2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
30 static const DWORD pixel_states_render
[] =
32 WINED3DRS_ALPHABLENDENABLE
,
35 WINED3DRS_ALPHATESTENABLE
,
36 WINED3DRS_ANTIALIASEDLINEENABLE
,
37 WINED3DRS_BLENDFACTOR
,
39 WINED3DRS_BLENDOPALPHA
,
40 WINED3DRS_CCW_STENCILFAIL
,
41 WINED3DRS_CCW_STENCILPASS
,
42 WINED3DRS_CCW_STENCILZFAIL
,
43 WINED3DRS_COLORWRITEENABLE
,
44 WINED3DRS_COLORWRITEENABLE1
,
45 WINED3DRS_COLORWRITEENABLE2
,
46 WINED3DRS_COLORWRITEENABLE3
,
49 WINED3DRS_DESTBLENDALPHA
,
50 WINED3DRS_DITHERENABLE
,
56 WINED3DRS_SCISSORTESTENABLE
,
57 WINED3DRS_SEPARATEALPHABLENDENABLE
,
59 WINED3DRS_SLOPESCALEDEPTHBIAS
,
61 WINED3DRS_SRCBLENDALPHA
,
62 WINED3DRS_SRGBWRITEENABLE
,
63 WINED3DRS_STENCILENABLE
,
64 WINED3DRS_STENCILFAIL
,
65 WINED3DRS_STENCILFUNC
,
66 WINED3DRS_STENCILMASK
,
67 WINED3DRS_STENCILPASS
,
69 WINED3DRS_STENCILWRITEMASK
,
70 WINED3DRS_STENCILZFAIL
,
71 WINED3DRS_TEXTUREFACTOR
,
72 WINED3DRS_TWOSIDEDSTENCILMODE
,
91 WINED3DRS_ZWRITEENABLE
,
94 static const DWORD pixel_states_texture
[] =
100 WINED3DTSS_BUMPENVLOFFSET
,
101 WINED3DTSS_BUMPENVLSCALE
,
102 WINED3DTSS_BUMPENVMAT00
,
103 WINED3DTSS_BUMPENVMAT01
,
104 WINED3DTSS_BUMPENVMAT10
,
105 WINED3DTSS_BUMPENVMAT11
,
106 WINED3DTSS_COLORARG0
,
107 WINED3DTSS_COLORARG1
,
108 WINED3DTSS_COLORARG2
,
110 WINED3DTSS_RESULTARG
,
111 WINED3DTSS_TEXCOORDINDEX
,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS
,
115 static const DWORD pixel_states_sampler
[] =
117 WINED3DSAMP_ADDRESSU
,
118 WINED3DSAMP_ADDRESSV
,
119 WINED3DSAMP_ADDRESSW
,
120 WINED3DSAMP_BORDERCOLOR
,
121 WINED3DSAMP_MAGFILTER
,
122 WINED3DSAMP_MINFILTER
,
123 WINED3DSAMP_MIPFILTER
,
124 WINED3DSAMP_MIPMAPLODBIAS
,
125 WINED3DSAMP_MAXMIPLEVEL
,
126 WINED3DSAMP_MAXANISOTROPY
,
127 WINED3DSAMP_SRGBTEXTURE
,
128 WINED3DSAMP_ELEMENTINDEX
,
131 static const DWORD vertex_states_render
[] =
133 WINED3DRS_ADAPTIVETESS_W
,
134 WINED3DRS_ADAPTIVETESS_X
,
135 WINED3DRS_ADAPTIVETESS_Y
,
136 WINED3DRS_ADAPTIVETESS_Z
,
138 WINED3DRS_AMBIENTMATERIALSOURCE
,
140 WINED3DRS_CLIPPLANEENABLE
,
141 WINED3DRS_COLORVERTEX
,
143 WINED3DRS_DIFFUSEMATERIALSOURCE
,
144 WINED3DRS_EMISSIVEMATERIALSOURCE
,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION
,
147 WINED3DRS_FOGDENSITY
,
151 WINED3DRS_FOGTABLEMODE
,
152 WINED3DRS_FOGVERTEXMODE
,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE
,
155 WINED3DRS_LOCALVIEWER
,
156 WINED3DRS_MAXTESSELLATIONLEVEL
,
157 WINED3DRS_MINTESSELLATIONLEVEL
,
158 WINED3DRS_MULTISAMPLEANTIALIAS
,
159 WINED3DRS_MULTISAMPLEMASK
,
160 WINED3DRS_NORMALDEGREE
,
161 WINED3DRS_NORMALIZENORMALS
,
162 WINED3DRS_PATCHEDGESTYLE
,
163 WINED3DRS_POINTSCALE_A
,
164 WINED3DRS_POINTSCALE_B
,
165 WINED3DRS_POINTSCALE_C
,
166 WINED3DRS_POINTSCALEENABLE
,
168 WINED3DRS_POINTSIZE_MAX
,
169 WINED3DRS_POINTSIZE_MIN
,
170 WINED3DRS_POINTSPRITEENABLE
,
171 WINED3DRS_POSITIONDEGREE
,
172 WINED3DRS_RANGEFOGENABLE
,
174 WINED3DRS_SPECULARENABLE
,
175 WINED3DRS_SPECULARMATERIALSOURCE
,
176 WINED3DRS_TWEENFACTOR
,
177 WINED3DRS_VERTEXBLEND
,
180 static const DWORD vertex_states_texture
[] =
182 WINED3DTSS_TEXCOORDINDEX
,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS
,
186 static const DWORD vertex_states_sampler
[] =
188 WINED3DSAMP_DMAPOFFSET
,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT
stateblock_allocate_shader_constants(IWineD3DStateBlockImpl
*object
)
196 IWineD3DDeviceImpl
*device
= object
->device
;
198 /* Allocate space for floating point constants */
199 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
200 sizeof(float) * device
->d3d_pshader_constantF
* 4);
201 if (!object
->pixelShaderConstantF
) goto fail
;
203 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
204 sizeof(BOOL
) * device
->d3d_pshader_constantF
);
205 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
207 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
208 sizeof(float) * device
->d3d_vshader_constantF
* 4);
209 if (!object
->vertexShaderConstantF
) goto fail
;
211 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
212 sizeof(BOOL
) * device
->d3d_vshader_constantF
);
213 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
215 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD
) * device
->d3d_vshader_constantF
);
217 if (!object
->contained_vs_consts_f
) goto fail
;
219 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD
) * device
->d3d_pshader_constantF
);
221 if (!object
->contained_ps_consts_f
) goto fail
;
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object
->pixelShaderConstantF
);
228 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
229 HeapFree(GetProcessHeap(), 0, object
->vertexShaderConstantF
);
230 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
231 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
232 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
233 return E_OUTOFMEMORY
;
236 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
238 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
239 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
240 if (mask
) map
