2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
29 /***************************************
30 * Stateblock helper functions follow
31 **************************************/
33 /** Allocates the correct amount of space for pixel and vertex shader constants,
34 * along with their set/changed flags on the given stateblock object
36 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
38 IWineD3DStateBlockImpl
*This
= object
;
40 #define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
42 /* Allocate space for floating point constants */
43 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
44 WINED3D_MEMCHECK(object
->pixelShaderConstantF
);
45 object
->set
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
) );
46 WINED3D_MEMCHECK(object
->set
.pixelShaderConstantsF
);
47 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
48 WINED3D_MEMCHECK(object
->changed
.pixelShaderConstantsF
);
49 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
50 WINED3D_MEMCHECK(object
->vertexShaderConstantF
);
51 object
->set
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 WINED3D_MEMCHECK(object
->set
.vertexShaderConstantsF
);
53 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
54 WINED3D_MEMCHECK(object
->changed
.vertexShaderConstantsF
);
56 list_init(&object
->set_vconstantsF
);
57 list_init(&object
->set_pconstantsF
);
59 #undef WINED3D_MEMCHECK
64 /** Copy all members of one stateblock to another */
65 void stateblock_savedstates_copy(
66 IWineD3DStateBlock
* iface
,
68 SAVEDSTATES
* source
) {
70 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
71 unsigned bsize
= sizeof(BOOL
);
74 dest
->indices
= source
->indices
;
75 dest
->material
= source
->material
;
76 dest
->fvf
= source
->fvf
;
77 dest
->viewport
= source
->viewport
;
78 dest
->vertexDecl
= source
->vertexDecl
;
79 dest
->pixelShader
= source
->pixelShader
;
80 dest
->vertexShader
= source
->vertexShader
;
81 dest
->scissorRect
= dest
->scissorRect
;
83 /* Fixed size arrays */
84 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
85 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
86 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_SAMPLERS
);
87 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
88 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
89 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
90 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
91 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
92 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
93 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
94 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
95 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
97 /* Dynamically sized arrays */
98 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
99 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
102 /** Set all members of a stateblock savedstate to the given value */
103 void stateblock_savedstates_set(
104 IWineD3DStateBlock
* iface
,
108 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
109 unsigned bsize
= sizeof(BOOL
);
112 states
->indices
= value
;
113 states
->material
= value
;
115 states
->viewport
= value
;
116 states
->vertexDecl
= value
;
117 states
->pixelShader
= value
;
118 states
->vertexShader
= value
;
119 states
->scissorRect
= value
;
121 /* Fixed size arrays */
122 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
123 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
124 memset(states
->textures
, value
, bsize
* MAX_SAMPLERS
);
125 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
126 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
127 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
128 memset(states
->samplerState
, value
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
129 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
130 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
131 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
132 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
133 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
135 /* Dynamically sized arrays */
136 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
137 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
140 void stateblock_copy(
141 IWineD3DStateBlock
* destination
,
142 IWineD3DStateBlock
* source
) {
145 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
146 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
148 /* IUnknown fields */
149 Dest
->lpVtbl
= This
->lpVtbl
;
150 Dest
->ref
= This
->ref
;
152 /* IWineD3DStateBlock information */
153 Dest
->parent
= This
->parent
;
154 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
155 Dest
->blockType
= This
->blockType
;
158 stateblock_savedstates_copy(source
, &Dest
->set
, &This
->set
);
159 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
162 Dest
->fvf
= This
->fvf
;
163 Dest
->vertexDecl
= This
->vertexDecl
;
164 Dest
->vertexShader
= This
->vertexShader
;
165 Dest
->streamIsUP
= This
->streamIsUP
;
166 Dest
->pIndexData
= This
->pIndexData
;
167 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
168 /* Dest->lights = This->lights; */
169 Dest
->clip_status
= This
->clip_status
;
170 Dest
->viewport
= This
->viewport
;
171 Dest
->material
= This
->material
;
172 Dest
->pixelShader
= This
->pixelShader
;
173 Dest
->glsl_program
= This
->glsl_program
;
174 memcpy(&Dest
->scissorRect
, &This
->scissorRect
, sizeof(Dest
->scissorRect
));
177 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
178 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
179 struct list
*e1
, *e2
;
