {
662         unsigned int idx = This->contained_ps_consts_f[i];
663
664         TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
665                 This, targetStateBlock, idx,
666                 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
667                 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
668                 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
669                 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
670
671         This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
672         This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
673         This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
674         This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
675     }
676
677     /* Pixel Shader Integer Constants */
678     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
679     {
680         unsigned int idx = This->contained_ps_consts_i[i];
681         TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
682                 This, targetStateBlock, idx,
683                 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
684                 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
685                 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
686                 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
687
688         This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
689         This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
690         This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
691         This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
692     }
693
694     /* Pixel Shader Boolean Constants */
695     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
696     {
697         unsigned int idx = This->contained_ps_consts_b[i];
698         TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
699                 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
700
701         This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
702     }
703
704     /* Others + Render & Texture */
705     for (i = 0; i < This->num_contained_transform_states; ++i)
706     {
707         WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
708
709         TRACE("Updating transform %#x.\n", transform);
710
711         This->transforms[transform] = targetStateBlock->transforms[transform];
712     }
713
714     if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
715
716     if (This->changed.indices
717             && ((This->pIndexData != targetStateBlock->pIndexData)
718                 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
719                 || (This->IndexFmt != targetStateBlock->IndexFmt)))
720     {
721         TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
722                 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
723
724         if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
725         if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
726         This->pIndexData = targetStateBlock->pIndexData;
727         This->baseVertexIndex = targetStateBlock->baseVertexIndex;
728         This->IndexFmt = targetStateBlock->IndexFmt;
729     }
730
731     if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
732             && (This->blockType != WINED3DSBT_RECORDED
733                     || ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9))
734     {
735         TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
736
737         if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
738         if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
739         This->vertexDecl = targetStateBlock->vertexDecl;
740     }
741
742     if (This->changed.material
743             && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
744     {
745         TRACE("Updating material.\n");
746
747         This->material = targetStateBlock->material;
748     }
749
750     if (This->changed.viewport
751             && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
752     {
753         TRACE("Updating viewport.\n");
754
755         This->viewport = targetStateBlock->viewport;
756     }
757
758     if(This->changed.scissorRect
759             && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
760     {
761         TRACE("Updating scissor rect.\n");
762
763         targetStateBlock->scissorRect = This->scissorRect;
764     }
765
766     map = This->changed.streamSource;
767     for (i = 0; map; map >>= 1, ++i)
768     {
769         if (!(map & 1)) continue;
770
771         if (This->streamStride[i] != targetStateBlock->streamStride[i]
772                 || This->streamSource[i] != targetStateBlock->streamSource[i])
773         {
774             TRACE("Updating stream source %u to %p, stride to %u.\n",
775                     i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
776
777             This->streamStride[i] = targetStateBlock->streamStride[i];
778             if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
779             if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
780             This->streamSource[i] = targetStateBlock->streamSource[i];
781         }
782     }
783
784     map = This->changed.streamFreq;
785     for (i = 0; map; map >>= 1, ++i)
786     {
787         if (!(map & 1)) continue;
788
789         if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
790                 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
791         {
792             TRACE("Updating stream frequency %u to %u flags to %#x.\n",
793                     i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
794
795             This->streamFreq[i] = targetStateBlock->streamFreq[i];
796             This->streamFlags[i] = targetStateBlock->streamFlags[i];
797         }
798     }
799
800     map = This->changed.clipplane;
801     for (i = 0; map; map >>= 1, ++i)
802     {
803         if (!(map & 1)) continue;
804
805         if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
806         {
807             TRACE("Updating clipplane %u.\n", i);
808             memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
809         }
810     }
811
812     /* Render */
813     for (i = 0; i < This->num_contained_render_states; ++i)
814     {
815         WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
816
817         TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
818
819         This->renderState[rs] = targetStateBlock->renderState[rs];
820     }
821
822     /* Texture states */
823     for (i = 0; i < This->num_contained_tss_states; ++i)