[map_size
>> 5] = mask
;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES
*states
, DWORD vs_consts
, DWORD ps_consts
)
249 states
->primitive_type
= 1;
251 states
->material
= 1;
252 states
->viewport
= 1;
253 states
->vertexDecl
= 1;
254 states
->pixelShader
= 1;
255 states
->vertexShader
= 1;
256 states
->scissorRect
= 1;
258 /* Fixed size arrays */
259 states
->streamSource
= 0xffff;
260 states
->streamFreq
= 0xffff;
261 states
->textures
= 0xfffff;
262 stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
263 stateblock_set_bits(states
->renderState
, WINEHIGHEST_RENDER_STATE
+ 1);
264 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = 0x3ffff;
265 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = 0x3fff;
266 states
->clipplane
= 0xffffffff;
267 states
->pixelShaderConstantsB
= 0xffff;
268 states
->pixelShaderConstantsI
= 0xffff;
269 states
->vertexShaderConstantsB
= 0xffff;
270 states
->vertexShaderConstantsI
= 0xffff;
272 /* Dynamically sized arrays */
273 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * ps_consts
);
274 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * vs_consts
);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES
*states
, const DWORD num_constants
)
279 DWORD texture_mask
= 0;
280 WORD sampler_mask
= 0;
283 states
->pixelShader
= 1;
285 for (i
= 0; i
< sizeof(pixel_states_render
) / sizeof(*pixel_states_render
); ++i
)
287 DWORD rs
= pixel_states_render
[i
];
288 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
291 for (i
= 0; i
< sizeof(pixel_states_texture
) / sizeof(*pixel_states_texture
); ++i
)
292 texture_mask
|= 1 << pixel_states_texture
[i
];
293 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
294 for (i
= 0; i
< sizeof(pixel_states_sampler
) / sizeof(*pixel_states_sampler
); ++i
)
295 sampler_mask
|= 1 << pixel_states_sampler
[i
];
296 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
297 states
->pixelShaderConstantsB
= 0xffff;
298 states
->pixelShaderConstantsI
= 0xffff;
300 memset(states
->pixelShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES
*states
, const DWORD num_constants
)
305 DWORD texture_mask
= 0;
306 WORD sampler_mask
= 0;
309 states
->vertexDecl
= 1;
310 states
->vertexShader
= 1;
312 for (i
= 0; i
< sizeof(vertex_states_render
) / sizeof(*vertex_states_render
); ++i
)
314 DWORD rs
= vertex_states_render
[i
];
315 states
->renderState
[rs
>> 5] |= 1 << (rs
& 0x1f);
318 for (i
= 0; i
< sizeof(vertex_states_texture
) / sizeof(*vertex_states_texture
); ++i
)
319 texture_mask
|= 1 << vertex_states_texture
[i
];
320 for (i
= 0; i
< MAX_TEXTURES
; ++i
) states
->textureState
[i
] = texture_mask
;
321 for (i
= 0; i
< sizeof(vertex_states_sampler
) / sizeof(*vertex_states_sampler
); ++i
)
322 sampler_mask
|= 1 << vertex_states_sampler
[i
];
323 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
) states
->samplerState
[i
] = sampler_mask
;
324 states
->vertexShaderConstantsB
= 0xffff;
325 states
->vertexShaderConstantsI
= 0xffff;
327 memset(states
->vertexShaderConstantsF
, TRUE
, sizeof(BOOL
) * num_constants
);
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl
*stateblock
)
332 IWineD3DDeviceImpl
*device
= stateblock
->device
;
335 for (i
= 0; i
<= WINEHIGHEST_RENDER_STATE
>> 5; ++i
)
337 DWORD map
= stateblock
->changed
.renderState
[i
];
338 for (j
= 0; map
; map
>>= 1, ++j
)
340 if (!(map
& 1)) continue;
342 stateblock
->contained_render_states
[stateblock
->num_contained_render_states
] = (i
<< 5) | j
;
343 ++stateblock
->num_contained_render_states
;
347 for (i
= 0; i
<= HIGHEST_TRANSFORMSTATE
>> 5; ++i
)
349 DWORD map
= stateblock
->changed
.transform
[i
];
350 for (j
= 0; map
; map
>>= 1, ++j
)
352 if (!(map
& 1)) continue;
354 stateblock
->contained_transform_states
[stateblock
->num_contained_transform_states
] = (i
<< 5) | j
;
355 ++stateblock
->num_contained_transform_states
;
359 for (i
= 0; i
< device
->d3d_vshader_constantF
; ++i
)
361 if (stateblock
->changed
.vertexShaderConstantsF
[i
])
363 stateblock
->contained_vs_consts_f
[stateblock
->num_contained_vs_consts_f
] = i
;
364 ++stateblock
->num_contained_vs_consts_f
;
368 for (i
= 0; i
< MAX_CONST_I
; ++i
)
370 if (stateblock
->changed
.vertexShaderConstantsI
& (1 << i
))
372 stateblock
->contained_vs_consts_i
[stateblock
->num_contained_vs_consts_i
] = i
;
373 ++stateblock
->num_contained_vs_consts_i
;
377 for (i
= 0; i
< MAX_CONST_B
; ++i
)
379 if (stateblock
->changed
.vertexShaderConstantsB
& (1 << i
))
381 stateblock
->contained_vs_consts_b
[stateblock
->num_contained_vs_consts_b
] = i
;
382 ++stateblock
->num_contained_vs_consts_b
;
386 for (i
= 0; i
< device
->d3d_pshader_constantF
; ++i
)
388 if (stateblock
->changed
.pixelShaderConstantsF
[i
])
390 stateblock
->contained_ps_consts_f
[stateblock
->num_contained_ps_consts_f
] = i
;
391 ++stateblock
->num_contained_ps_consts_f
;
395 for (i
= 0; i
< MAX_CONST_I
; ++i
)
397 if (stateblock
->changed
.pixelShaderConstantsI
& (1 << i
))
399 stateblock
->contained_ps_consts_i
[stateblock
->num_contained_ps_consts_i
] = i
;
400 ++stateblock
