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 ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->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
;
82 /* Fixed size arrays */
83 memcpy(dest
->streamSource
, source
->streamSource
, bsize
* MAX_STREAMS
);
84 memcpy(dest
->streamFreq
, source
->streamFreq
, bsize
* MAX_STREAMS
);
85 memcpy(dest
->textures
, source
->textures
, bsize
* MAX_SAMPLERS
);
86 memcpy(dest
->transform
, source
->transform
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
87 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
88 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
89 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
90 memcpy(dest
->clipplane
, source
->clipplane
, bsize
* MAX_CLIPPLANES
);
91 memcpy(dest
->pixelShaderConstantsB
, source
->pixelShaderConstantsB
, bsize
* MAX_CONST_B
);
92 memcpy(dest
->pixelShaderConstantsI
, source
->pixelShaderConstantsI
, bsize
* MAX_CONST_I
);
93 memcpy(dest
->vertexShaderConstantsB
, source
->vertexShaderConstantsB
, bsize
* MAX_CONST_B
);
94 memcpy(dest
->vertexShaderConstantsI
, source
->vertexShaderConstantsI
, bsize
* MAX_CONST_I
);
96 /* Dynamically sized arrays */
97 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
98 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
101 /** Set all members of a stateblock savedstate to the given value */
102 void stateblock_savedstates_set(
103 IWineD3DStateBlock
* iface
,
107 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
108 unsigned bsize
= sizeof(BOOL
);
111 states
->indices
= value
;
112 states
->material
= value
;
114 states
->viewport
= value
;
115 states
->vertexDecl
= value
;
116 states
->pixelShader
= value
;
117 states
->vertexShader
= value
;
119 /* Fixed size arrays */
120 memset(states
->streamSource
, value
, bsize
* MAX_STREAMS
);
121 memset(states
->streamFreq
, value
, bsize
* MAX_STREAMS
);
122 memset(states
->textures
, value
, bsize
* MAX_SAMPLERS
);
123 memset(states
->transform
, value
, bsize
* (HIGHEST_TRANSFORMSTATE
+ 1));
124 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
125 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
126 memset(states
->samplerState
, value
, bsize
* MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
127 memset(states
->clipplane
, value
, bsize
* MAX_CLIPPLANES
);
128 memset(states
->pixelShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
129 memset(states
->pixelShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
130 memset(states
->vertexShaderConstantsB
, value
, bsize
* MAX_CONST_B
);
131 memset(states
->vertexShaderConstantsI
, value
, bsize
* MAX_CONST_I
);
133 /* Dynamically sized arrays */
134 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
135 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
138 void stateblock_copy(
139 IWineD3DStateBlock
* destination
,
140 IWineD3DStateBlock
* source
) {
142 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
143 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
145 /* IUnknown fields */
146 Dest
->lpVtbl
= This
->lpVtbl
;
147 Dest
->ref
= This
->ref
;
149 /* IWineD3DStateBlock information */
150 Dest
->parent
= This
->parent
;
151 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
152 Dest
->blockType
= This
->blockType
;
155 stateblock_savedstates_copy(source
, &Dest
->set
, &This
->set
);
156 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
159 Dest
->fvf
= This
->fvf
;
160 Dest
->vertexDecl
= This
->vertexDecl
;
161 Dest
->vertexShader
= This
->vertexShader
;
162 Dest
->streamIsUP
= This
->streamIsUP
;
163 Dest
->pIndexData
= This
->pIndexData
;
164 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
165 Dest
->lights
= This
->lights
;
166 Dest
->clip_status
= This
->clip_status
;
167 Dest
->viewport
= This
->viewport
;
168 Dest
->material
= This
->material
;
169 Dest
->pixelShader
= This
->pixelShader
;
170 Dest
->vertex_blend
= This
->vertex_blend
;
171 Dest
->tween_factor
= This
->tween_factor
;
172 Dest
->glsl_program
= This
->glsl_program
;
174 /* Fixed size arrays */
175 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
176 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
177 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
178 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
180 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
181 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
182 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
183 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
184 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
185 memcpy(Dest
->transforms
, This
->transforms
, sizeof(D3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
186 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
187 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
188 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_SAMPLERS
);
189 memcpy(Dest
->textureDimensions
, This
->textureDimensions
, sizeof(int) * MAX_SAMPLERS
);
190 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
191 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
193 /* Dynamically sized arrays */
194 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
195 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