824     {
825         DWORD stage = This->contained_tss_states[i].stage;
826         DWORD state = This->contained_tss_states[i].state;
827
828         TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
829                 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
830
831         This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
832     }
833
834     /* Samplers */
835     map = This->changed.textures;
836     for (i = 0; map; map >>= 1, ++i)
837     {
838         if (!(map & 1)) continue;
839
840         TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
841
842         if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
843         if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
844         This->textures[i] = targetStateBlock->textures[i];
845     }
846
847     for (i = 0; i < This->num_contained_sampler_states; ++i)
848     {
849         DWORD stage = This->contained_sampler_states[i].stage;
850         DWORD state = This->contained_sampler_states[i].state;
851
852         TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
853                 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
854
855         This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
856     }
857
858     if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
859     {
860         if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
861         if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
862         This->pixelShader = targetStateBlock->pixelShader;
863     }
864
865     record_lights(This, targetStateBlock);
866
867     TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
868
869     return WINED3D_OK;
870 }
871
872 static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
873 {
874     UINT i;
875     for(i = 0; i < LIGHTMAP_SIZE; i++) {
876         struct list *e;
877
878         LIST_FOR_EACH(e, &This->lightMap[i])
879         {
880             const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
881
882             IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
883             IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
884         }
885     }
886 }
887
888 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
889 {
890     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
891     IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
892     unsigned int i;
893     DWORD map;
894
895     TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
896
897     TRACE("Blocktype: %d\n", This->blockType);
898
899     if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
900
901     /* Vertex Shader Constants */
902     for (i = 0; i < This->num_contained_vs_consts_f; ++i)
903     {
904         IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
905                 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
906     }
907     for (i = 0; i < This->num_contained_vs_consts_i; ++i)
908     {
909         IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
910                 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
911     }
912     for (i = 0; i < This->num_contained_vs_consts_b; ++i)
913     {
914         IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
915                 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
916     }
917
918     apply_lights(pDevice, This);
919
920     if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
921
922     /* Pixel Shader Constants */
923     for (i = 0; i < This->num_contained_ps_consts_f; ++i)
924     {
925         IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
926                 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
927     }
928     for (i = 0; i < This->num_contained_ps_consts_i; ++i)
929     {
930         IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
931                 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
932     }
933     for (i = 0; i < This->num_contained_ps_consts_b; ++i)
934     {
935         IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
936                 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
937     }
938
939     /* Render */
940     for (i = 0; i < This->num_contained_render_states; ++i)
941     {
942         IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
943                 This->renderState[This->contained_render_states[i]]);
944     }
945
946     /* Texture states */
947     for (i = 0; i < This->num_contained_tss_states; ++i)
948     {
949         DWORD stage = This->contained_tss_states[i].stage;
950         DWORD state = This->contained_tss_states[i].state;
951
952         IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
953     }
954
955     /* Sampler states */
956     for (i = 0; i < This->num_contained_sampler_states; ++i)
957     {
958         DWORD stage = This->contained_sampler_states[i].stage;
959         DWORD state = This->contained_sampler_states[i].state;
960         DWORD value = This->samplerState[stage][state];
961
962         if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
963         IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
964     }
965
966     for (i = 0; i < This->num_contained_transform_states; ++i)
967     {
968         IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
969                 &This->transforms[This->contained_transform_states[i]]);
970     }
971
972     if (This->changed.primitive_type)
973     {
974         This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
975         This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
976     }
977
978     if (This->changed.indices)
979     {
980         IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
981         IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
982     }
983
984     if (This->changed.vertexDecl)
985     {
986         IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
987     }
988
989     if (This->changed.material)
990     {
991         IWineD3DDevice_SetMaterial(pDevice, &This->material);
992     }
993
994     if (This->changed.viewport)
995     {
996         IWineD3DDevice_SetViewport(pDevice, &This->viewport);
997     }
998
999     if (This->changed.scissorRect)
1000     {
1001         IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1002     }
1003
1004     map = This->changed.streamSource;
1005     for (i = 0; map; map >>= 1, ++i)
1006     {
1007         if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1008     }
1009
1010     map = This->changed.streamFreq;
1011     for (i = 0; map; map >>= 1, ++i)
1012     {
1013         if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1014     }