->num_contained_ps_consts_i
;
404 for (i
= 0; i
< MAX_CONST_B
; ++i
)
406 if (stateblock
->changed
.pixelShaderConstantsB
& (1 << i
))
408 stateblock
->contained_ps_consts_b
[stateblock
->num_contained_ps_consts_b
] = i
;
409 ++stateblock
->num_contained_ps_consts_b
;
413 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
415 DWORD map
= stateblock
->changed
.textureState
[i
];
417 for(j
= 0; map
; map
>>= 1, ++j
)
419 if (!(map
& 1)) continue;
421 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].stage
= i
;
422 stateblock
->contained_tss_states
[stateblock
->num_contained_tss_states
].state
= j
;
423 ++stateblock
->num_contained_tss_states
;
427 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
429 DWORD map
= stateblock
->changed
.samplerState
[i
];
431 for (j
= 0; map
; map
>>= 1, ++j
)
433 if (!(map
& 1)) continue;
435 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].stage
= i
;
436 stateblock
->contained_sampler_states
[stateblock
->num_contained_sampler_states
].state
= j
;
437 ++stateblock
->num_contained_sampler_states
;
442 static void stateblock_init_lights(IWineD3DStateBlockImpl
*stateblock
, struct list
*light_map
)
446 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
448 const struct wined3d_light_info
*src_light
;
450 LIST_FOR_EACH_ENTRY(src_light
, &light_map
[i
], struct wined3d_light_info
, entry
)
452 struct wined3d_light_info
*dst_light
= HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light
));
454 *dst_light
= *src_light
;
455 list_add_tail(&stateblock
->lightMap
[i
], &dst_light
->entry
);
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
465 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
466 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
467 if (IsEqualGUID(riid
, &IID_IUnknown
)
468 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
))
470 IUnknown_AddRef(iface
);
475 return E_NOINTERFACE
;
478 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
479 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
480 ULONG refCount
= InterlockedIncrement(&This
->ref
);
482 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
486 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
487 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
488 ULONG refCount
= InterlockedDecrement(&This
->ref
);
490 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
495 if (This
->vertexDecl
) IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
497 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++)
499 if (This
->textures
[counter
]) IWineD3DBaseTexture_Release(This
->textures
[counter
]);
502 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
503 if(This
->streamSource
[counter
]) {
504 if (IWineD3DBuffer_Release(This
->streamSource
[counter
]))
506 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
510 if(This
->pIndexData
) IWineD3DBuffer_Release(This
->pIndexData
);
511 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
512 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
514 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
515 struct list
*e1
, *e2
;
516 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
])
518 struct wined3d_light_info
*light
= LIST_ENTRY(e1
, struct wined3d_light_info
, entry
);
519 list_remove(&light
->entry
);
520 HeapFree(GetProcessHeap(), 0, light
);
524 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
525 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
526 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
527 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
528 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
529 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
530 HeapFree(GetProcessHeap(), 0, This
);
535 /**********************************************************
536 * IWineD3DStateBlockImpl parts follows
537 **********************************************************/
538 static void record_lights(IWineD3DStateBlockImpl
*This
, const IWineD3DStateBlockImpl
*targetStateBlock
)
542 /* Lights... For a recorded state block, we just had a chain of actions to perform,
543 * so we need to walk that chain and update any actions which differ
545 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
547 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
548 BOOL updated
= FALSE
;
549 struct wined3d_light_info
*src
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
), *realLight
;
551 /* Look up the light in the destination */
552 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
553 realLight
= LIST_ENTRY(f
, struct wined3d_light_info
, entry
);
554 if (realLight
->OriginalIndex
== src
->OriginalIndex
)
556 src
->OriginalParms
= realLight
->OriginalParms
;
558 if (realLight
->glIndex
== -1 && src
->glIndex
!= -1)
561 This
->activeLights
[src
->glIndex
] = NULL
;
563 else if (realLight
->glIndex
!= -1 && src
->glIndex
== -1)
566 This
->activeLights
[realLight
->glIndex
] = src
;
568 src
->glIndex
= realLight
->glIndex
;
576 ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
577 src
->OriginalIndex
, This
, targetStateBlock
);
