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 /* Vertex Shader Constants */
161 for (i
= 0; i
< MAX_VSHADER_CONSTANTS
; ++i
) {
162 if (This
->set
.vertexShaderConstants
[i
]) {
163 TRACE("Setting %p from %p %d to %f\n", This
, targetStateBlock
, i
, targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1]);
164 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
165 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
166 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
167 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
168 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
169 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
170 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
171 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
172 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
173 This
->vertexShaderConstantT
[i
] = targetStateBlock
->vertexShaderConstantT
[i
];
177 /* Lights... For a recorded state block, we just had a chain of actions to perform,
178 so we need to walk that chain and update any actions which differ */
180 while (src
!= NULL
) {
181 PLIGHTINFOEL
*realLight
= NULL
;
183 /* Locate the light in the live lights */
184 realLight
= targetStateBlock
->lights
;
185 while (realLight
!= NULL
&& realLight
->OriginalIndex
!= src
->OriginalIndex
) realLight
= realLight
->next
;
187 if (realLight
== NULL
) {
188 FIXME("A captured light no longer exists...?\n");
191 /* If 'changed' then its a SetLight command. Rather than comparing to see
192 if the OriginalParms have changed and then copy them (twice through
193 memory) just do the copy */
195 TRACE("Updating lights for light %ld\n", src
->OriginalIndex
);
196 memcpy(&src
->OriginalParms
, &realLight
->OriginalParms
, sizeof(PLIGHTINFOEL
));
199 /* If 'enabledchanged' then its a LightEnable command */
200 if (src
->enabledChanged
) {
201 TRACE("Updating lightEnabled for light %ld\n", src
->OriginalIndex
);
202 src
->lightEnabled
= realLight
->lightEnabled
;
210 /* Recorded => Only update 'changed' values */
211 if (This
->pixelShader
!= targetStateBlock
->pixelShader
) {
212 This
->pixelShader
= targetStateBlock
->pixelShader
;
213 TRACE("Updating pixrl shader to %p\n", targetStateBlock
->pixelShader
);
216 /* Pixel Shader Constants */
217 for (i
= 0; i
< MAX_PSHADER_CONSTANTS
; ++i
) {
218 if (This
->set
.pixelShaderConstants
[i
]) {
219 TRACE("Setting %p from %p %d to %f\n", This
, targetStateBlock
, i
, targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1]);
220 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
221 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
222 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
223 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
224 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
225 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
226 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
227 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
228 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
229 This
->pixelShaderConstantT
[i
] = targetStateBlock
->pixelShaderConstantT
[i
];
233 /* Others + Render & Texture */
234 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
235 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
236 &This
->transforms
[i
],
237 sizeof(D3DMATRIX
)) != 0) {
238 TRACE("Updating transform %d\n", i
);
239 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(D3DMATRIX
));
243 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
244 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
245 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
246 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
247 This
->pIndexData
= targetStateBlock
->pIndexData
;
248 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
251 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
252 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
255 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
256 This
->fvf
= targetStateBlock
->fvf
;
259 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
261 sizeof(D3DMATERIAL9
)) != 0) {
262 TRACE("Updating material\n");
263 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(D3DMATERIAL9
));
266 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
268 sizeof(D3DVIEWPORT9
)) != 0) {
269 TRACE("Updating viewport\n");
270 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(D3DVIEWPORT9
));
273 for (i
= 0; i
< MAX_STREAMS
; i
++) {
274 if (This
->set
.streamSource
[i
] &&
275 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
276 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
277 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
278 targetStateBlock
->streamStride
[i
]);
279 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
280 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
283 if (This
->set
.streamFreq
[i
] &&
284 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
285 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
286 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
287 targetStateBlock
->streamFlags
[i
]);
288 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
289 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
293 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
294 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
296 sizeof(This
->clipplane
)) != 0) {
298 TRACE("Updating clipplane %d\n", i
);
299 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
300 sizeof(This
->clipplane
));
305 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
307 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
308 TRACE("Updating renderState %d to %ld\n", i
, targetStateBlock
->renderState
[i
]);
309 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
313 /* FIXME: textures are upto MAX_SAMPLERS for d3d9? */
315 for (j
= 0; j
< GL_LIMITS(textures
); j
++) {
316 /* TODO: move over to using memcpy */
317 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
318 if (This
->set
.textureState
[j
][i
]) {
319 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
320 This
->textureState
[j
][i
]);
321 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
325 if (This
->set
.textures
[j
]) {
326 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
327 This
->textures
[j
] = targetStateBlock
->textures
[j
];
333 /* TODO: move over to using memcpy */
334 for (j
= 0 ; j
< GL_LIMITS(samplers
); j
++){
335 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
336 if (This
->set
.samplerState
[j
][i
]) {
337 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
338 j
, i
, targetStateBlock
->samplerState
[j
][i
],
339 This
->samplerState
[j
][i
]);
340 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
346 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
351 HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
