2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
39 IWineD3DStateBlockImpl *This = object;
41 /* Allocate space for floating point constants */
42 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
43 if (!object->pixelShaderConstantF) goto fail;
45 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
46 if (!object->changed.pixelShaderConstantsF) goto fail;
48 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
49 if (!object->vertexShaderConstantF) goto fail;
51 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
52 if (!object->changed.vertexShaderConstantsF) goto fail;
54 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
55 if (!object->contained_vs_consts_f) goto fail;
57 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
58 if (!object->contained_ps_consts_f) goto fail;
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
65 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
66 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
67 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
68 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
69 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
76 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
77 unsigned bsize = sizeof(BOOL);
80 dest->indices = source->indices;
81 dest->material = source->material;
82 dest->viewport = source->viewport;
83 dest->vertexDecl = source->vertexDecl;
84 dest->pixelShader = source->pixelShader;
85 dest->vertexShader = source->vertexShader;
86 dest->scissorRect = dest->scissorRect;
88 /* Fixed size arrays */
89 dest->streamSource = source->streamSource;
90 dest->streamFreq = source->streamFreq;
91 dest->textures = source->textures;
92 memcpy(dest->transform, source->transform, sizeof(source->transform));
93 memcpy(dest->renderState, source->renderState, sizeof(source->renderState));
94 memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
95 memcpy(dest->samplerState, source->samplerState, sizeof(source->samplerState));
96 dest->clipplane = source->clipplane;
97 dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
98 dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
99 dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
100 dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
102 /* Dynamically sized arrays */
103 memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
104 memcpy(dest->vertexShaderConstantsF, source->vertexShaderConstantsF, bsize * GL_LIMITS(vshader_constantsF));
107 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
109 DWORD mask = (1 << (map_size & 0x1f)) - 1;
110 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
111 if (mask) map[map_size >> 5] = mask;
114 /** Set all members of a stateblock savedstate to the given value */
115 void stateblock_savedstates_set(
116 IWineD3DStateBlock* iface,
120 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
121 unsigned bsize = sizeof(BOOL);
124 states->indices = value;
125 states->material = value;
126 states->viewport = value;
127 states->vertexDecl = value;
128 states->pixelShader = value;
129 states->vertexShader = value;
130 states->scissorRect = value;
132 /* Fixed size arrays */
136 states->streamSource = 0xffff;
137 states->streamFreq = 0xffff;
138 states->textures = 0xfffff;
139 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
140 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
141 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
142 states->clipplane = 0xffffffff;
143 states->pixelShaderConstantsB = 0xffff;
144 states->pixelShaderConstantsI = 0xffff;
145 states->vertexShaderConstantsB = 0xffff;
146 states->vertexShaderConstantsI = 0xffff;
150 states->streamSource = 0;
151 states->streamFreq = 0;
152 states->textures = 0;
153 memset(states->transform, 0, sizeof(states->transform));
154 memset(states->renderState, 0, sizeof(states->renderState));
155 memset(states->samplerState, 0, sizeof(states->samplerState));
156 states->clipplane = 0;
157 states->pixelShaderConstantsB = 0;
158 states->pixelShaderConstantsI = 0;
159 states->vertexShaderConstantsB = 0;
160 states->vertexShaderConstantsI = 0;
162 memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
164 /* Dynamically sized arrays */
165 memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
166 memset(states->vertexShaderConstantsF, value, bsize * GL_LIMITS(vshader_constantsF));
169 void stateblock_copy(
170 IWineD3DStateBlock* destination,
171 IWineD3DStateBlock* source) {
174 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)source;
175 IWineD3DStateBlockImpl *Dest = (IWineD3DStateBlockImpl *)destination;
177 /* IUnknown fields */
178 Dest->lpVtbl = This->lpVtbl;
179 Dest->ref = This->ref;
181 /* IWineD3DStateBlock information */
182 Dest->parent = This->parent;
183 Dest->wineD3DDevice = This->wineD3DDevice;
184 Dest->blockType = This->blockType;
187 stateblock_savedstates_copy(source, &Dest->changed, &This->changed);
190 Dest->vertexDecl = This->vertexDecl;
191 Dest->vertexShader = This->vertexShader;
192 Dest->streamIsUP = This->streamIsUP;