1015
1016     map = This->changed.textures;
1017     for (i = 0; map; map >>= 1, ++i)
1018     {
1019         DWORD stage;
1020
1021         if (!(map & 1)) continue;
1022
1023         stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1024         IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
1025     }
1026
1027     map = This->changed.clipplane;
1028     for (i = 0; map; map >>= 1, ++i)
1029     {
1030         float clip[4];
1031
1032         if (!(map & 1)) continue;
1033
1034         clip[0] = This->clipplane[i][0];
1035         clip[1] = This->clipplane[i][1];
1036         clip[2] = This->clipplane[i][2];
1037         clip[3] = This->clipplane[i][3];
1038         IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1039     }
1040
1041     This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1042     for (i = 0; i < MAX_TEXTURES - 1; ++i)
1043     {
1044         if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1045         {
1046             This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
1047             break;
1048         }
1049     }
1050     TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1051
1052     return WINED3D_OK;
1053 }
1054
1055 static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1056     IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1057     IWineD3DDevice         *device = (IWineD3DDevice *)This->wineD3DDevice;
1058     IWineD3DDeviceImpl     *ThisDevice = (IWineD3DDeviceImpl *)device;
1059     const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
1060     union {
1061         WINED3DLINEPATTERN lp;
1062         DWORD d;
1063     } lp;
1064     union {
1065         float f;
1066         DWORD d;
1067     } tmpfloat;
1068     unsigned int i;
1069     IWineD3DSwapChain *swapchain;
1070     IWineD3DSurface *backbuffer;
1071     HRESULT hr;
1072
1073     /* Note this may have a large overhead but it should only be executed
1074        once, in order to initialize the complete state of the device and
1075        all opengl equivalents                                            */
1076     TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1077     /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1078     This->blockType = WINED3DSBT_INIT;
1079
1080     /* Set some of the defaults for lights, transforms etc */
1081     memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1082     memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1083     for (i = 0; i < 256; ++i) {
1084       memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1085     }
1086
1087     TRACE("Render states\n");
1088     /* Render states: */
1089     if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1090        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_TRUE);
1091     } else {
1092        IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE,       WINED3DZB_FALSE);
1093     }
1094     IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE,         WINED3DFILL_SOLID);
1095     IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE,        WINED3DSHADE_GOURAUD);
1096     lp.lp.wRepeatFactor = 0;
1097     lp.lp.wLinePattern  = 0;
1098     IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN,      lp.d);
1099     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE,     TRUE);
1100     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE,  FALSE);
1101     IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL,        TRUE);
1102     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND,         WINED3DBLEND_ONE);
1103     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND,        WINED3DBLEND_ZERO);
1104     IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE,         WINED3DCULL_CCW);
1105     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC,            WINED3DCMP_LESSEQUAL);
1106     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC,        WINED3DCMP_ALWAYS);
1107     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF,         0);
1108     IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE,     FALSE);
1109     IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1110     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE,        FALSE);
1111     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE,   FALSE);
1112     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE,         0);
1113     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR,         0);
1114     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE,     WINED3DFOG_NONE);
1115     tmpfloat.f = 0.0f;
1116     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART,         tmpfloat.d);
1117     tmpfloat.f = 1.0f;
1118     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND,           tmpfloat.d);
1119     tmpfloat.f = 1.0f;
1120     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY,       tmpfloat.d);
1121     IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS,    FALSE);
1122     IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS,            0);
1123     IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE,   FALSE);
1124     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE,    FALSE);
1125     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL,      WINED3DSTENCILOP_KEEP);
1126     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL,     WINED3DSTENCILOP_KEEP);
1127     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS,      WINED3DSTENCILOP_KEEP);
1128     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF,       0);
1129     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK,      0xFFFFFFFF);
1130     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC,      WINED3DCMP_ALWAYS);
1131     IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1132     IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR,    0xFFFFFFFF);
1133     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1134     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1135     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1136     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1137     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1138     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1139     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1140     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1141     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING,                 TRUE);
1142     IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING,                 TRUE);
1143     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT,                  0);