352 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
353 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
355 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
356 should really perform a delta so that only the changes get updated*/
362 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
364 /* FIXME: Only apply applicable states not all states */
366 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== WINED3DSBT_INIT
|| This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
369 PLIGHTINFOEL
*toDo
= This
->lights
;
370 while (toDo
!= NULL
) {
372 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
373 if (toDo
->enabledChanged
)
374 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
379 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
) {
380 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
383 /* Vertex Shader Constants */
384 for (i
= 0; i
< MAX_VSHADER_CONSTANTS
; ++i
) {
385 if (This
->set
.vertexShaderConstants
[i
] && This
->changed
.vertexShaderConstants
[i
]) {
386 switch (This
->vertexShaderConstantT
[i
]) {
387 case WINESHADERCNST_FLOAT
:
388 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
, This
->vertexShaderConstantF
+ i
* 4, 1);
390 case WINESHADERCNST_BOOL
:
391 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
393 case WINESHADERCNST_INTEGER
:
394 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
402 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
405 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
) {
406 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
409 /* Pixel Shader Constants */
410 for (i
= 0; i
< MAX_PSHADER_CONSTANTS
; ++i
) {
411 if (This
->set
.pixelShaderConstants
[i
] && This
->changed
.pixelShaderConstants
[i
]) {
412 switch (This
->pixelShaderConstantT
[i
]) {
413 case WINESHADERCNST_FLOAT
:
414 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
, This
->pixelShaderConstantF
+ i
* 4, 1);
416 case WINESHADERCNST_BOOL
:
417 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
419 case WINESHADERCNST_INTEGER
:
420 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
427 if (This
->set
.fvf
&& This
->changed
.fvf
) {
428 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
431 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
432 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
435 IWineD3DDevice_SetSoftwareVertexProcessing(pDevice
, This
->softwareVertexProcessing
);
437 /* Others + Render & Texture */
438 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_INIT
) {
439 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
440 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
441 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
444 if (This
->set
.indices
&& This
->changed
.indices
)
445 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->baseVertexIndex
);
447 if (This
->set
.material
&& This
->changed
.material
)
448 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
450 if (This
->set
.viewport
&& This
->changed
.viewport
)
451 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
453 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
454 for (i
=0; i
<MAX_STREAMS
; i
++) {
455 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
456 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
458 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
459 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
462 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
463 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
466 clip
[0] = This
->clipplane
[i
][0];
467 clip
[1] = This
->clipplane
[i
][1];
468 clip
[2] = This
->clipplane
[i
][2];
469 clip
[3] = This
->clipplane
[i
][3];
470 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
475 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
476 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
477 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
480 /* FIXME: Texture are set against samplers... not just TextureStages */
482 for (j
= 0; j
< GL_LIMITS(textures
); j
++) { /* Set The texture first, just in case it resets the states? */
483 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
484 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
486 /* TODO: move over to memcpy */
487 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
488 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) { /* tb_dx9_10 failes without this test */
489 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][i
] = This
->textureState
[j
][i
];
490 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.textureState
[j
][i
] = TRUE
;
491 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[j
][i
] = TRUE
;
497 /* TODO: move over to memcpy */
498 for (j
= 0 ; j
< GL_LIMITS(samplers
); j
++){
499 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){
500 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
]) {
501 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][i
] = This
->samplerState
[j
][i
];
502 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.samplerState
[j
][i
] = TRUE
;
503 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[j
][i
] = TRUE
;
509 } else if (This
->blockType
== WINED3DSBT_PIXELSTATE
) {
511 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
512 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
513 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
517 for (j
= 0; j
< GL_LIMITS(textures
); j
++) {
518 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
519 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedPixelStates_T
[i
]] = This
->textureState
[j
][SavedPixelStates_T
[i
]];
523 for (j
= 0; j
< GL_LIMITS(samplers
); j
++) {
524 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
525 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]] = This
->samplerState
[j
][SavedPixelStates_S
[i
]];
529 } else if (This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
531 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
532 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
533 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
536 for (j
= 0; j
< GL_LIMITS(textures
); j
++) {
537 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
538 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedVertexStates_T
[i
]] = This
->textureState
[j
][SavedVertexStates_T
[i
]];
542 for (j
= 0; j
< GL_LIMITS(textures
); j
++) {
543 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
544 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]] = This
->samplerState
[j
][SavedVertexStates_S
[i
]];
550 FIXME("Unrecognized state block type %d\n", This
->blockType
);
552 memcpy(&((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
, sizeof(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
));
553 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
558 HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