193 Dest->pIndexData = This->pIndexData;
194 Dest->baseVertexIndex = This->baseVertexIndex;
195 /* Dest->lights = This->lights; */
196 Dest->clip_status = This->clip_status;
197 Dest->viewport = This->viewport;
198 Dest->material = This->material;
199 Dest->pixelShader = This->pixelShader;
200 Dest->scissorRect = This->scissorRect;
203 memset(This->activeLights, 0, sizeof(This->activeLights));
204 for(l = 0; l < LIGHTMAP_SIZE; l++) {
205 struct list *e1, *e2;
206 LIST_FOR_EACH_SAFE(e1, e2, &Dest->lightMap[l]) {
207 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
208 list_remove(&light->entry);
209 HeapFree(GetProcessHeap(), 0, light);
212 LIST_FOR_EACH(e1, &This->lightMap[l]) {
213 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry), *light2;
214 light2 = HeapAlloc(GetProcessHeap(), 0, sizeof(*light));
216 list_add_tail(&Dest->lightMap[l], &light2->entry);
217 if(light2->glIndex != -1) Dest->activeLights[light2->glIndex] = light2;
221 /* Fixed size arrays */
222 memcpy(Dest->vertexShaderConstantB, This->vertexShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
223 memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
224 memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
225 memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
227 memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
228 memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
229 memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);
230 memcpy(Dest->streamFreq, This->streamFreq, sizeof(UINT) * MAX_STREAMS);
231 memcpy(Dest->streamFlags, This->streamFlags, sizeof(UINT) * MAX_STREAMS);
232 memcpy(Dest->transforms, This->transforms, sizeof(WINED3DMATRIX) * (HIGHEST_TRANSFORMSTATE + 1));
233 memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
234 memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
235 memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
236 memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
237 memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
239 /* Dynamically sized arrays */
240 memcpy(Dest->vertexShaderConstantF, This->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
241 memcpy(Dest->pixelShaderConstantF, This->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
244 /**********************************************************
245 * IWineD3DStateBlockImpl IUnknown parts follows
246 **********************************************************/
247 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
249 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
250 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
251 if (IsEqualGUID(riid, &IID_IUnknown)
252 || IsEqualGUID(riid, &IID_IWineD3DBase)
253 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
254 IUnknown_AddRef(iface);
259 return E_NOINTERFACE;
262 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
263 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
264 ULONG refCount = InterlockedIncrement(&This->ref);
266 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
270 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
271 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
272 ULONG refCount = InterlockedDecrement(&This->ref);
274 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
279 /* type 0 represents the primary stateblock, so free all the resources */
280 if (This->blockType == WINED3DSBT_INIT) {
281 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
282 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
283 if (This->textures[counter]) {
284 /* release our 'internal' hold on the texture */
285 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
286 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
292 for (counter = 0; counter < MAX_STREAMS; counter++) {
293 if(This->streamSource[counter]) {
294 if(0 != IWineD3DVertexBuffer_Release(This->streamSource[counter])) {
295 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
299 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
300 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
301 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
303 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
304 struct list *e1, *e2;
305 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter]) {
306 PLIGHTINFOEL *light = LIST_ENTRY(e1, PLIGHTINFOEL, entry);
307 list_remove(&light->entry);
308 HeapFree(GetProcessHeap(), 0, light);
312 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
313 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
314 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
315 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
316 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
317 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
318 HeapFree(GetProcessHeap(), 0, This);
323 /**********************************************************
324 * IWineD3DStateBlockImpl parts follows
325 **********************************************************/
326 static HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