198 /**********************************************************
199 * IWineD3DStateBlockImpl IUnknown parts follows
200 **********************************************************/
201 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
203 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
204 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
205 if (IsEqualGUID(riid
, &IID_IUnknown
)
206 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
207 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
208 IUnknown_AddRef(iface
);
213 return E_NOINTERFACE
;
216 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
217 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
218 ULONG refCount
= InterlockedIncrement(&This
->ref
);
220 TRACE("(%p) : AddRef increasing from %ld\n", This
, refCount
- 1);
224 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
225 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
226 ULONG refCount
= InterlockedDecrement(&This
->ref
);
228 TRACE("(%p) : Releasing from %ld\n", This
, refCount
+ 1);
231 constant_entry
*constant
, *constant2
;
233 /* type 0 represents the primary stateblock, so free all the resources */
234 if (This
->blockType
== WINED3DSBT_INIT
) {
236 FIXME("Releasing primary stateblock\n");
237 /* Free any streams still bound */
238 for (counter
= 0 ; counter
< MAX_STREAMS
; counter
++) {
239 if (This
->streamSource
[counter
] != NULL
) {
240 IWineD3DVertexBuffer_Release(This
->streamSource
[counter
]);
241 This
->streamSource
[counter
] = NULL
;
245 /* free any index data */
246 if (This
->pIndexData
) {
247 IWineD3DIndexBuffer_Release(This
->pIndexData
);
248 This
->pIndexData
= NULL
;
251 if (NULL
!= This
->pixelShader
) {
252 IWineD3DPixelShader_Release(This
->pixelShader
);
255 if (NULL
!= This
->vertexShader
) {
256 IWineD3DVertexShader_Release(This
->vertexShader
);
259 if (NULL
!= This
->vertexDecl
) {
260 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
263 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
264 for (counter
= 0; counter
< GL_LIMITS(sampler_stages
); counter
++) {
265 if (This
->textures
[counter
]) {
266 /* release our 'internal' hold on the texture */
267 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
268 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
275 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
276 HeapFree(GetProcessHeap(), 0, This
->set
.vertexShaderConstantsF
);
277 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
278 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
279 HeapFree(GetProcessHeap(), 0, This
->set
.pixelShaderConstantsF
);
280 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
282 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_vconstantsF
, constant_entry
, entry
) {
283 HeapFree(GetProcessHeap(), 0, constant
);
286 LIST_FOR_EACH_ENTRY_SAFE(constant
, constant2
, &This
->set_pconstantsF
, constant_entry
, entry
) {
287 HeapFree(GetProcessHeap(), 0, constant
);
290 HeapFree(GetProcessHeap(), 0, This
);
295 /**********************************************************
296 * IWineD3DStateBlockImpl parts follows
297 **********************************************************/
298 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
299 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
300 IUnknown_AddRef(This
->parent
);
301 *pParent
= This
->parent
;
305 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
307 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
309 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
310 IWineD3DDevice_AddRef(*ppDevice
);
315 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
317 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
318 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
320 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
322 /* If not recorded, then update can just recapture */
323 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
324 IWineD3DStateBlockImpl
* tmpBlock
;
325 PLIGHTINFOEL
*tmp
= This
->lights
;
327 IWineD3DDevice_CreateStateBlock((IWineD3DDevice
*)This
->wineD3DDevice
, This
->blockType
, (IWineD3DStateBlock
**) &tmpBlock
, NULL
/*parent*/);
329 /* Note just swap the light chains over so when deleting, the old one goes */
330 memcpy(This
, tmpBlock
, sizeof(IWineD3DStateBlockImpl
));
331 tmpBlock
->lights
= tmp
;
333 /* Delete the temporary one (which points to the old light chain though */
334 IWineD3DStateBlock_Release((IWineD3DStateBlock
*)tmpBlock
);
335 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
342 /* Recorded => Only update 'changed' values */
343 if (This
->vertexShader
!= targetStateBlock
->vertexShader
) {
344 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
346 if (targetStateBlock
->vertexShader
) {
347 IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
349 if (This
->vertexShader
) {
350 IWineD3DVertexShader_Release(This
->vertexShader
);
353 This
->vertexShader
= targetStateBlock
->vertexShader
;
356 /* Vertex Shader Float Constants */
357 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
358 if (This
->set
.vertexShaderConstantsF
[i
]) {
359 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
360 targetStateBlock
->vertexShaderConstantF
[i
* 4],
361 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