583 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
)
585 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
586 IWineD3DStateBlockImpl
*targetStateBlock
= This
->device
->stateBlock
;
590 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
592 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
)
594 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
596 if (targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
597 if (This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
598 This
->vertexShader
= targetStateBlock
->vertexShader
;
601 /* Vertex Shader Float Constants */
602 for (i
= 0; i
< This
->num_contained_vs_consts_f
; ++i
)
604 unsigned int idx
= This
->contained_vs_consts_f
[i
];
606 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
607 This
, targetStateBlock
, idx
,
608 targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 0],
609 targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 1],
610 targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 2],
611 targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 3]);
613 This
->vertexShaderConstantF
[idx
* 4 + 0] = targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 0];
614 This
->vertexShaderConstantF
[idx
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 1];
615 This
->vertexShaderConstantF
[idx
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 2];
616 This
->vertexShaderConstantF
[idx
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[idx
* 4 + 3];
619 /* Vertex Shader Integer Constants */
620 for (i
= 0; i
< This
->num_contained_vs_consts_i
; ++i
)
622 unsigned int idx
= This
->contained_vs_consts_i
[i
];
624 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
625 This
, targetStateBlock
, idx
,
626 targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 0],
627 targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 1],
628 targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 2],
629 targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 3]);
631 This
->vertexShaderConstantI
[idx
* 4 + 0] = targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 0];
632 This
->vertexShaderConstantI
[idx
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 1];
633 This
->vertexShaderConstantI
[idx
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 2];
634 This
->vertexShaderConstantI
[idx
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[idx
* 4 + 3];
637 /* Vertex Shader Boolean Constants */
638 for (i
= 0; i
< This
->num_contained_vs_consts_b
; ++i
)
640 unsigned int idx
= This
->contained_vs_consts_b
[i
];
642 TRACE("Setting %p from %p %u to %s.\n",
643 This
, targetStateBlock
, idx
,
644 targetStateBlock
->vertexShaderConstantB
[idx
] ? "TRUE" : "FALSE");
646 This
->vertexShaderConstantB
[idx
] = targetStateBlock
->vertexShaderConstantB
[idx
];
649 /* Pixel Shader Float Constants */
650 for (i
= 0; i
< This
->num_contained_ps_consts_f
; ++i
)
652 unsigned int idx
= This
->contained_ps_consts_f
[i
];
654 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
655 This
, targetStateBlock
, idx
,
656 targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 0],
657 targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 1],
658 targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 2],
659 targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 3]);
661 This
->pixelShaderConstantF
[idx
* 4 + 0] = targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 0];
662 This
->pixelShaderConstantF
[idx
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 1];
663 This
->pixelShaderConstantF
[idx
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 2];
664 This
->pixelShaderConstantF
[idx
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[idx
* 4 + 3];
667 /* Pixel Shader Integer Constants */
668 for (i
= 0; i
< This
->num_contained_ps_consts_i
; ++i
)
670 unsigned int idx
= This
->contained_ps_consts_i
[i
];
671 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
672 This
, targetStateBlock
, idx
,
673 targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 0],
674 targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 1],
675 targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 2],
676 targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 3]);
678 This
->pixelShaderConstantI
[idx
* 4 + 0] = targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 0];
679 This
->pixelShaderConstantI
[idx
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 1];
680 This
->pixelShaderConstantI
[idx
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 2];
681 This
->pixelShaderConstantI
[idx
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[idx
* 4 + 3];
684 /* Pixel Shader Boolean Constants */
685 for (i
= 0; i
< This
->num_contained_ps_consts_b
; ++i
)
687 unsigned int idx
= This
->contained_ps_consts_b
[i
];
688 TRACE("Setting %p from %p %u to %s.\n", This
, targetStateBlock
, idx
,
689 targetStateBlock
->pixelShaderConstantB
[idx
] ? "TRUE" : "FALSE");
691 This
->pixelShaderConstantB
[idx
] = targetStateBlock
->pixelShaderConstantB
[idx
];
694 /* Others + Render & Texture */