327 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
328 IUnknown_AddRef(This->parent);
329 *pParent = This->parent;
333 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
335 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
337 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
338 IWineD3DDevice_AddRef(*ppDevice);
343 static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
346 /* Lights... For a recorded state block, we just had a chain of actions to perform,
347 * so we need to walk that chain and update any actions which differ
349 for(i = 0; i < LIGHTMAP_SIZE; i++) {
351 LIST_FOR_EACH(e, &This->lightMap[i]) {
352 BOOL updated = FALSE;
353 PLIGHTINFOEL *src = LIST_ENTRY(e, PLIGHTINFOEL, entry), *realLight;
354 if(!src->changed || !src->enabledChanged) continue;
356 /* Look up the light in the destination */
357 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
358 realLight = LIST_ENTRY(f, PLIGHTINFOEL, entry);
359 if(realLight->OriginalIndex == src->OriginalIndex) {
361 src->OriginalParms = realLight->OriginalParms;
363 if(src->enabledChanged) {
364 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
365 * or disabled -> enabled -> disabled changes
367 if(realLight->glIndex == -1 && src->glIndex != -1) {
369 This->activeLights[src->glIndex] = NULL;
370 } else if(realLight->glIndex != -1 && src->glIndex == -1){
372 This->activeLights[realLight->glIndex] = src;
374 src->glIndex = realLight->glIndex;
382 /* Found a light, all done, proceed with next hash entry */
384 } else if(src->changed) {
385 /* Otherwise assign defaul params */
386 src->OriginalParms = WINED3D_default_light;
388 /* Not enabled by default */
395 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
397 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
398 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
402 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
404 /* If not recorded, then update can just recapture */
405 if (This->blockType == WINED3DSBT_RECORDED) {
407 /* Recorded => Only update 'changed' values */
408 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader) {
409 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
411 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
412 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
413 This->vertexShader = targetStateBlock->vertexShader;
416 /* Vertex Shader Float Constants */
417 for (j = 0; j < This->num_contained_vs_consts_f; ++j) {
418 i = This->contained_vs_consts_f[j];
419 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
420 targetStateBlock->vertexShaderConstantF[i * 4],
421 targetStateBlock->vertexShaderConstantF[i * 4 + 1],
422 targetStateBlock->vertexShaderConstantF[i * 4 + 2],
423 targetStateBlock->vertexShaderConstantF[i * 4 + 3]);
425 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
426 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
427 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
428 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
431 /* Vertex Shader Integer Constants */
432 for (j = 0; j < This->num_contained_vs_consts_i; ++j) {
433 i = This->contained_vs_consts_i[j];
434 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
435 targetStateBlock->vertexShaderConstantI[i * 4],
436 targetStateBlock->vertexShaderConstantI[i * 4 + 1],
437 targetStateBlock->vertexShaderConstantI[i * 4 + 2],
438 targetStateBlock->vertexShaderConstantI[i * 4 + 3]);
440 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
441 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
442 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
443 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
446 /* Vertex Shader Boolean Constants */
447 for (j = 0; j < This->num_contained_vs_consts_b; ++j) {
448 i = This->contained_vs_consts_b[j];
449 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
450 targetStateBlock->vertexShaderConstantB[i] ? "TRUE" : "FALSE");
452 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
455 /* Pixel Shader Float Constants */
456 for (j = 0; j < This->num_contained_ps_consts_f; ++j) {
457 i = This->contained_ps_consts_f[j];
458 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This, targetStateBlock, i,
459 targetStateBlock->pixelShaderConstantF[i * 4],
460 targetStateBlock->pixelShaderConstantF[i * 4 + 1],
461 targetStateBlock->pixelShaderConstantF[i * 4 + 2],
462 targetStateBlock->pixelShaderConstantF[i * 4 + 3]);
464 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
465 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
466 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
467 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
470 /* Pixel Shader Integer Constants */
471 for (j = 0; j < This->num_contained_ps_consts_i; ++j) {
472 i = This->contained_ps_consts_i[j];
473 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This, targetStateBlock, i,
474 targetStateBlock->pixelShaderConstantI[i * 4],
475 targetStateBlock->pixelShaderConstantI[i * 4 + 1],