180 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
181 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
182 list_remove(&light
->entry
);
183 HeapFree(GetProcessHeap(), 0, light
);
186 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
187 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
188 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
189 memcpy(light2
, light
, sizeof(*light
));
190 list_add_tail(&This
->lightMap
[l
], &light2
->entry
);
191 if(light2
->glIndex
!= -1) This
->activeLights
[light2
->glIndex
] = light2
;
195 /* Fixed size arrays */
196 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
197 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
198 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
199 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
201 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
202 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
203 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
204 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
205 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
206 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
207 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
208 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
209 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_SAMPLERS
);
210 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * MAX_SAMPLERS
);
211 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
212 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
214 /* Dynamically sized arrays */
215 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
216 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
219 /**********************************************************
220 * IWineD3DStateBlockImpl IUnknown parts follows
221 **********************************************************/
222 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
224 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
225 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
226 if (IsEqualGUID(riid
, &IID_IUnknown
)
227 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
228 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
229 IUnknown_AddRef(iface
);
234 return E_NOINTERFACE
;
237 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
238 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
239 ULONG refCount
= InterlockedIncrement(&This
->ref
);
241 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
245 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
246 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
247 ULONG refCount
= InterlockedDecrement(&This
->ref
);
249 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
252 constants_entry
*constant
, *constant2
;
255 /* type 0 represents the primary stateblock, so free all the resources */
256 if (This
->blockType
== WINED3DSBT_INIT
) {
257 FIXME("Releasing primary stateblock\n");
259 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
260 for (counter
= 0; counter
< GL_LIMITS(sampler_stages
); counter
++) {
261 if (This
->textures
[counter
]) {
262 /* release our 'internal' hold on the texture */
263 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
264 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
271 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
272 struct list
*e1
, *e2
;
273 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
274 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
275 list_remove(&light
->entry
);
276 HeapFree(GetProcessHeap(), 0, light
);
280 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
281 HeapFree(GetProcessHeap(), 0, This
->set
.vertexShaderConstantsF
);
282 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
283 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
284 HeapFree(GetProcessHeap(), 0, This
->set
.pixelShaderConstantsF
);
285 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
287 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_vconstantsF
, constants_entry
, entry
) {
288 HeapFree(GetProcessHeap(), 0, constant
);
291 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_pconstantsF
, constants_entry
, entry
) {
292 HeapFree(GetProcessHeap(), 0, constant
);
295 HeapFree(GetProcessHeap(), 0, This
);
300 /**********************************************************
301 * IWineD3DStateBlockImpl parts follows
302 **********************************************************/
303 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
304 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
305 IUnknown_AddRef(This
->parent
);
306 *pParent
= This
->parent
;
310 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
312 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
314 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
315 IWineD3DDevice_AddRef(*ppDevice
);
320 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
322 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
323 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
325 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
327 /* If not recorded, then update can just recapture */
328 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
329 IWineD3DStateBlockImpl
* tmpBlock
;
332 IWineD3DDevice_CreateStateBlock((IWineD3DDevice
*)This
->wineD3DDevice
, This
->blockType
, (IWineD3DStateBlock
**) &tmpBlock
, NULL
/*parent*/);
334 memcpy(This
, tmpBlock
, sizeof(IWineD3DStateBlockImpl
));
336 /* Move the light elements from the tmpBlock to This. No need to duplicate them, but they have to be removed from tmpBlock
337 * and the pointers updated for the base element in This.