362 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
363 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
365 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
366 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
367 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
368 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
372 /* Vertex Shader Integer Constants */
373 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
374 if (This
->set
.vertexShaderConstantsI
[i
]) {
375 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
376 targetStateBlock
->vertexShaderConstantI
[i
* 4],
377 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
378 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
379 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
381 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
382 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
383 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
384 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
388 /* Vertex Shader Boolean Constants */
389 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
390 if (This
->set
.vertexShaderConstantsB
[i
]) {
391 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
392 targetStateBlock
->vertexShaderConstantB
[i
]? "TRUE":"FALSE");
394 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
398 /* Lights... For a recorded state block, we just had a chain of actions to perform,
399 so we need to walk that chain and update any actions which differ */
401 while (src
!= NULL
) {
402 PLIGHTINFOEL
*realLight
= NULL
;
404 /* Locate the light in the live lights */
405 realLight
= targetStateBlock
->lights
;
406 while (realLight
!= NULL
&& realLight
->OriginalIndex
!= src
->OriginalIndex
) realLight
= realLight
->next
;
408 /* If 'changed' then its a SetLight command. Rather than comparing to see
409 if the OriginalParms have changed and then copy them (twice through
410 memory) just do the copy */
413 /* If the light exists, copy its parameters, otherwise copy the default parameters */
414 const WINED3DLIGHT
* params
= realLight
? &realLight
->OriginalParms
: &WINED3D_default_light
;
415 TRACE("Updating lights for light %ld\n", src
->OriginalIndex
);
416 memcpy(&src
->OriginalParms
, params
, sizeof(*params
));
419 /* If 'enabledchanged' then its a LightEnable command */
420 if (src
->enabledChanged
) {
422 /* If the light exists, check if it's enabled, otherwise default is disabled state */
423 TRACE("Updating lightEnabled for light %ld\n", src
->OriginalIndex
);
424 src
->lightEnabled
= realLight
? realLight
->lightEnabled
: FALSE
;
430 /* Recorded => Only update 'changed' values */
431 if (This
->pixelShader
!= targetStateBlock
->pixelShader
) {
432 TRACE("Updating pixel shader from %p to %p\n", This
->pixelShader
, targetStateBlock
->pixelShader
);
434 if (targetStateBlock
->pixelShader
) {
435 IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
437 if (This
->pixelShader
) {
438 IWineD3DPixelShader_Release(This
->pixelShader
);
441 This
->pixelShader
= targetStateBlock
->pixelShader
;
444 /* Pixel Shader Float Constants */
445 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
446 if (This
->set
.pixelShaderConstantsF
[i
]) {
447 TRACE("Setting %p from %p %d to { %f, %f, %f, %f }\n", This
, targetStateBlock
, i
,
448 targetStateBlock
->pixelShaderConstantF
[i
* 4],
449 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
450 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
451 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
453 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
454 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
455 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
456 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
460 /* Pixel Shader Integer Constants */
461 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
462 if (This
->set
.pixelShaderConstantsI
[i
]) {
463 TRACE("Setting %p from %p %d to { %d, %d, %d, %d }\n", This
, targetStateBlock
, i
,
464 targetStateBlock
->pixelShaderConstantI
[i
* 4],
465 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
466 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
467 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
469 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
470 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
471 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
472 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
476 /* Pixel Shader Boolean Constants */
477 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
478 if (This
->set
.pixelShaderConstantsB
[i
]) {
479 TRACE("Setting %p from %p %d to %s\n", This
, targetStateBlock
, i
,
480 targetStateBlock
->pixelShaderConstantB
[i
]? "TRUE":"FALSE");
482 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
486 /* Others + Render & Texture */
487 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
488 if (This
->set
.transform
[i
] && memcmp(&targetStateBlock
->transforms
[i
],
489 &This
->transforms
[i
],
490 sizeof(D3DMATRIX
)) != 0) {
491 TRACE("Updating transform %d\n", i
);
492 memcpy(&This
->transforms
[i
], &targetStateBlock
->transforms
[i
], sizeof(D3DMATRIX
));
496 if (This
->set
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
497 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