476 targetStateBlock->pixelShaderConstantI[i * 4 + 2],
477 targetStateBlock->pixelShaderConstantI[i * 4 + 3]);
479 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
480 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
481 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
482 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
485 /* Pixel Shader Boolean Constants */
486 for (j = 0; j < This->num_contained_ps_consts_b; ++j) {
487 i = This->contained_ps_consts_b[j];
488 TRACE("Setting %p from %p %u to %s\n", This, targetStateBlock, i,
489 targetStateBlock->pixelShaderConstantB[i] ? "TRUE" : "FALSE");
491 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
494 /* Others + Render & Texture */
495 for (i = 0; i < This->num_contained_transform_states; i++) {
496 TRACE("Updating transform %u\n", i);
497 This->transforms[This->contained_transform_states[i]] =
498 targetStateBlock->transforms[This->contained_transform_states[i]];
501 if (This->changed.indices && ((This->pIndexData != targetStateBlock->pIndexData)
502 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
503 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
504 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
505 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
506 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
507 This->pIndexData = targetStateBlock->pIndexData;
508 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
511 if(This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
512 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
514 This->vertexDecl = targetStateBlock->vertexDecl;
517 if (This->changed.material && memcmp(&targetStateBlock->material,
519 sizeof(WINED3DMATERIAL)) != 0) {
520 TRACE("Updating material\n");
521 This->material = targetStateBlock->material;
524 if (This->changed.viewport && memcmp(&targetStateBlock->viewport,
526 sizeof(WINED3DVIEWPORT)) != 0) {
527 TRACE("Updating viewport\n");
528 This->viewport = targetStateBlock->viewport;
531 if(This->changed.scissorRect && memcmp(&targetStateBlock->scissorRect,
533 sizeof(targetStateBlock->scissorRect)))
535 TRACE("Updating scissor rect\n");
536 targetStateBlock->scissorRect = This->scissorRect;
539 map = This->changed.streamSource;
540 for (i = 0; map; map >>= 1, ++i)
542 if (!(map & 1)) continue;
544 if (This->streamStride[i] != targetStateBlock->streamStride[i]
545 || This->streamSource[i] != targetStateBlock->streamSource[i])
547 TRACE("Updating stream source %u to %p, stride to %u\n",
548 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
549 This->streamStride[i] = targetStateBlock->streamStride[i];
550 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
551 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
552 This->streamSource[i] = targetStateBlock->streamSource[i];
556 map = This->changed.streamFreq;
557 for (i = 0; map; map >>= 1, ++i)
559 if (!(map & 1)) continue;
561 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
562 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
564 TRACE("Updating stream frequency %u to %u flags to %#x\n",
565 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
566 This->streamFreq[i] = targetStateBlock->streamFreq[i];
567 This->streamFlags[i] = targetStateBlock->streamFlags[i];
571 map = This->changed.clipplane;
572 for (i = 0; map; map >>= 1, ++i)
574 if (!(map & 1)) continue;
576 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
578 TRACE("Updating clipplane %u\n", i);
579 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
584 for (i = 0; i < This->num_contained_render_states; i++) {
585 TRACE("Updating renderState %u to %u\n", This->contained_render_states[i],
586 targetStateBlock->renderState[This->contained_render_states[i]]);
587 This->renderState[This->contained_render_states[i]] = targetStateBlock->renderState[This->contained_render_states[i]];
591 for (j = 0; j < This->num_contained_tss_states; j++) {
592 DWORD stage = This->contained_tss_states[j].stage;
593 DWORD state = This->contained_tss_states[j].state;
595 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage, state,
596 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
597 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
601 /* TODO: move over to using memcpy */
602 map = This->changed.textures;
603 for (i = 0; map; map >>= 1, ++i)
605 if (!(map & 1)) continue;
607 TRACE("Updating texture %u to %p (was %p)\n", i, targetStateBlock->textures[i], This->textures[i]);
608 This->textures[i] = targetStateBlock->textures[i];
611 for (j = 0; j < This->num_contained_sampler_states; j++) {
612 DWORD stage = This->contained_sampler_states[j].stage;
613 DWORD state = This->contained_sampler_states[j].state;
614 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage, state,
615 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
616 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
618 if(This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader) {
619 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