695 for (i
= 0; i
< This
->num_contained_transform_states
; ++i
)
697 WINED3DTRANSFORMSTATETYPE transform
= This
->contained_transform_states
[i
];
699 TRACE("Updating transform %#x.\n", transform
);
701 This
->transforms
[transform
] = targetStateBlock
->transforms
[transform
];
704 if (This
->changed
.primitive_type
) This
->gl_primitive_type
= targetStateBlock
->gl_primitive_type
;
706 if (This
->changed
.indices
707 && ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
708 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
)
709 || (This
->IndexFmt
!= targetStateBlock
->IndexFmt
)))
711 TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
712 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
714 if (targetStateBlock
->pIndexData
) IWineD3DBuffer_AddRef(targetStateBlock
->pIndexData
);
715 if (This
->pIndexData
) IWineD3DBuffer_Release(This
->pIndexData
);
716 This
->pIndexData
= targetStateBlock
->pIndexData
;
717 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
718 This
->IndexFmt
= targetStateBlock
->IndexFmt
;
721 if (This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
)
723 TRACE("Updating vertex declaration from %p to %p.\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
725 if (targetStateBlock
->vertexDecl
) IWineD3DVertexDeclaration_AddRef(targetStateBlock
->vertexDecl
);
726 if (This
->vertexDecl
) IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
727 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
730 if (This
->changed
.material
731 && memcmp(&targetStateBlock
->material
, &This
->material
, sizeof(This
->material
)))
733 TRACE("Updating material.\n");
735 This
->material
= targetStateBlock
->material
;
738 if (This
->changed
.viewport
739 && memcmp(&targetStateBlock
->viewport
, &This
->viewport
, sizeof(This
->viewport
)))
741 TRACE("Updating viewport.\n");
743 This
->viewport
= targetStateBlock
->viewport
;
746 if(This
->changed
.scissorRect
747 && memcmp(&targetStateBlock
->scissorRect
, &This
->scissorRect
, sizeof(This
->scissorRect
)))
749 TRACE("Updating scissor rect.\n");
751 targetStateBlock
->scissorRect
= This
->scissorRect
;
754 map
= This
->changed
.streamSource
;
755 for (i
= 0; map
; map
>>= 1, ++i
)
757 if (!(map
& 1)) continue;
759 if (This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]
760 || This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
])
762 TRACE("Updating stream source %u to %p, stride to %u.\n",
763 i
, targetStateBlock
->streamSource
[i
], targetStateBlock
->streamStride
[i
]);
765 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
766 if (targetStateBlock
->streamSource
[i
]) IWineD3DBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
767 if (This
->streamSource
[i
]) IWineD3DBuffer_Release(This
->streamSource
[i
]);
768 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
772 map
= This
->changed
.streamFreq
;
773 for (i
= 0; map
; map
>>= 1, ++i
)
775 if (!(map
& 1)) continue;
777 if (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
778 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])
780 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
781 i
, targetStateBlock
->streamFreq
[i
], targetStateBlock
->streamFlags
[i
]);
783 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
784 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
788 map
= This
->changed
.clipplane
;
789 for (i
= 0; map
; map
>>= 1, ++i
)
791 if (!(map
& 1)) continue;
793 if (memcmp(targetStateBlock
->clipplane
[i
], This
->clipplane
[i
], sizeof(*This
->clipplane
)))
795 TRACE("Updating clipplane %u.\n", i
);
796 memcpy(This
->clipplane
[i
], targetStateBlock
->clipplane
[i
], sizeof(*This
->clipplane
));
801 for (i
= 0; i
< This
->num_contained_render_states
; ++i
)
803 WINED3DRENDERSTATETYPE rs
= This
->contained_render_states
[i
];
805 TRACE("Updating renderState %#x to %u.\n", rs
, targetStateBlock
->renderState
[rs
]);
807 This
->renderState
[rs
] = targetStateBlock
->renderState
[rs
];
811 for (i
= 0; i
< This
->num_contained_tss_states
; ++i
)
813 DWORD stage
= This
->contained_tss_states
[i
].stage
;
814 DWORD state
= This
->contained_tss_states
[i
].state
;
816 TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage
, state
,
817 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
819 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
823 map
= This
->changed
.textures
;
824 for (i
= 0; map
; map
>>= 1, ++i
)
826 if (!(map
& 1)) continue;
828 TRACE("Updating texture %u to %p (was %p).\n", i
, targetStateBlock
->textures
[i
], This
->textures
[i
]);
830 if (targetStateBlock
->textures
[i
]) IWineD3DBaseTexture_AddRef(targetStateBlock
->textures
[i
]);
831 if (This
->textures
[i
]) IWineD3DBaseTexture_Release(This
->textures
[i
]);
832 This
->textures
[i
] = targetStateBlock
->textures
[i
];
835 for (i
= 0; i
< This
->num_contained_sampler_states
; ++i
)
837 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
838 DWORD state
= This
->contained_sampler_states
[i
].state
;
840 TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage
, state
,
841 targetStateBlock