498 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
499 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
500 This
->pIndexData
= targetStateBlock
->pIndexData
;
501 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
504 if(This
->set
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
505 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
507 if (targetStateBlock
->vertexDecl
) {
508 IWineD3DVertexDeclaration_AddRef(targetStateBlock
->vertexDecl
);
510 if (This
->vertexDecl
) {
511 IWineD3DVertexDeclaration_Release(This
->vertexDecl
);
514 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
517 if(This
->set
.fvf
&& This
->fvf
!= targetStateBlock
->fvf
){
518 This
->fvf
= targetStateBlock
->fvf
;
521 if (This
->set
.material
&& memcmp(&targetStateBlock
->material
,
523 sizeof(D3DMATERIAL9
)) != 0) {
524 TRACE("Updating material\n");
525 memcpy(&This
->material
, &targetStateBlock
->material
, sizeof(D3DMATERIAL9
));
528 if (This
->set
.viewport
&& memcmp(&targetStateBlock
->viewport
,
530 sizeof(D3DVIEWPORT9
)) != 0) {
531 TRACE("Updating viewport\n");
532 memcpy(&This
->viewport
, &targetStateBlock
->viewport
, sizeof(D3DVIEWPORT9
));
535 for (i
= 0; i
< MAX_STREAMS
; i
++) {
536 if (This
->set
.streamSource
[i
] &&
537 ((This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]) ||
538 (This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
]))) {
539 TRACE("Updating stream source %d to %p, stride to %d\n", i
, targetStateBlock
->streamSource
[i
],
540 targetStateBlock
->streamStride
[i
]);
541 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
542 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
545 if (This
->set
.streamFreq
[i
] &&
546 (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
547 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])){
548 TRACE("Updating stream frequency %d to %d flags to %d\n", i
, targetStateBlock
->streamFreq
[i
] ,
549 targetStateBlock
->streamFlags
[i
]);
550 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
551 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
555 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
556 if (This
->set
.clipplane
[i
] && memcmp(&targetStateBlock
->clipplane
[i
],
558 sizeof(This
->clipplane
)) != 0) {
560 TRACE("Updating clipplane %d\n", i
);
561 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
562 sizeof(This
->clipplane
));
567 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
569 if (This
->set
.renderState
[i
] && (This
->renderState
[i
] != targetStateBlock
->renderState
[i
])) {
570 TRACE("Updating renderState %d to %ld\n", i
, targetStateBlock
->renderState
[i
]);
571 This
->renderState
[i
] = targetStateBlock
->renderState
[i
];
576 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
577 /* TODO: move over to using memcpy */
578 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
579 if (This
->set
.textureState
[j
][i
]) {
580 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j
,i
, targetStateBlock
->textureState
[j
][i
],
581 This
->textureState
[j
][i
]);
582 This
->textureState
[j
][i
] = targetStateBlock
->textureState
[j
][i
];
588 /* TODO: move over to using memcpy */
589 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
590 if (This
->set
.textures
[j
]) {
591 TRACE("Updating texture %d to %p (was %p)\n", j
, targetStateBlock
->textures
[j
], This
->textures
[j
]);
592 This
->textures
[j
] = targetStateBlock
->textures
[j
];
594 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){ /* States are 1 based */
595 if (This
->set
.samplerState
[j
][i
]) {
596 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
597 j
, i
, targetStateBlock
->samplerState
[j
][i
],
598 This
->samplerState
[j
][i
]);
599 This
->samplerState
[j
][i
] = targetStateBlock
->samplerState
[j
][i
];
605 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
610 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
611 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
612 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
614 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
615 should really perform a delta so that only the changes get updated*/
621 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
623 /* FIXME: Only apply applicable states not all states */
625 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This
->blockType
== WINED3DSBT_INIT
|| This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
628 PLIGHTINFOEL
*toDo
= This
->lights
;
629 while (toDo
!= NULL
) {
631 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
632 if (toDo
->enabledChanged
)
633 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
638 if (This
->set
.vertexShader
&& This
->changed
.vertexShader
) {
639 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
642 /* Vertex Shader Constants */
643 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
644 if (This
->set
.vertexShaderConstantsF
[i
] && This
->changed
.vertexShaderConstantsF
[i
])
645 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
, This
->vertexShaderConstantF
+ i
* 4, 1);
648 for (i
= 0; i
< MAX_CONST_I
; i
++) {
649 if (This
->set
.vertexShaderConstantsI
[i
] && This
->changed
.vertexShaderConstantsI
[i
])
650 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