339 * No need to update This->activeLights because the lights objects are untouched(same address)
341 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
342 list_init(&This
->lightMap
[i
]); /* This element contains rubish due to the memcpy */
343 list_move_tail(&This
->lightMap
[i
], &tmpBlock
->lightMap
[i
]); /* Cleans the list entry in tmpBlock */
346 IWineD3DStateBlock_Release((IWineD3DStateBlock
*)tmpBlock
);
351 /* Recorded => Only update 'changed' values */
352 if (This
->vertexShader
!= targetStateBlock
->vertexShader
) {
353 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
355 This
->vertexShader
= targetStateBlock
->vertexShader
;
358 /* Vertex Shader Float Constants */
359 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
360 if (This
->set
.vertexShaderConstantsF
[i
]) {
361 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
362 targetStateBlock
->vertexShaderConstantF
[i
* 4],
363 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
364 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
365 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
367 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
368 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
369 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
370 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
374 /* Vertex Shader Integer Constants */
375 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
376 if (This
->set
.vertexShaderConstantsI
[i
]) {
377 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
378 targetStateBlock
->vertexShaderConstantI
[i
* 4],
379 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
380 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
381 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
383 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
384 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
385 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
386 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
390 /* Vertex Shader Boolean Constants */
391 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
392 if (This
->set
.vertexShaderConstantsB
[i
]) {
393 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
394 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
396 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
400 /* Lights... For a recorded state block, we just had a chain of actions to perform,
401 so we need to walk that chain and update any actions which differ */
402 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
404 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
405 BOOL updated
= FALSE
;
406 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
407 if(!src
->changed
|| !src
->enabledChanged
) continue;
409 /* Look up the light in the destination */
410 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
411 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
412 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
414 memcpy(&src
->OriginalParms
, &realLight
->OriginalParms
, sizeof(src
->OriginalParms
));
416 if(src
->enabledChanged
) {
417 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
418 * or disabled -> enabled -> disabled changes
420 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
422 This
->activeLights
[src
->glIndex
] = NULL
;
423 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
425 This
->activeLights
[realLight
->glIndex
] = src
;
427 src
->glIndex
= realLight
->glIndex
;
435 /* Found a light, all done, proceed with next hash entry */
437 } else if(src
->changed
) {
438 /* Otherwise assign defaul params */
439 memcpy(&src
->OriginalParms
, &WINED3D_default_light
, sizeof(src
->OriginalParms
));
441 /* Not enabled by default */
447 /* Recorded => Only update 'changed' values */
448 if (This
->pixelShader
!= targetStateBlock
->pixelShader
) {
449 TRACE("Updating pixel shader from %p to %p\n", This
->pixelShader
, targetStateBlock
->pixelShader
);
451 This
->pixelShader
= targetStateBlock
->pixelShader
;
454 /* Pixel Shader Float Constants */
455 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
456 if (This
->set
.pixelShaderConstantsF
[i
]) {
457 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
458 targetStateBlock
->pixelShaderConstantF
[i
* 4],
459 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
460 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
461 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
463 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
464 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
465 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
466 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
470 /* Pixel Shader Integer Constants */
471 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
472 if (This
->set
.pixelShaderConstantsI
[i
]) {
473 TRACE("Setting %p from %p %d 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];
486 /* Pixel Shader Boolean Constants */
487 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
488 if (This
->set
.pixelShaderConstantsB
[i
]) {
489 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
490 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
492 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
496 /* Others + Render & Texture */
497 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
498 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
499 &This
->transforms
[i
],
500 sizeof(WINED3DMATRIX
)) != 0) {
501 TRACE("Updating transform %d\n", i
);
502 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(WINED3DMATRIX
));
506 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
507 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
508 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
509 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
510 This
->pIndexData
= targetStateBlock
->pIndexData
;
511 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
514 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
515 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
517 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
520 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
521 This
->fvf
= targetStateBlock
->fvf
;
524 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
526 sizeof(WINED3DMATERIAL
)) != 0) {
527 TRACE("Updating material\n");
528 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(WINED3DMATERIAL
));
531 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
533 sizeof(WINED3DVIEWPORT
)) != 0) {
534 TRACE("Updating viewport\n");
535 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(WINED3DVIEWPORT
));
538 if(This
->set
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
540 sizeof(targetStateBlock
->scissorRect
)))
542 TRACE("Updating scissor rect\n");
543 memcpy(&targetStateBlock
->scissorRect
, &This
->scissorRect
, sizeof(targetStateBlock
->scissorRect
));
546 for (i
= 0; i
< MAX_STREAMS
; i
++) {
547 if (This
->set
.streamSource
[i
] &&
548 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
549 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
550 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
551 targetStateBlock
->streamStride
[i
]);
552 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
553 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
556 if (This
->set
.streamFreq
[i
] &&
557 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
558 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
559 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
560 targetStateBlock
->streamFlags
[i
]);
561 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
562 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