620 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
621 This->pixelShader = targetStateBlock->pixelShader;
624 record_lights(This, targetStateBlock);
625 } else if(This->blockType == WINED3DSBT_ALL) {
626 This->vertexDecl = targetStateBlock->vertexDecl;
627 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
628 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
629 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
630 memcpy(This->streamStride, targetStateBlock->streamStride, sizeof(This->streamStride));
631 memcpy(This->streamOffset, targetStateBlock->streamOffset, sizeof(This->streamOffset));
632 memcpy(This->streamFreq, targetStateBlock->streamFreq, sizeof(This->streamFreq));
633 memcpy(This->streamFlags, targetStateBlock->streamFlags, sizeof(This->streamFlags));
634 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
635 memcpy(This->transforms, targetStateBlock->transforms, sizeof(This->transforms));
636 record_lights(This, targetStateBlock);
637 memcpy(This->clipplane, targetStateBlock->clipplane, sizeof(This->clipplane));
638 This->clip_status = targetStateBlock->clip_status;
639 This->viewport = targetStateBlock->viewport;
640 This->material = targetStateBlock->material;
641 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
642 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
643 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
644 memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
645 memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
646 memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
647 memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
648 This->scissorRect = targetStateBlock->scissorRect;
650 if(targetStateBlock->pIndexData != This->pIndexData) {
651 if(targetStateBlock->pIndexData) IWineD3DIndexBuffer_AddRef(targetStateBlock->pIndexData);
652 if(This->pIndexData) IWineD3DIndexBuffer_Release(This->pIndexData);
653 This->pIndexData = targetStateBlock->pIndexData;
655 for(i = 0; i < MAX_STREAMS; i++) {
656 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
657 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
658 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
659 This->streamSource[i] = targetStateBlock->streamSource[i];
662 if(This->vertexShader != targetStateBlock->vertexShader) {
663 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
664 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
665 This->vertexShader = targetStateBlock->vertexShader;
667 if(This->pixelShader != targetStateBlock->pixelShader) {
668 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
669 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
670 This->pixelShader = targetStateBlock->pixelShader;
672 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
673 memcpy(This->vertexShaderConstantB, targetStateBlock->vertexShaderConstantB, sizeof(This->vertexShaderConstantI));
674 memcpy(This->vertexShaderConstantI, targetStateBlock->vertexShaderConstantI, sizeof(This->vertexShaderConstantF));
675 memcpy(This->vertexShaderConstantF, targetStateBlock->vertexShaderConstantF, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
676 record_lights(This, targetStateBlock);
677 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
678 This->renderState[SavedVertexStates_R[i]] = targetStateBlock->renderState[SavedVertexStates_R[i]];
680 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
681 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
682 This->samplerState[j][SavedVertexStates_S[i]] = targetStateBlock->samplerState[j][SavedVertexStates_S[i]];
685 for (j = 0; j < MAX_TEXTURES; j++) {
686 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
687 This->textureState[j][SavedVertexStates_R[i]] = targetStateBlock->textureState[j][SavedVertexStates_R[i]];
690 for(i = 0; i < MAX_STREAMS; i++) {
691 if(targetStateBlock->streamSource[i] != This->streamSource[i]) {
692 if(targetStateBlock->streamSource[i]) IWineD3DVertexBuffer_AddRef(targetStateBlock->streamSource[i]);
693 if(This->streamSource[i]) IWineD3DVertexBuffer_Release(This->streamSource[i]);
694 This->streamSource[i] = targetStateBlock->streamSource[i];
697 if(This->vertexShader != targetStateBlock->vertexShader) {
698 if(targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
699 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
700 This->vertexShader = targetStateBlock->vertexShader;
702 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
703 memcpy(This->pixelShaderConstantB, targetStateBlock->pixelShaderConstantB, sizeof(This->pixelShaderConstantI));
704 memcpy(This->pixelShaderConstantI, targetStateBlock->pixelShaderConstantI, sizeof(This->pixelShaderConstantF));
705 memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
706 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
707 This->renderState[SavedPixelStates_R[i]] = targetStateBlock->renderState[SavedPixelStates_R[i]];
709 for (j = 0; j < MAX_COMBINED_SAMPLERS; j++) {
710 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
