2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
34 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
38 IUnknown_AddRef(iface);
45 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
46 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
47 ULONG refCount = InterlockedIncrement(&This->ref);
49 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
53 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
54 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
55 ULONG refCount = InterlockedDecrement(&This->ref);
57 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
60 /* type 0 represents the primary stateblock, so free all the resources */
61 if (This->blockType == WINED3DSBT_INIT) {
63 FIXME("Releasing primary stateblock\n");
64 /* Free any streams still bound */
65 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
66 if (This->streamSource[counter] != NULL) {
67 IUnknown *vertexBufferParent;
68 IWineD3DVertexBuffer_GetParent(This->streamSource[counter], &vertexBufferParent);
69 /* Set to NULL here so that Device_ResourceReleased can give a warning if This->streamSource[counter] == ResourceReleased */
70 This->streamSource[counter] = NULL;
71 IUnknown_Release(vertexBufferParent);
72 IUnknown_Release(vertexBufferParent);
76 /* free any index data */
77 if (This->pIndexData) {
78 IUnknown *indexBufferParent;
79 IWineD3DIndexBuffer_GetParent(This->pIndexData, &indexBufferParent);
80 This->pIndexData = NULL;
81 TRACE("Releasing index buffer %p p(%p)", This->pIndexData, indexBufferParent);
82 IUnknown_Release(indexBufferParent);
83 IUnknown_Release(indexBufferParent);
86 /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
87 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
88 if (This->textures[counter]) {
89 IUnknown *textureParent;
90 IWineD3DBaseTexture_GetParent(This->textures[counter], &textureParent);
91 /* FIXME: Were not using internal counting properly, so were making up for it here by releasing the object anyway */
93 IUnknown_Release(textureParent);
94 /* release our 'internal' hold on the texture */
95 if(0 != IUnknown_Release(textureParent)) {
96 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p Parent = %p\n", counter, This->textures[counter], textureParent);
102 HeapFree(GetProcessHeap(), 0, This);
107 /**********************************************************
108 * IWineD3DStateBlockImpl parts follows
109 **********************************************************/
110 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
111 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
112 IUnknown_AddRef(This->parent);
113 *pParent = This->parent;
117 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
119 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
121 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
122 IWineD3DDevice_AddRef(*ppDevice);
127 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
129 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
130 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
132 TRACE("(%p) : Updating state block %p ------------------v \n", targetStateBlock, This);
134 /* If not recorded, then update can just recapture */
135 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
136 IWineD3DStateBlockImpl* tmpBlock;
137 PLIGHTINFOEL *tmp = This->lights;
139 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
141 /* Note just swap the light chains over so when deleting, the old one goes */
142 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
143 tmpBlock->lights = tmp;
145 /* Delete the temporary one (which points to the old light chain though */
146 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
147 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
154 /* Recorded => Only update 'changed' values */
155 if (This->vertexShader != targetStateBlock->vertexShader) {
156 This->vertexShader = targetStateBlock->vertexShader;
157 TRACE("Updating vertex shader to %p\n", targetStateBlock->vertexShader);
160 /* TODO: Vertex Shader Constants */
162 /* Lights... For a recorded state block, we just had a chain of actions to perform,
163 so we need to walk that chain and update any actions which differ */
165 while (src != NULL) {
166 PLIGHTINFOEL *realLight = NULL;
168 /* Locate the light in the live lights */
169 realLight = targetStateBlock->lights;
170 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
172 if (realLight == NULL) {
173 FIXME("A captured light no longer exists...?\n");
176 /* If 'changed' then its a SetLight command. Rather than comparing to see
177 if the OriginalParms have changed and then copy them (twice through
178 memory) just do the copy */
180 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
181 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
184 /* If 'enabledchanged' then its a LightEnable command */
185 if (src->enabledChanged) {
186 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
187 src->lightEnabled = realLight->lightEnabled;
196 #if 0 /*TODO: Pixel shaders*/
197 if (This->set.pixelShader && This->pixelShader != pDeviceImpl->stateBlock->pixelShader) {
198 TRACE("Updating pixel shader to %p\n", pDeviceImpl->stateBlock->pixelShader);
199 This->pixelShader = targetStateBlock->pixelShader;
202 /* TODO: Pixel Shader Constants */
204 /* Others + Render & Texture */
205 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
206 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
207 &This->transforms[i],
208 sizeof(D3DMATRIX)) != 0) {
209 TRACE("Updating transform %d\n", i);
210 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
214 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
215 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
216 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
217 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
218 This->pIndexData = targetStateBlock->pIndexData;
219 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
222 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
223 This->vertexDecl = targetStateBlock->vertexDecl;
226 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
227 This->fvf = targetStateBlock->fvf;
230 if (This->set.material && memcmp(&targetStateBlock->material,
232 sizeof(D3DMATERIAL9)) != 0) {
233 TRACE("Updating material\n");
234 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
237 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
239 sizeof(D3DVIEWPORT9)) != 0) {
240 TRACE("Updating viewport\n");
241 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
244 for (i = 0; i < MAX_STREAMS; i++) {
245 if (This->set.streamSource[i] &&
246 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
247 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
248 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
249 targetStateBlock->streamStride[i]);
250 This->streamStride[i] = targetStateBlock->streamStride[i];
251 This->streamSource[i] = targetStateBlock->streamSource[i];
254 if (This->set.streamFreq[i] &&
255 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
256 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
257 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
258 targetStateBlock->streamFlags[i]);
259 This->streamFreq[i] = targetStateBlock->streamFreq[i];
260 This->streamFlags[i] = targetStateBlock->streamFlags[i];
264 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
265 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
267 sizeof(This->clipplane)) != 0) {
269 TRACE("Updating clipplane %d\n", i);
270 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
271 sizeof(This->clipplane));
276 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
278 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
279 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
280 This->renderState[i] = targetStateBlock->renderState[i];
284 /* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
286 for (j = 0; j < GL_LIMITS(textures); j++) {
287 /* TODO: move over to using memcpy */
288 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
289 if (This->set.textureState[j][i]) {
290 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
291 This->textureState[j][i]);
292 This->textureState[j][i] = targetStateBlock->textureState[j][i];
296 if (This->set.textures[j]) {
297 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
298 This->textures[j] = targetStateBlock->textures[j];
304 /* TODO: move over to using memcpy */
305 for (j = 0 ; j < GL_LIMITS(samplers); j++){
306 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
307 if (This->set.samplerState[j][i]) {
308 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
309 j, i, targetStateBlock->samplerState[j][i],
310 This->samplerState[j][i]);
311 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
317 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
322 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
323 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