->samplerState
[stage
][state
], This
->samplerState
[stage
][state
]);
843 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
846 if (This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
)
848 if (targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
849 if (This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
850 This
->pixelShader
= targetStateBlock
->pixelShader
;
853 record_lights(This
, targetStateBlock
);
855 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
860 static void apply_lights(IWineD3DDevice
*pDevice
, const IWineD3DStateBlockImpl
*This
)
863 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
866 LIST_FOR_EACH(e
, &This
->lightMap
[i
])
868 const struct wined3d_light_info
*light
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
870 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
871 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
876 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
)
878 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
879 IWineD3DDevice
*pDevice
= (IWineD3DDevice
*)This
->device
;
883 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
885 TRACE("Blocktype: %d\n", This
->blockType
);
887 if (This
->changed
.vertexShader
) IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
889 /* Vertex Shader Constants */
890 for (i
= 0; i
< This
->num_contained_vs_consts_f
; ++i
)
892 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
893 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
895 for (i
= 0; i
< This
->num_contained_vs_consts_i
; ++i
)
897 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
898 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
900 for (i
= 0; i
< This
->num_contained_vs_consts_b
; ++i
)
902 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
903 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
906 apply_lights(pDevice
, This
);
908 if (This
->changed
.pixelShader
) IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
910 /* Pixel Shader Constants */
911 for (i
= 0; i
< This
->num_contained_ps_consts_f
; ++i
)
913 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
914 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
916 for (i
= 0; i
< This
->num_contained_ps_consts_i
; ++i
)
918 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
919 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
921 for (i
= 0; i
< This
->num_contained_ps_consts_b
; ++i
)
923 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
924 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
928 for (i
= 0; i
< This
->num_contained_render_states
; ++i
)
930 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
931 This
->renderState
[This
->contained_render_states
[i
]]);
935 for (i
= 0; i
< This
->num_contained_tss_states
; ++i
)
937 DWORD stage
= This
->contained_tss_states
[i
].stage
;
938 DWORD state
= This
->contained_tss_states
[i
].state
;
940 IWineD3DDevice_SetTextureStageState(pDevice
, stage
, state
, This
->textureState
[stage
][state
]);
944 for (i
= 0; i
< This
->num_contained_sampler_states
; ++i
)
946 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
947 DWORD state
= This
->contained_sampler_states
[i
].state
;
948 DWORD value
= This
->samplerState
[stage
][state
];
950 if (stage
>= MAX_FRAGMENT_SAMPLERS
) stage
+= WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
;
951 IWineD3DDevice_SetSamplerState(pDevice
, stage
, state
, value
);
954 for (i
= 0; i
< This
->num_contained_transform_states
; ++i
)
956 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
957 &This
->transforms
[This
->contained_transform_states
[i
]]);
960 if (This
->changed
.primitive_type
)
962 This
->device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
963 This
->device
->updateStateBlock
->gl_primitive_type
= This
->gl_primitive_type
;
966 if (This
->changed
.indices
)
968 IWineD3DDevice_SetIndexBuffer(pDevice
, This
->pIndexData
, This
->IndexFmt
);
969 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
972 if (This
->changed
.vertexDecl
&& This
->vertexDecl
)
974 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
977 if (This
->changed
.material
)
979 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
982 if (This
->changed
.viewport
)
984 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
987 if (This
->changed
.scissorRect
)
989 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
992 map
= This
->changed
.streamSource
;
993 for (i
= 0; map
; map
>>= 1, ++i
)
995 if (map
& 1) IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
998 map
= This
->changed
.streamFreq
;
999 for (i
= 0; map
; map
>>= 1, ++i
)
1001 if (map
& 1) IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
1004 map
= This
->changed
.textures
;
1005 for (i
= 0; map
; map
>>= 1, ++i
)
1009 if (!(map
& 1)) continue;
1011 stage
= i
< MAX_FRAGMENT_SAMPLERS
? i
: WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
;
1012 IWineD3DDevice_SetTexture(pDevice
, stage
, This
->textures
[i
]);
1015 map
= This
->changed
.clipplane
;
1016 for (i
= 0; map
; map
>>= 1, ++i
)
1020 if (!(map