559 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
560 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
561 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
572 /* Note this may have a large overhead but it should only be executed
573 once, in order to initialize the complete state of the device and
574 all opengl equivalents */
575 TRACE("(%p) -----------------------> Setting up device defaults... %p \n", This
, This
->wineD3DDevice
);
576 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
577 This
->blockType
= WINED3DSBT_INIT
;
579 /* Set some of the defaults for lights, transforms etc */
580 memcpy(&This
->transforms
[D3DTS_PROJECTION
], &identity
, sizeof(identity
));
581 memcpy(&This
->transforms
[D3DTS_VIEW
], &identity
, sizeof(identity
));
582 for (i
= 0; i
< 256; ++i
) {
583 memcpy(&This
->transforms
[D3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
586 TRACE("Render states\n");
588 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
589 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
591 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_FALSE
);
593 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, D3DFILL_SOLID
);
594 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
595 lp
.lp
.wRepeatFactor
= 0;
596 lp
.lp
.wLinePattern
= 0;
597 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
598 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
599 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
600 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
601 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, D3DBLEND_ONE
);
602 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, D3DBLEND_ZERO
);
603 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, D3DCULL_CCW
);
604 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
605 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, D3DCMP_ALWAYS
);
606 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0xff); /*??*/
607 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
608 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
609 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
610 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
611 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
612 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
613 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
615 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
617 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
619 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
620 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
621 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
622 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
623 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
624 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, D3DSTENCILOP_KEEP
);
625 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
626 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, D3DSTENCILOP_KEEP
);
628 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
629 * so only a single call performed (and ensure defaults initialized before making that call)
631 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
632 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
634 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
635 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
636 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, D3DCMP_ALWAYS
);
637 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
638 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
639 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
640 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
641 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
642 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
643 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
644 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
645 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
646 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
647 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
648 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
649 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
650 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
651 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
652 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
653 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
654 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
655 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, D3DMCS_COLOR2
);
656 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, D3DMCS_COLOR2
);
657 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, D3DMCS_MATERIAL
);
658 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, D3DVBF_DISABLE
);
659 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
660 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
662 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
664 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
665 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
666 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
667 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, TRUE
);
668 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, TRUE
);
669 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, TRUE
);
670 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
671 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
672 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, D3DPATCHEDGE_DISCRETE
);
674 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
675 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, D3DDMT_DISABLE
);
677 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
678 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
679 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
681 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
682 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, D3DBLENDOP_ADD
);
683 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
684 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
685 /* states new in d3d9 */
686 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
687 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
689 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
690 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
691 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
693 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
694 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
696 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
698 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
699 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
700 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
701 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, D3DSTENCILOP_KEEP