324 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
326 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
327 should really perform a delta so that only the changes get updated*/
333 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
335 /* FIXME: Only apply applicable states not all states */
337 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
340 PLIGHTINFOEL *toDo = This->lights;
341 while (toDo != NULL) {
343 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
344 if (toDo->enabledChanged)
345 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
349 if (This->changed.vertexShader) {
350 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
351 /* TODO: Vertex Shader Constants */
352 IWineD3DDevice_SetVertexShaderConstantB(pDevice, 0 , This->vertexShaderConstantB , MAX_VSHADER_CONSTANTS);
353 IWineD3DDevice_SetVertexShaderConstantI(pDevice, 0 , This->vertexShaderConstantI , MAX_VSHADER_CONSTANTS);
354 IWineD3DDevice_SetVertexShaderConstantF(pDevice, 0 , This->vertexShaderConstantF , MAX_VSHADER_CONSTANTS);
359 #if 0 /*TODO: Pixel Shaders*/
360 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
362 if (This->set.pixelShader && This->changed.pixelShader)
363 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
365 /* TODO: Pixel Shader Constants */
369 if (This->set.fvf && This->changed.fvf) {
370 IWineD3DDevice_SetFVF(pDevice, This->fvf);
373 if (This->set.vertexDecl && This->changed.vertexDecl) {
374 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
377 IWineD3DDevice_SetSoftwareVertexProcessing(pDevice, This->softwareVertexProcessing);
379 /* Others + Render & Texture */
380 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
381 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
382 if (This->set.transform[i] && This->changed.transform[i])
383 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
386 if (This->set.indices && This->changed.indices)
387 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
389 if (This->set.material && This->changed.material )
390 IWineD3DDevice_SetMaterial(pDevice, &This->material);
392 if (This->set.viewport && This->changed.viewport)
393 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
395 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
396 for (i=0; i<MAX_STREAMS; i++) {
397 if (This->set.streamSource[i] && This->changed.streamSource[i])
398 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
400 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
401 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
404 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
405 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
408 clip[0] = This->clipplane[i][0];
409 clip[1] = This->clipplane[i][1];
410 clip[2] = This->clipplane[i][2];
411 clip[3] = This->clipplane[i][3];
412 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
417 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
418 if (This->set.renderState[i] && This->changed.renderState[i])
419 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
422 /* FIXME: Texture are set against samplers... not just TextureStages */
424 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
425 if (This->set.textures[j] && This->changed.textures[j]) {
426 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
428 /* TODO: move over to memcpy */
429 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
430 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
431 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
432 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
433 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
439 /* TODO: move over to memcpy */
440 for (j = 0 ; j < GL_LIMITS(samplers); j++){
441 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
442 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
443 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
444 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
445 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
451 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
453 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
454 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
455 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
459 for (j = 0; j < GL_LIMITS(textures); j++) {
460 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
461 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
465 for (j = 0; j < GL_LIMITS(samplers); j++) {
466 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
467 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
471 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
473 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
474 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
475 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
478 for (j = 0; j < GL_LIMITS(textures); j++) {
479 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
480 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
484 for (j = 0; j < GL_LIMITS(textures); j++) {
485 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
486 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
492 FIXME("Unrecognized state block type %d\n", This->blockType);
494 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
495 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
500 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
501 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
502 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
503 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
514 /* Note this may have a large overhead but it should only be executed
515 once, in order to initialize the complete state of the device and
516 all opengl equivalents */
517 TRACE("(%p) -----------------------> Setting up device defaults... %p \n", This, This->wineD3DDevice);
518 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
519 This->blockType = WINED3DSBT_INIT;
521 /* Set some of the defaults for lights, transforms etc */
522 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
523 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
524 for (i = 0; i < 256; ++i) {
525 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
528 TRACE("Render states\n");
530 if (ThisDevice->depthStencilBuffer != NULL) {
531 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
533 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
535 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
536 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
537 lp.lp.wRepeatFactor = 0;
538 lp.lp.wLinePattern = 0;
539 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
540 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
541 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
542 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
543 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
544 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
545 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
546 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
547 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
548 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
549 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
550 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
551 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
552 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
553 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
554 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
555 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
557 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
559 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
561 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
562 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
563 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
564 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
565 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
566 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
567 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
568 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
570 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
571 * so only a single call performed (and ensure defaults initialized before making that call)
573 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
574 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
576 This->renderState[WINED3DRS_STENCILREF] = 0;
577 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
578 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
579 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
580 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
581 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
582 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
583 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
584 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