566 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
567 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
569 sizeof(This
->clipplane
)) != 0) {
571 TRACE("Updating clipplane %d\n", i
);
572 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
573 sizeof(This
->clipplane
));
578 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
580 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
581 TRACE("Updating renderState %d to %d\n", i
, targetStateBlock
->renderState
[i
]);
582 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
587 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
588 /* TODO: move over to using memcpy */
589 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
590 if (This
->set
.textureState
[j
][i
]) {
591 TRACE("Updating texturestagestate %d,%d to %d (was %d)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
592 This
->textureState
[j
][i
]);
593 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
599 /* TODO: move over to using memcpy */
600 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
601 if (This
->set
.textures
[j
]) {
602 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
603 This
->textures
[j
] = targetStateBlock
->textures
[j
];
605 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
606 if (This
->set
.samplerState
[j
][i
]) {
607 TRACE("Updating sampler state %d,%d to %d (was %d)\n",
608 j
, i
, targetStateBlock
->samplerState
[j
][i
],
609 This
->samplerState
[j
][i
]);
610 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
616 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
621 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
622 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
623 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
625 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
626 should really perform a delta so that only the changes get updated*/
632 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
634 /* FIXME: Only apply applicable states not all states */
636 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== WINED3DSBT_INIT
|| This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
638 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
641 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
642 PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
645 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
647 if(light
->enabledChanged
) {
648 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
654 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
) {
655 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
658 /* Vertex Shader Constants */
659 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
660 if (This
->set
.vertexShaderConstantsF
[i
] && This
->changed
.vertexShaderConstantsF
[i
])
661 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
, This
->vertexShaderConstantF
+ i
* 4, 1);
664 for (i
= 0; i
< MAX_CONST_I
; i
++) {
665 if (This
->set
.vertexShaderConstantsI
[i
] && This
->changed
.vertexShaderConstantsI
[i
])
666 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
669 for (i
= 0; i
< MAX_CONST_B
; i
++) {
670 if (This
->set
.vertexShaderConstantsB
[i
] && This
->changed
.vertexShaderConstantsB
[i
])
671 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
675 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_PIXELSTATE
) {
678 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
) {
679 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
682 /* Pixel Shader Constants */
683 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
684 if (This
->set
.pixelShaderConstantsF
[i
] && This
->changed
.pixelShaderConstantsF
[i
])
685 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
, This
->pixelShaderConstantF
+ i
* 4, 1);
688 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
689 if (This
->set
.pixelShaderConstantsI
[i
] && This
->changed
.pixelShaderConstantsI
[i
])
690 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
693 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
694 if (This
->set
.pixelShaderConstantsB
[i
] && This
->changed
.pixelShaderConstantsB
[i
])
695 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
699 if (This
->set
.fvf
&& This
->changed
.fvf
) {
700 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
703 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
704 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
707 /* Others + Render & Texture */
708 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_INIT
) {
709 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
710 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
711 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
714 if (This
->set
.indices
&& This
->changed
.indices
) {
715 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
716 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
719 if (This
->set
.material
&& This
->changed
.material
)
720 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
722 if (This
->set
.viewport
&& This
->changed
.viewport
)
723 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
725 if (This
->set
.scissorRect
&& This
->changed
.scissorRect
)
726 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
728 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
729 for (i
=0; i
<MAX_STREAMS
; i
++) {
730 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
731 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
733 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
734 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
737 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
738 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
741 clip
[0] = This
->clipplane
[i
][0];
742 clip
[1] = This
->clipplane
[i
][1];
743 clip
[2] = This
->clipplane
[i
][2];
744 clip
[3] = This
->clipplane
[i
][3];
745 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
750 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
751 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
752 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
756 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) { /* Set The texture first, just in case it resets the states? */
757 /* TODO: move over to memcpy */
758 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
759 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) { /* tb_dx9_10 failes without this test */
760 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][i
] = This
->textureState
[j
][i
];
761 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.textureState
[j
][i
] = TRUE
;
762 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[j
][i
] = TRUE
;
763 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
764 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(j
, i
));
770 /* TODO: move over to memcpy */
771 for (j
= 0 ; j
< GL_LIMITS(sampler_stages
); j
++){
772 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
773 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
775 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){
776 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
]) {
777 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][i
] = This
->samplerState
[j
][i
];
778 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.samplerState
[j
][i
] = TRUE
;
779 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[j
][i
] = TRUE
;
782 /* SetTexture catches nop changes, so the above call does not assure that the sampler is updated */
783 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(j
));
786 } else if (This
->blockType
== WINED3DSBT_PIXELSTATE
) {
788 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
789 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