);
702 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
703 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, D3DSTENCILOP_KEEP
);
704 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, D3DCMP_ALWAYS
);
705 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
706 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
707 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
708 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
709 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
710 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
711 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
712 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
713 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
714 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
715 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
716 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
717 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
718 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
719 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
720 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, D3DBLEND_ONE
);
721 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, D3DBLEND_ZERO
);
722 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, D3DBLENDOP_ADD
);
724 /* clipping status */
725 This
->clip_status
.ClipUnion
= 0;
726 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
728 /* Texture Stage States - Put directly into state block, we will call function below */
729 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
730 TRACE("Setting up default texture states for texture Stage %d\n", i
);
731 memcpy(&This
->transforms
[D3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
732 This
->textureState
[i
][D3DTSS_COLOROP
] = (i
==0)? D3DTOP_MODULATE
: D3DTOP_DISABLE
;
733 This
->textureState
[i
][D3DTSS_COLORARG1
] = D3DTA_TEXTURE
;
734 This
->textureState
[i
][D3DTSS_COLORARG2
] = D3DTA_CURRENT
;
735 This
->textureState
[i
][D3DTSS_ALPHAOP
] = (i
==0)? D3DTOP_SELECTARG1
: D3DTOP_DISABLE
;
736 This
->textureState
[i
][D3DTSS_ALPHAARG1
] = D3DTA_TEXTURE
;
737 This
->textureState
[i
][D3DTSS_ALPHAARG2
] = D3DTA_CURRENT
;
738 This
->textureState
[i
][D3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
739 This
->textureState
[i
][D3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
740 This
->textureState
[i
][D3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
741 This
->textureState
[i
][D3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
742 This
->textureState
[i
][D3DTSS_TEXCOORDINDEX
] = i
;
743 This
->textureState
[i
][D3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
744 This
->textureState
[i
][D3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
745 This
->textureState
[i
][D3DTSS_TEXTURETRANSFORMFLAGS
] = D3DTTFF_DISABLE
;
746 This
->textureState
[i
][D3DTSS_ADDRESSW
] = D3DTADDRESS_WRAP
;
747 This
->textureState
[i
][D3DTSS_COLORARG0
] = D3DTA_CURRENT
;
748 This
->textureState
[i
][D3DTSS_ALPHAARG0
] = D3DTA_CURRENT
;
749 This
->textureState
[i
][D3DTSS_RESULTARG
] = D3DTA_CURRENT
;
753 for (i
= 0 ; i
< GL_LIMITS(samplers
); i
++) {
754 TRACE("Setting up default samplers states for sampler %d\n", i
);
755 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = D3DTADDRESS_WRAP
;
756 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = D3DTADDRESS_WRAP
;
757 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = D3DTADDRESS_WRAP
;
758 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
759 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = D3DTEXF_POINT
;
760 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = D3DTEXF_POINT
;
761 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = D3DTEXF_NONE
;
762 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
763 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
764 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
765 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0; /* TODO: Gamma correction value*/
766 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
767 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 256; /* TODO: Vertex offset in the presampled displacement map */
770 /* Under DirectX you can have texture stage operations even if no texture is
771 bound, whereas opengl will only do texture operations when a valid texture is
772 bound. We emulate this by creating dummy textures and binding them to each
773 texture stage, but disable all stages by default. Hence if a stage is enabled
774 then the default texture will kick in until replaced by a SetTexture call */
778 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
781 /* Note this avoids calling settexture, so pretend it has been called */
782 This
->set
.textures
[i
] = TRUE
;
783 This
->changed
.textures
[i
] = TRUE
;
784 This
->textures
[i
] = NULL
;
786 /* Make appropriate texture active */
787 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
790 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
793 /* Generate an opengl texture name */
794 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
795 checkGLcall("glGenTextures");
796 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
798 /* Generate a dummy 1d texture */
799 This
->textureDimensions
[i
] = GL_TEXTURE_1D
;
800 glBindTexture(GL_TEXTURE_1D
, ThisDevice
->dummyTextureName
[i
]);
801 checkGLcall("glBindTexture");
803 glTexImage1D(GL_TEXTURE_1D
, 0, GL_LUMINANCE
, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
804 checkGLcall("glTexImage1D");
805 #if 1 /* TODO: move the setting texture states off to basetexture */
806 /* Reapply all the texture state information to this texture */
807 IWineD3DDevice_SetupTextureStates(device
, i
, REAPPLY_ALL
);
813 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
814 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
816 for (j
= 0; j
< 256; ++j
) {
817 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
818 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
819 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
820 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
823 This
->wineD3DDevice
->currentPalette
= 0;
825 TRACE("-----------------------> Device defaults now set up...\n");
829 /**********************************************************
830 * IWineD3DStateBlock VTbl follows
831 **********************************************************/
833 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
836 IWineD3DStateBlockImpl_QueryInterface
,
837 IWineD3DStateBlockImpl_AddRef
,
838 IWineD3DStateBlockImpl_Release
,
839 /* IWineD3DStateBlock */
840 IWineD3DStateBlockImpl_GetParent
,
841 IWineD3DStateBlockImpl_GetDevice
,
842 IWineD3DStateBlockImpl_Capture
,
843 IWineD3DStateBlockImpl_Apply
,
844 IWineD3DStateBlockImpl_InitStartupStateBlock