653 for (i
= 0; i
< MAX_CONST_B
; i
++) {
654 if (This
->set
.vertexShaderConstantsB
[i
] && This
->changed
.vertexShaderConstantsB
[i
])
655 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
659 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
662 if (This
->set
.pixelShader
&& This
->changed
.pixelShader
) {
663 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
666 /* Pixel Shader Constants */
667 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
668 if (This
->set
.pixelShaderConstantsF
[i
] && This
->changed
.pixelShaderConstantsF
[i
])
669 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
, This
->pixelShaderConstantF
+ i
* 4, 1);
672 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
673 if (This
->set
.pixelShaderConstantsI
[i
] && This
->changed
.pixelShaderConstantsI
[i
])
674 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
677 for (i
= 0; i
< MAX_CONST_B
; ++i
) {
678 if (This
->set
.pixelShaderConstantsB
[i
] && This
->changed
.pixelShaderConstantsB
[i
])
679 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
683 if (This
->set
.fvf
&& This
->changed
.fvf
) {
684 IWineD3DDevice_SetFVF(pDevice
, This
->fvf
);
687 if (This
->set
.vertexDecl
&& This
->changed
.vertexDecl
) {
688 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
691 /* Others + Render & Texture */
692 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== WINED3DSBT_ALL
|| This
->blockType
== WINED3DSBT_INIT
) {
693 for (i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
694 if (This
->set
.transform
[i
] && This
->changed
.transform
[i
])
695 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
698 if (This
->set
.indices
&& This
->changed
.indices
)
699 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
, This
->baseVertexIndex
);
701 if (This
->set
.material
&& This
->changed
.material
)
702 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
704 if (This
->set
.viewport
&& This
->changed
.viewport
)
705 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
707 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
708 for (i
=0; i
<MAX_STREAMS
; i
++) {
709 if (This
->set
.streamSource
[i
] && This
->changed
.streamSource
[i
])
710 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
712 if (This
->set
.streamFreq
[i
] && This
->changed
.streamFreq
[i
])
713 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
716 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
717 if (This
->set
.clipplane
[i
] && This
->changed
.clipplane
[i
]) {
720 clip
[0] = This
->clipplane
[i
][0];
721 clip
[1] = This
->clipplane
[i
][1];
722 clip
[2] = This
->clipplane
[i
][2];
723 clip
[3] = This
->clipplane
[i
][3];
724 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
729 for (i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
730 if (This
->set
.renderState
[i
] && This
->changed
.renderState
[i
])
731 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
735 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) { /* Set The texture first, just in case it resets the states? */
736 /* TODO: move over to memcpy */
737 for (i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
738 if (This
->set
.textureState
[j
][i
] && This
->changed
.textureState
[j
][i
]) { /* tb_dx9_10 failes without this test */
739 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][i
] = This
->textureState
[j
][i
];
740 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.textureState
[j
][i
] = TRUE
;
741 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[j
][i
] = TRUE
;
747 /* TODO: move over to memcpy */
748 for (j
= 0 ; j
< GL_LIMITS(sampler_stages
); j
++){
749 if (This
->set
.textures
[j
] && This
->changed
.textures
[j
]) {
750 IWineD3DDevice_SetTexture(pDevice
, j
, This
->textures
[j
]);
752 for (i
= 1; i
<= WINED3D_HIGHEST_SAMPLER_STATE
; i
++){
753 if (This
->set
.samplerState
[j
][i
] && This
->changed
.samplerState
[j
][i
]) {
754 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][i
] = This
->samplerState
[j
][i
];
755 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->set
.samplerState
[j
][i
] = TRUE
;
756 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[j
][i
] = TRUE
;
762 } else if (This
->blockType
== WINED3DSBT_PIXELSTATE
) {
764 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
765 if (This
->set
.renderState
[SavedPixelStates_R
[i
]] && This
->changed
.renderState
[SavedPixelStates_R
[i
]])
766 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
770 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
771 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
772 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedPixelStates_T
[i
]] = This
->textureState
[j
][SavedPixelStates_T
[i
]];
776 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
777 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
778 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]] = This
->samplerState
[j
][SavedPixelStates_S
[i
]];
782 } else if (This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
784 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
785 if ( This
->set
.renderState
[SavedVertexStates_R
[i
]] && This
->changed
.renderState
[SavedVertexStates_R
[i
]])
786 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
789 for (j