585 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
586 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
587 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
588 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
589 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
590 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
591 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
592 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
593 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
594 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
595 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
596 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
597 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
598 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
599 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
600 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
601 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
602 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
604 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
606 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
607 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
608 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
609 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
610 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
611 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
612 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
613 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
614 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
616 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
617 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
619 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
620 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
621 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
623 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
624 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
625 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
626 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
627 /* states new in d3d9 */
628 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
629 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
631 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
632 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
633 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
635 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
636 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
638 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
640 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
641 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
642 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
643 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
644 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
645 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
646 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
647 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
648 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
649 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
650 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
651 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
652 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
653 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
654 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
655 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
656 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
657 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
658 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
659 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
660 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
661 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
662 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
663 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
664 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
666 /* clipping status */
667 This->clip_status.ClipUnion = 0;
668 This->clip_status.ClipIntersection = 0xFFFFFFFF;
670 /* Texture Stage States - Put directly into state block, we will call function below */
671 for (i = 0; i < GL_LIMITS(textures); i++) {
672 TRACE("Setting up default texture states for texture Stage %d\n", i);
673 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
674 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
675 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
676 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
677 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
678 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
679 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
680 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
681 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
682 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
683 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
684 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
685 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
686 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
687 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
688 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
689 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
690 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
691 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
695 for (i = 0 ; i < GL_LIMITS(samplers); i++) {
696 TRACE("Setting up default samplers states for sampler %d\n", i);
697 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
698 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
699 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
700 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
701 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = D3DTEXF_POINT;
702 This->samplerState[i][WINED3DSAMP_MINFILTER ] = D3DTEXF_POINT;
703 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = D3DTEXF_NONE;
704 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
705 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
706 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
707 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
708 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
709 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
712 /* Under DirectX you can have texture stage operations even if no texture is
713 bound, whereas opengl will only do texture operations when a valid texture is
714 bound. We emulate this by creating dummy textures and binding them to each
715 texture stage, but disable all stages by default. Hence if a stage is enabled
716 then the default texture will kick in until replaced by a SetTexture call */
720 for (i = 0; i < GL_LIMITS(textures); i++) {
723 /* Note this avoids calling settexture, so pretend it has been called */
724 This->set.textures[i] = TRUE;
725 This->changed.textures[i] = TRUE;
726 This->textures[i] = NULL;
728 /* Make appropriate texture active */
729 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
732 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
735 /* Generate an opengl texture name */
736 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
737 checkGLcall("glGenTextures");
738 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
740 /* Generate a dummy 1d texture */
741 This->textureDimensions[i] = GL_TEXTURE_1D;
742 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
743 checkGLcall("glBindTexture");
745 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
746 checkGLcall("glTexImage1D");
747 #if 1 /* TODO: move the setting texture states off to basetexture */
748 /* Reapply all the texture state information to this texture */
749 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
755 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
756 for (i = 0; i < MAX_PALETTES; ++i) {
758 for (j = 0; j < 256; ++j) {
759 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
760 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
761 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
762 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
765 This->wineD3DDevice->currentPalette = 0;
767 TRACE("-----------------------> Device defaults now set up...\n");
771 /**********************************************************
772 * IWineD3DStateBlock VTbl follows
773 **********************************************************/
775 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
778 IWineD3DStateBlockImpl_QueryInterface,
779 IWineD3DStateBlockImpl_AddRef,
780 IWineD3DStateBlockImpl_Release,
781 /* IWineD3DStateBlock */
782 IWineD3DStateBlockImpl_GetParent,
783 IWineD3DStateBlockImpl_GetDevice,
784 IWineD3DStateBlockImpl_Capture,
785 IWineD3DStateBlockImpl_Apply,
786 IWineD3DStateBlockImpl_InitStartupStateBlock