& 1)) continue;
1022 clip
[0] = This
->clipplane
[i
][0];
1023 clip
[1] = This
->clipplane
[i
][1];
1024 clip
[2] = This
->clipplane
[i
][2];
1025 clip
[3] = This
->clipplane
[i
][3];
1026 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1029 This
->device
->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1030 for (i
= 0; i
< MAX_TEXTURES
- 1; ++i
)
1032 if (This
->device
->stateBlock
->textureState
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
1034 This
->device
->stateBlock
->lowest_disabled_stage
= i
;
1038 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1043 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1044 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1045 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->device
;
1046 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1047 const struct wined3d_gl_info
*gl_info
= &ThisDevice
->adapter
->gl_info
;
1049 WINED3DLINEPATTERN lp
;
1057 IWineD3DSwapChain
*swapchain
;
1058 IWineD3DSurface
*backbuffer
;
1061 /* Note this may have a large overhead but it should only be executed
1062 once, in order to initialize the complete state of the device and
1063 all opengl equivalents */
1064 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, ThisDevice
);
1065 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1066 This
->blockType
= WINED3DSBT_INIT
;
1068 /* Set some of the defaults for lights, transforms etc */
1069 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1070 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1071 for (i
= 0; i
< 256; ++i
) {
1072 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1075 TRACE("Render states\n");
1076 /* Render states: */
1077 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1078 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1080 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1082 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1083 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1084 lp
.lp
.wRepeatFactor
= 0;
1085 lp
.lp
.wLinePattern
= 0;
1086 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1087 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1088 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1089 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1090 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1091 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1092 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1093 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1098 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1099 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1100 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1102 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1132 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1138 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1139 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1140 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1144 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1146 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1148 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1156 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1160 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1161 tmpfloat
.f
= gl_info
->limits
.pointsize_max
;
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1163 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1168 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1170 /* states new in d3d9 */
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1172 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1175 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1192 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1194 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1195 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1196 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1197 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1198 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1199 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1200 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1201 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1202 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1203 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1204 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1205 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1206 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1207 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1209 /* clipping status */
1210 This
->clip_status
.ClipUnion
= 0;
1211 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1213 /* Texture Stage States - Put directly into state block, we will call function below */