= 0; j
< GL_LIMITS(texture_stages
); j
++) {
790 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
791 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][SavedVertexStates_T
[i
]] = This
->textureState
[j
][SavedVertexStates_T
[i
]];
795 for (j
= 0; j
< GL_LIMITS(sampler_stages
); j
++) {
796 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
797 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]] = This
->samplerState
[j
][SavedVertexStates_S
[i
]];
803 FIXME("Unrecognized state block type %d\n", This
->blockType
);
805 stateblock_savedstates_copy(iface
, &((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
, &This
->changed
);
806 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
811 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
812 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
813 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
814 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
825 /* Note this may have a large overhead but it should only be executed
826 once, in order to initialize the complete state of the device and
827 all opengl equivalents */
828 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
829 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
830 This
->blockType
= WINED3DSBT_INIT
;
832 /* Set some of the defaults for lights, transforms etc */
833 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], &identity
, sizeof(identity
));
834 memcpy(&This
->transforms
[WINED3DTS_VIEW
], &identity
, sizeof(identity
));
835 for (i
= 0; i
< 256; ++i
) {
836 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], &identity
, sizeof(identity
));
839 TRACE("Render states\n");
841 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
842 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
844 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_FALSE
);
846 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, D3DFILL_SOLID
);
847 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, D3DSHADE_GOURAUD
);
848 lp
.lp
.wRepeatFactor
= 0;
849 lp
.lp
.wLinePattern
= 0;
850 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
851 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
852 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
853 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
854 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, D3DBLEND_ONE
);
855 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, D3DBLEND_ZERO
);
856 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, D3DCULL_CCW
);
857 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
858 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, D3DCMP_ALWAYS
);
859 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
860 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
861 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
862 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
863 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
864 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
865 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
866 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
868 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
870 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
872 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
873 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
874 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
875 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
876 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
877 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, D3DSTENCILOP_KEEP
);
878 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
879 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, D3DSTENCILOP_KEEP
);
881 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
882 * so only a single call performed (and ensure defaults initialized before making that call)
884 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
885 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
887 This
->renderState
[WINED3DRS_STENCILREF
] = 0;
888 This
->renderState
[WINED3DRS_STENCILMASK
] = 0xFFFFFFFF;
889 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, D3DCMP_ALWAYS
);
890 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
891 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
892 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
893 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
894 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
895 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
896 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
897 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
898 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
899 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
900 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
901 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
902 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
903 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
904 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
905 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
906 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
907 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, D3DMCS_COLOR1
);