1144     IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE,            WINED3DFOG_NONE);
1145     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX,              TRUE);
1146     IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER,              TRUE);
1147     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS,         FALSE);
1148     IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE,    WINED3DMCS_COLOR1);
1149     IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE,   WINED3DMCS_COLOR2);
1150     IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE,    WINED3DMCS_MATERIAL);
1151     IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE,   WINED3DMCS_MATERIAL);
1152     IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND,              WINED3DVBF_DISABLE);
1153     IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE,          0);
1154     IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1155     tmpfloat.f = 1.0f;
1156     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE,                tmpfloat.d);
1157     tmpfloat.f = 1.0f;
1158     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN,            tmpfloat.d);
1159     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE,        FALSE);
1160     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE,         FALSE);
1161     tmpfloat.f = 1.0f;
1162     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A,             tmpfloat.d);
1163     tmpfloat.f = 0.0f;
1164     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B,             tmpfloat.d);
1165     tmpfloat.f = 0.0f;
1166     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C,             tmpfloat.d);
1167     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS,     TRUE);
1168     IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK,          0xFFFFFFFF);
1169     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE,           WINED3DPATCHEDGE_DISCRETE);
1170     tmpfloat.f = 1.0f;
1171     IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS,            tmpfloat.d);
1172     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN,        0xbaadcafe);
1173     tmpfloat.f = gl_info->limits.pointsize_max;
1174     IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX,            tmpfloat.d);
1175     IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1176     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE,         0x0000000F);
1177     tmpfloat.f = 0.0f;
1178     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR,              tmpfloat.d);
1179     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP,                  WINED3DBLENDOP_ADD);
1180     IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE,           WINED3DDEGREE_CUBIC);
1181     IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE,             WINED3DDEGREE_LINEAR);
1182     /* states new in d3d9 */
1183     IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE,        FALSE);
1184     IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS,      0);
1185     tmpfloat.f = 1.0f;
1186     IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL,     tmpfloat.d);
1187     IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL,     tmpfloat.d);
1188     IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE,    FALSE);
1189     tmpfloat.f = 0.0f;
1190     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X,           tmpfloat.d);
1191     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y,           tmpfloat.d);
1192     tmpfloat.f = 1.0f;
1193     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z,           tmpfloat.d);
1194     tmpfloat.f = 0.0f;
1195     IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W,           tmpfloat.d);
1196     IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1197     IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE,      FALSE);
1198     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL,          WINED3DSTENCILOP_KEEP);
1199     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL,         WINED3DSTENCILOP_KEEP);
1200     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS,          WINED3DSTENCILOP_KEEP);
1201     IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC,          WINED3DCMP_ALWAYS);
1202     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1,        0x0000000F);
1203     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2,        0x0000000F);
1204     IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3,        0x0000000F);
1205     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR,              0xFFFFFFFF);
1206     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE,          0);
1207     IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS,                0);
1208     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8,  0);
1209     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9,  0);
1210     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1211     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1212     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1213     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1214     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1215     IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1216     IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1217     IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA,            WINED3DBLEND_ONE);
1218     IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA,           WINED3DBLEND_ZERO);
1219     IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA,             WINED3DBLENDOP_ADD);
1220
1221     /* clipping status */
1222     This->clip_status.ClipUnion = 0;
1223     This->clip_status.ClipIntersection = 0xFFFFFFFF;
1224
1225     /* Texture Stage States - Put directly into state block, we will call function below */
1226     for (i = 0; i < MAX_TEXTURES; i++) {
1227         TRACE("Setting up default texture states for texture Stage %d\n", i);
1228         memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1229         This->textureState[i][WINED3DTSS_COLOROP               ] = (i==0)? WINED3DTOP_MODULATE :  WINED3DTOP_DISABLE;
1230         This->textureState[i][WINED3DTSS_COLORARG1             ] = WINED3DTA_TEXTURE;
1231         This->textureState[i][WINED3DTSS_COLORARG2             ] = WINED3DTA_CURRENT;
1232         This->textureState[i][WINED3DTSS_ALPHAOP               ] = (i==0)? WINED3DTOP_SELECTARG1 :  WINED3DTOP_DISABLE;