790 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
794 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
795 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
796 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedPixelStates_T
[i
]] = This
->textureState
[j
][SavedPixelStates_T
[i
]];
797 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(j
, SavedPixelStates_T
[i
]));
801 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
802 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
803 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]] = This
->samplerState
[j
][SavedPixelStates_S
[i
]];
807 } else if (This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
809 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
810 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
811 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
814 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
815 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
816 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedVertexStates_T
[i
]] = This
->textureState
[j
][SavedVertexStates_T
[i
]];
817 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(j
, SavedVertexStates_T
[i
]));
821 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
822 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
823 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]] = This
->samplerState
[j
][SavedVertexStates_S
[i
]];
829 FIXME("Unrecognized state block type %d\n", This
->blockType
);
831 stateblock_savedstates_copy(iface
, &((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
);
832 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
833 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
834 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
835 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
839 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
844 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
845 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
846 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
847 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
849 WINED3DLINEPATTERN lp
;
858 /* Note this may have a large overhead but it should only be executed
859 once, in order to initialize the complete state of the device and
860 all opengl equivalents */
861 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
862 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
863 This
->blockType
= WINED3DSBT_INIT
;
865 /* Set some of the defaults for lights, transforms etc */
866 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], &identity
, sizeof(identity
));
867 memcpy(&This
->transforms
[WINED3DTS_VIEW
], &identity
, sizeof(identity
));
868 for (i
= 0; i
< 256; ++i
) {
869 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
872 TRACE("Render states\n");
874 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
875 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
877 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
879 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
880 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
881 lp
.lp
.wRepeatFactor
= 0;
882 lp
.lp
.wLinePattern
= 0;
883 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
884 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
885 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
886 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
887 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
888 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
889 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
890 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
891 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
892 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
893 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
894 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
895 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
896 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
897 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
898 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
899 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
901 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
903 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
905 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
906 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
907 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
908 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
909 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
910 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
911 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
912 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
914 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
915 * so only a single call performed (and ensure defaults initialized before making that call)
917 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
918 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
920 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
921 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
922 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
923 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
924 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
925 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
926 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
927 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
928 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
929 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
930 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
931 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
932 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
933 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
934 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
935 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
936 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
937 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
938 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
939 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
940 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
941 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
942 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
943 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
944 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
945 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
946 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
948 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
950 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
951 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
952 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
954 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
956 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
958 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
959 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
960 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
961 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
963 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
964 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
966 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
967 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
968 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
970 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
971 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
972 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