711 This->samplerState[j][SavedPixelStates_S[i]] = targetStateBlock->samplerState[j][SavedPixelStates_S[i]];
714 for (j = 0; j < MAX_TEXTURES; j++) {
715 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
716 This->textureState[j][SavedPixelStates_R[i]] = targetStateBlock->textureState[j][SavedPixelStates_R[i]];
719 if(This->pixelShader != targetStateBlock->pixelShader) {
720 if(targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
721 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
722 This->pixelShader = targetStateBlock->pixelShader;
726 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
731 static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
733 for(i = 0; i < LIGHTMAP_SIZE; i++) {
736 LIST_FOR_EACH(e, &This->lightMap[i]) {
737 const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
740 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
742 if(light->enabledChanged) {
743 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
749 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
750 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
751 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
753 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
754 should really perform a delta so that only the changes get updated*/
760 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
762 TRACE("Blocktype: %d\n", This->blockType);
764 if(This->blockType == WINED3DSBT_RECORDED) {
765 if (This->changed.vertexShader) {
766 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
768 /* Vertex Shader Constants */
769 for (i = 0; i < This->num_contained_vs_consts_f; i++) {
770 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
771 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
773 for (i = 0; i < This->num_contained_vs_consts_i; i++) {
774 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
775 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
777 for (i = 0; i < This->num_contained_vs_consts_b; i++) {
778 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
779 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
782 apply_lights(pDevice, This);
784 if (This->changed.pixelShader) {
785 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
787 /* Pixel Shader Constants */
788 for (i = 0; i < This->num_contained_ps_consts_f; i++) {
789 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
790 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
792 for (i = 0; i < This->num_contained_ps_consts_i; i++) {
793 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
794 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
796 for (i = 0; i < This->num_contained_ps_consts_b; i++) {
797 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
798 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
802 for (i = 0; i <= This->num_contained_render_states; i++) {
803 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
804 This->renderState[This->contained_render_states[i]]);
807 for (i = 0; i < This->num_contained_tss_states; i++) {
808 DWORD stage = This->contained_tss_states[i].stage;
809 DWORD state = This->contained_tss_states[i].state;
810 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[stage][state] = This->textureState[stage][state];
811 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[stage][state] = TRUE;
812 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
813 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_TEXTURESTAGE(stage, state));
816 for (i = 0; i < This->num_contained_sampler_states; i++) {
817 DWORD stage = This->contained_sampler_states[i].stage;
818 DWORD state = This->contained_sampler_states[i].state;
819 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[stage][state] = This->samplerState[stage][state];
820 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[stage] |= 1 << state;
821 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl *)pDevice, STATE_SAMPLER(stage));
824 for (i = 0; i < This->num_contained_transform_states; i++) {
825 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
826 &This->transforms[This->contained_transform_states[i]]);
829 if (This->changed.indices) {
830 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
831 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
834 if (This->changed.vertexDecl) {
835 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
838 if (This->changed.material ) {
839 IWineD3DDevice_SetMaterial(pDevice, &This->material);
842 if (This->changed.viewport) {
843 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
846 if (This->changed.scissorRect) {
847 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
850 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
851 map = This->changed.streamSource;
852 for (i = 0; map; map >>= 1, ++i)
854 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
857 map = This->changed.streamFreq;
858 for (i = 0; map; map >>= 1, ++i)
860 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
863 map = This->changed.textures;
864 for (i = 0; map; map >>= 1, ++i)
866 if (!(map & 1)) continue;