1233         This->textureState[i][WINED3DTSS_ALPHAARG1             ] = WINED3DTA_TEXTURE;
1234         This->textureState[i][WINED3DTSS_ALPHAARG2             ] = WINED3DTA_CURRENT;
1235         This->textureState[i][WINED3DTSS_BUMPENVMAT00          ] = 0;
1236         This->textureState[i][WINED3DTSS_BUMPENVMAT01          ] = 0;
1237         This->textureState[i][WINED3DTSS_BUMPENVMAT10          ] = 0;
1238         This->textureState[i][WINED3DTSS_BUMPENVMAT11          ] = 0;
1239         This->textureState[i][WINED3DTSS_TEXCOORDINDEX         ] = i;
1240         This->textureState[i][WINED3DTSS_BUMPENVLSCALE         ] = 0;
1241         This->textureState[i][WINED3DTSS_BUMPENVLOFFSET        ] = 0;
1242         This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1243         This->textureState[i][WINED3DTSS_COLORARG0             ] = WINED3DTA_CURRENT;
1244         This->textureState[i][WINED3DTSS_ALPHAARG0             ] = WINED3DTA_CURRENT;
1245         This->textureState[i][WINED3DTSS_RESULTARG             ] = WINED3DTA_CURRENT;
1246     }
1247     This->lowest_disabled_stage = 1;
1248
1249         /* Sampler states*/
1250     for (i = 0 ; i <  MAX_COMBINED_SAMPLERS; i++) {
1251         TRACE("Setting up default samplers states for sampler %d\n", i);
1252         This->samplerState[i][WINED3DSAMP_ADDRESSU         ] = WINED3DTADDRESS_WRAP;
1253         This->samplerState[i][WINED3DSAMP_ADDRESSV         ] = WINED3DTADDRESS_WRAP;
1254         This->samplerState[i][WINED3DSAMP_ADDRESSW         ] = WINED3DTADDRESS_WRAP;
1255         This->samplerState[i][WINED3DSAMP_BORDERCOLOR      ] = 0x00;
1256         This->samplerState[i][WINED3DSAMP_MAGFILTER        ] = WINED3DTEXF_POINT;
1257         This->samplerState[i][WINED3DSAMP_MINFILTER        ] = WINED3DTEXF_POINT;
1258         This->samplerState[i][WINED3DSAMP_MIPFILTER        ] = WINED3DTEXF_NONE;
1259         This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS    ] = 0;
1260         This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL      ] = 0;
1261         This->samplerState[i][WINED3DSAMP_MAXANISOTROPY    ] = 1;
1262         This->samplerState[i][WINED3DSAMP_SRGBTEXTURE      ] = 0;
1263         This->samplerState[i][WINED3DSAMP_ELEMENTINDEX     ] = 0; /* TODO: Indicates which element of a  multielement texture to use */
1264         This->samplerState[i][WINED3DSAMP_DMAPOFFSET       ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1265     }
1266
1267     for (i = 0; i < gl_info->limits.textures; ++i)
1268     {
1269         /* Note: This avoids calling SetTexture, so pretend it has been called */
1270         This->changed.textures |= 1 << i;
1271         This->textures[i]         = NULL;
1272     }
1273
1274     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1275     hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1276     if( hr == WINED3D_OK && swapchain != NULL) {
1277         WINED3DVIEWPORT vp;
1278
1279         hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1280         if (SUCCEEDED(hr) && backbuffer)
1281         {
1282             WINED3DSURFACE_DESC desc;
1283             RECT scissorrect;
1284
1285             IWineD3DSurface_GetDesc(backbuffer, &desc);
1286             IWineD3DSurface_Release(backbuffer);
1287
1288             /* Set the default scissor rect values */
1289             scissorrect.left = 0;
1290             scissorrect.right = desc.width;
1291             scissorrect.top = 0;
1292             scissorrect.bottom = desc.height;
1293             hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1294             if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1295         }
1296
1297         /* Set the default viewport */
1298         vp.X      = 0;
1299         vp.Y      = 0;
1300         vp.Width  = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1301         vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1302         vp.MinZ   = 0.0f;
1303         vp.MaxZ   = 1.0f;
1304         IWineD3DDevice_SetViewport(device, &vp);
1305
1306         IWineD3DSwapChain_Release(swapchain);
1307     }
1308
1309     TRACE("-----------------------> Device defaults now set up...\n");
1310     return WINED3D_OK;
1311 }
1312
1313 /**********************************************************
1314  * IWineD3DStateBlock VTbl follows
1315  **********************************************************/
1316
1317 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1318 {
1319     /* IUnknown */
1320     IWineD3DStateBlockImpl_QueryInterface,
1321     IWineD3DStateBlockImpl_AddRef,
1322     IWineD3DStateBlockImpl_Release,
1323     /* IWineD3DStateBlock */
1324     IWineD3DStateBlockImpl_GetDevice,
1325     IWineD3DStateBlockImpl_Capture,
1326     IWineD3DStateBlockImpl_Apply,
1327     IWineD3DStateBlockImpl_InitStartupStateBlock
1328 };
1329
1330 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1331 {
1332     unsigned int i;
1333     HRESULT hr;
1334
1335     stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1336     stateblock->ref = 1;
1337     stateblock->wineD3DDevice = device;
1338     stateblock->blockType = type;
1339
1340     for (i = 0; i < LIGHTMAP_SIZE; i++)
1341     {
1342         list_init(&stateblock->lightMap[i]);
1343     }
1344
1345     hr = stateblock_allocate_shader_constants(stateblock);
1346     if (FAILED(hr)) return hr;
1347
1348     /* The WINED3DSBT_INIT stateblock type is used during initialization to
1349      * produce a placeholder stateblock so other functions called can update a
1350      * state block. */
1351     if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1352
1353     TRACE("Updating changed flags appropriate for type %#x.\n", type);
1354
1355     switch (type)
1356     {
1357         case WINED3DSBT_ALL:
1358             stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1359             stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1360                                            device->d3d_pshader_constantF);
1361             break;
1362
1363         case WINED3DSBT_PIXELSTATE:
1364             stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1365             break;
1366
1367         case WINED3DSBT_VERTEXSTATE:
1368             stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1369             stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1370             break;
1371
1372         default:
1373             FIXME("Unrecognized state block type %#x.\n", type);
1374             break;
1375     }
1376
1377     stateblock_init_contained_states(stateblock);
1378     IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1379
1380     return WINED3D_OK;
1381 }