973 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
974 /* states new in d3d9 */
975 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
976 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
978 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
979 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
980 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
982 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
983 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
985 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
987 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
988 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
989 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
990 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
991 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
992 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
993 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
994 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
995 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
996 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
997 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
998 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
999 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1000 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1001 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1002 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1003 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1004 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1005 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1006 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1007 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1008 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1009 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1010 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1011 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1013 /* clipping status */
1014 This
->clip_status
.ClipUnion
= 0;
1015 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1017 /* Texture Stage States - Put directly into state block, we will call function below */
1018 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
1019 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1020 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
1021 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1022 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1023 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1024 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1025 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1026 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1027 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
1028 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
1029 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
1030 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
1031 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1032 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
1033 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
1034 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1035 This
->textureState
[i
][WINED3DTSS_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1036 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1037 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1038 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1040 This
->lowest_disabled_stage
= 1;
1043 for (i
= 0 ; i
< GL_LIMITS(sampler_stages
); i
++) {
1044 TRACE("Setting up default samplers states for sampler %d\n", i
);
1045 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1046 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1047 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1048 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1049 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1050 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1051 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1052 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1053 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1054 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1055 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1056 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1057 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1060 /* Under DirectX you can have texture stage operations even if no texture is
1061 bound, whereas opengl will only do texture operations when a valid texture is
1062 bound. We emulate this by creating dummy textures and binding them to each
1063 texture stage, but disable all stages by default. Hence if a stage is enabled
1064 then the default texture will kick in until replaced by a SetTexture call */
1067 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
1068 /* The dummy texture does not have client storage backing */
1069 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1070 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1072 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
1073 GLubyte white
= 255;
1075 /* Note this avoids calling settexture, so pretend it has been called */
1076 This
->set
.textures
[i
] = TRUE
;
1077 This
->changed
.textures
[i
] = TRUE
;
1078 This
->textures
[i
] = NULL
;
1080 /* Make appropriate texture active */
1081 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1082 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1083 checkGLcall("glActiveTextureARB");
1085 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1088 /* Generate an opengl texture name */
1089 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
1090 checkGLcall("glGenTextures");
1091 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
1093 /* Generate a dummy 2d texture (not using 1d because they cause many
1094 * DRI drivers fall back to sw) */
1095 This
->textureDimensions
[i
] = GL_TEXTURE_2D
;
1096 glBindTexture(GL_TEXTURE_2D
, ThisDevice
->dummyTextureName
[i
]);
1097 checkGLcall("glBindTexture");
1099 glTexImage2D(GL_TEXTURE_2D
, 0, GL_LUMINANCE
, 1, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
1100 checkGLcall("glTexImage2D");
1102 if(GL_SUPPORT(APPLE_CLIENT_STORAGE
)) {
1103 /* Reenable because if supported it is enabled by default */
1104 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1105 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1111 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1112 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
1114 for (j
= 0; j
< 256; ++j
) {
1115 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
1116 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
1117 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
1118 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
1121 This
->wineD3DDevice
->currentPalette
= 0;
1123 /* Set default GLSL program to NULL. We won't actually create one
1124 * until the app sets a vertex or pixel shader */
1125 This
->glsl_program
= NULL
;
1127 TRACE("-----------------------> Device defaults now set up...\n");
1131 /**********************************************************
1132 * IWineD3DStateBlock VTbl follows
1133 **********************************************************/
1135 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1138 IWineD3DStateBlockImpl_QueryInterface
,
1139 IWineD3DStateBlockImpl_AddRef
,
1140 IWineD3DStateBlockImpl_Release
,
1141 /* IWineD3DStateBlock */
1142 IWineD3DStateBlockImpl_GetParent
,
1143 IWineD3DStateBlockImpl_GetDevice
,
1144 IWineD3DStateBlockImpl_Capture
,
1145 IWineD3DStateBlockImpl_Apply
,
1146 IWineD3DStateBlockImpl_InitStartupStateBlock