868 if (i < MAX_FRAGMENT_SAMPLERS) IWineD3DDevice_SetTexture(pDevice, i, This->textures[i]);
869 else IWineD3DDevice_SetTexture(pDevice, WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS,
873 map = This->changed.clipplane;
874 for (i = 0; map; map >>= 1, ++i)
878 if (!(map & 1)) continue;
880 clip[0] = This->clipplane[i][0];
881 clip[1] = This->clipplane[i][1];
882 clip[2] = This->clipplane[i][2];
883 clip[3] = This->clipplane[i][3];
884 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
886 } else if(This->blockType == WINED3DSBT_VERTEXSTATE) {
887 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
888 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
889 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
890 This->vertexShaderConstantF + i * 4, 1);
892 for (i = 0; i < MAX_CONST_I; i++) {
893 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
894 This->vertexShaderConstantI + i * 4, 1);
896 for (i = 0; i < MAX_CONST_B; i++) {
897 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
898 This->vertexShaderConstantB + i, 1);
901 apply_lights(pDevice, This);
903 for(i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
904 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
906 for(j = 0; j < MAX_TEXTURES; j++) {
907 for(i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
908 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedVertexStates_T[i],
909 This->textureState[j][SavedVertexStates_T[i]]);
913 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
914 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
915 IWineD3DDevice_SetSamplerState(pDevice, j, SavedVertexStates_S[i],
916 This->samplerState[j][SavedVertexStates_S[i]]);
919 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
920 for(i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
921 IWineD3DDevice_SetSamplerState(pDevice,
922 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
923 SavedVertexStates_S[i],
924 This->samplerState[j][SavedVertexStates_S[i]]);
927 } else if(This->blockType == WINED3DSBT_PIXELSTATE) {
928 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
929 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
930 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
931 This->pixelShaderConstantF + i * 4, 1);
933 for (i = 0; i < MAX_CONST_I; i++) {
934 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
935 This->pixelShaderConstantI + i * 4, 1);
937 for (i = 0; i < MAX_CONST_B; i++) {
938 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
939 This->pixelShaderConstantB + i, 1);
942 for(i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
943 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
945 for(j = 0; j < MAX_TEXTURES; j++) {
946 for(i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
947 IWineD3DDevice_SetTextureStageState(pDevice, j, SavedPixelStates_T[i],
948 This->textureState[j][SavedPixelStates_T[i]]);
952 for(j = 0; j < MAX_FRAGMENT_SAMPLERS; j++) {
953 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
954 IWineD3DDevice_SetSamplerState(pDevice, j, SavedPixelStates_S[i],
955 This->samplerState[j][SavedPixelStates_S[i]]);
958 for(j = MAX_FRAGMENT_SAMPLERS; j < MAX_COMBINED_SAMPLERS; j++) {
959 for(i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
960 IWineD3DDevice_SetSamplerState(pDevice,
961 WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS,
962 SavedPixelStates_S[i],
963 This->samplerState[j][SavedPixelStates_S[i]]);
966 } else if(This->blockType == WINED3DSBT_ALL) {
967 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
968 for (i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
969 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i,
970 This->vertexShaderConstantF + i * 4, 1);
972 for (i = 0; i < MAX_CONST_I; i++) {
973 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i,
974 This->vertexShaderConstantI + i * 4, 1);
976 for (i = 0; i < MAX_CONST_B; i++) {
977 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i,
978 This->vertexShaderConstantB + i, 1);
981 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
982 for (i = 0; i < GL_LIMITS(pshader_constantsF); i++) {
983 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i,
984 This->pixelShaderConstantF + i * 4, 1);
986 for (i = 0; i < MAX_CONST_I; i++) {
987 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i,
988 This->pixelShaderConstantI + i * 4, 1);
990 for (i = 0; i < MAX_CONST_B; i++) {
991 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i,
992 This->pixelShaderConstantB + i, 1);
995 apply_lights(pDevice, This);
997 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
998 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
1000 for(j = 0; j < MAX_TEXTURES; j++) {
1001 for(i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
1002 IWineD3DDevice_SetTextureStageState(pDevice, j, i, This->textureState[j][i]);
1006 /* Skip unused values between TEXTURE8 and WORLD0 ? */
1007 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
1008 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