1214 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1215 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1216 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1217 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1218 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1219 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1220 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1221 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1222 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1223 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1224 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1225 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1226 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1227 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1228 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1229 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1230 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1231 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1232 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1233 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1235 This
->lowest_disabled_stage
= 1;
1238 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1239 TRACE("Setting up default samplers states for sampler %d\n", i
);
1240 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1241 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1242 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1243 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1244 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1245 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1246 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1247 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1248 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1249 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1250 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1251 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1252 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1255 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
1257 /* Note: This avoids calling SetTexture, so pretend it has been called */
1258 This
->changed
.textures
|= 1 << i
;
1259 This
->textures
[i
] = NULL
;
1262 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1263 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1264 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1267 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1268 if (SUCCEEDED(hr
) && backbuffer
)
1270 WINED3DSURFACE_DESC desc
;
1273 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1274 IWineD3DSurface_Release(backbuffer
);
1276 /* Set the default scissor rect values */
1277 scissorrect
.left
= 0;
1278 scissorrect
.right
= desc
.width
;
1279 scissorrect
.top
= 0;
1280 scissorrect
.bottom
= desc
.height
;
1281 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1282 if (FAILED(hr
)) ERR("This should never happen, expect rendering issues!\n");
1285 /* Set the default viewport */
1288 vp
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1289 vp
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1292 IWineD3DDevice_SetViewport(device
, &vp
);
1294 IWineD3DSwapChain_Release(swapchain
);
1297 TRACE("-----------------------> Device defaults now set up...\n");
1301 /**********************************************************
1302 * IWineD3DStateBlock VTbl follows
1303 **********************************************************/
1305 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1308 IWineD3DStateBlockImpl_QueryInterface
,
1309 IWineD3DStateBlockImpl_AddRef
,
1310 IWineD3DStateBlockImpl_Release
,
1311 /* IWineD3DStateBlock */
1312 IWineD3DStateBlockImpl_Capture
,
1313 IWineD3DStateBlockImpl_Apply
,
1314 IWineD3DStateBlockImpl_InitStartupStateBlock
1317 HRESULT
stateblock_init(IWineD3DStateBlockImpl
*stateblock
, IWineD3DDeviceImpl
*device
, WINED3DSTATEBLOCKTYPE type
)
1322 stateblock
->lpVtbl
= &IWineD3DStateBlock_Vtbl
;
1323 stateblock
->ref
= 1;
1324 stateblock
->device
= device
;
1325 stateblock
->blockType
= type
;
1327 for (i
= 0; i
< LIGHTMAP_SIZE
; i
++)
1329 list_init(&stateblock
->lightMap
[i
]);
1332 hr
= stateblock_allocate_shader_constants(stateblock
);
1333 if (FAILED(hr
)) return hr
;
1335 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1336 * produce a placeholder stateblock so other functions called can update a
1338 if (type
== WINED3DSBT_INIT
|| type
== WINED3DSBT_RECORDED
) return WINED3D_OK
;
1340 TRACE("Updating changed flags appropriate for type %#x.\n", type
);
1344 case WINED3DSBT_ALL
:
1345 stateblock_init_lights(stateblock
, device
->stateBlock
->lightMap
);
1346 stateblock_savedstates_set_all(&stateblock
->changed
, device
->d3d_vshader_constantF
,
1347 device
->d3d_pshader_constantF
);
1350 case WINED3DSBT_PIXELSTATE
:
1351 stateblock_savedstates_set_pixel(&stateblock
->changed
, device
->d3d_pshader_constantF
);
1354 case WINED3DSBT_VERTEXSTATE
:
1355 stateblock_init_lights(stateblock
, device
->stateBlock
->lightMap
);
1356 stateblock_savedstates_set_vertex(&stateblock
->changed
, device
->d3d_vshader_constantF
);
1360 FIXME("Unrecognized state block type %#x.\n", type
);
1364 stateblock_init_contained_states(stateblock
);
1365 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock
*)stateblock
);