1010 IWineD3DDevice_SetIndices(pDevice, This->pIndexData);
1011 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
1012 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
1013 IWineD3DDevice_SetMaterial(pDevice, &This->material);
1014 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
1015 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1017 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1018 for (i=0; i<MAX_STREAMS; i++) {
1019 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1020 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1022 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
1023 UINT sampler = j < MAX_FRAGMENT_SAMPLERS ? j : WINED3DVERTEXTEXTURESAMPLER0 + j - MAX_FRAGMENT_SAMPLERS;
1025 IWineD3DDevice_SetTexture(pDevice, sampler, This->textures[j]);
1026 for(i = 1; i < WINED3D_HIGHEST_SAMPLER_STATE; i++) {
1027 IWineD3DDevice_SetSamplerState(pDevice, sampler, i, This->samplerState[j][i]);
1030 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
1033 clip[0] = This->clipplane[i][0];
1034 clip[1] = This->clipplane[i][1];
1035 clip[2] = This->clipplane[i][2];
1036 clip[3] = This->clipplane[i][3];
1037 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1041 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1042 for(j = 0; j < MAX_TEXTURES - 1; j++) {
1043 if(((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
1044 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->lowest_disabled_stage = j;
1048 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1053 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1054 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1055 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1056 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1058 WINED3DLINEPATTERN lp;
1066 IWineD3DSwapChain *swapchain;
1067 IWineD3DSurface *backbuffer;
1068 WINED3DSURFACE_DESC desc = {0};
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;
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));
1087 TRACE("Render states\n");
1088 /* Render states: */
1089 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
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);
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
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);
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1157 tmpfloat.f = ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion < 9 ? 0.0f : 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);
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
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);
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1173 tmpfloat.f = GL_LIMITS(pointsize);
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
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);
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
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);
1221 /* clipping status */
1222 This->clip_status.ClipUnion = 0;
1223 This->clip_status.ClipIntersection = 0xFFFFFFFF;
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;
1247 This->lowest_disabled_stage = 1;
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 */
1267 for(i = 0; i < GL_LIMITS(textures); i++) {
1268 /* Note: This avoids calling SetTexture, so pretend it has been called */
1269 This->changed.textures |= 1 << i;
1270 This->textures[i] = NULL;
1273 /* Set the default scissor rect values */
1274 desc.Width = &width;
1275 desc.Height = &height;
1277 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1278 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1279 if( hr == WINED3D_OK && swapchain != NULL) {
1282 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1283 if( hr == WINED3D_OK && backbuffer != NULL) {
1284 IWineD3DSurface_GetDesc(backbuffer, &desc);
1285 IWineD3DSurface_Release(backbuffer);
1287 scissorrect.left = 0;
1288 scissorrect.right = width;
1289 scissorrect.top = 0;
1290 scissorrect.bottom = height;
1291 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1292 if( hr != WINED3D_OK ) {
1293 ERR("This should never happen, expect rendering issues!\n");
1297 /* Set the default viewport */
1300 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1301 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1304 IWineD3DDevice_SetViewport(device, &vp);
1306 IWineD3DSwapChain_Release(swapchain);
1309 TRACE("-----------------------> Device defaults now set up...\n");
1313 /**********************************************************
1314 * IWineD3DStateBlock VTbl follows
1315 **********************************************************/
1317 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1320 IWineD3DStateBlockImpl_QueryInterface,
1321 IWineD3DStateBlockImpl_AddRef,
1322 IWineD3DStateBlockImpl_Release,
1323 /* IWineD3DStateBlock */
1324 IWineD3DStateBlockImpl_GetParent,
1325 IWineD3DStateBlockImpl_GetDevice,
1326 IWineD3DStateBlockImpl_Capture,
1327 IWineD3DStateBlockImpl_Apply,
1328 IWineD3DStateBlockImpl_InitStartupStateBlock