908 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, D3DMCS_COLOR2
);
909 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, D3DMCS_MATERIAL
);
910 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, D3DMCS_MATERIAL
);
911 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, D3DVBF_DISABLE
);
912 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
913 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
915 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
917 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
918 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
919 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
921 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
923 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
925 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
926 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
927 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
928 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, D3DPATCHEDGE_DISCRETE
);
930 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
931 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
933 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
934 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
935 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
937 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
938 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, D3DBLENDOP_ADD
);
939 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
940 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
941 /* states new in d3d9 */
942 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
943 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
945 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
946 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
947 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
949 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
950 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
952 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
954 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
955 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
956 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
957 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, D3DSTENCILOP_KEEP
);
958 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, D3DSTENCILOP_KEEP
);
959 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, D3DSTENCILOP_KEEP
);
960 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, D3DCMP_ALWAYS
);
961 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
962 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
963 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
964 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
965 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
966 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
967 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
968 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
969 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
970 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
971 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
972 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
973 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
974 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
975 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
976 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, D3DBLEND_ONE
);
977 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, D3DBLEND_ZERO
);
978 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, D3DBLENDOP_ADD
);
980 /* clipping status */
981 This
->clip_status
.ClipUnion
= 0;
982 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
984 /* Texture Stage States - Put directly into state block, we will call function below */
985 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
986 TRACE("Setting up default texture states for texture Stage %d\n", i
);
987 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], &identity
, sizeof(identity
));
988 This
->textureState
[i
][D3DTSS_COLOROP
] = (i
==0)? D3DTOP_MODULATE
: D3DTOP_DISABLE
;
989 This
->textureState
[i
][D3DTSS_COLORARG1
] = D3DTA_TEXTURE
;
990 This
->textureState
[i
][D3DTSS_COLORARG2
] = D3DTA_CURRENT
;
991 This
->textureState
[i
][D3DTSS_ALPHAOP
] = (i
==0)? D3DTOP_SELECTARG1
: D3DTOP_DISABLE
;
992 This
->textureState
[i
][D3DTSS_ALPHAARG1
] = D3DTA_TEXTURE
;
993 This
->textureState
[i
][D3DTSS_ALPHAARG2
] = D3DTA_CURRENT
;
994 This
->textureState
[i
][D3DTSS_BUMPENVMAT00
] = (DWORD
) 0.0;
995 This
->textureState
[i
][D3DTSS_BUMPENVMAT01
] = (DWORD
) 0.0;
996 This
->textureState
[i
][D3DTSS_BUMPENVMAT10
] = (DWORD
) 0.0;
997 This
->textureState
[i
][D3DTSS_BUMPENVMAT11
] = (DWORD
) 0.0;
998 This
->textureState
[i
][D3DTSS_TEXCOORDINDEX
] = i
;
999 This
->textureState
[i
][D3DTSS_BUMPENVLSCALE
] = (DWORD
) 0.0;
1000 This
->textureState
[i
][D3DTSS_BUMPENVLOFFSET
] = (DWORD
) 0.0;
1001 This
->textureState
[i
][D3DTSS_TEXTURETRANSFORMFLAGS
] = D3DTTFF_DISABLE
;
1002 This
->textureState
[i
][D3DTSS_ADDRESSW
] = D3DTADDRESS_WRAP
;
1003 This
->textureState
[i
][D3DTSS_COLORARG0
] = D3DTA_CURRENT
;
1004 This
->textureState
[i
][D3DTSS_ALPHAARG0
] = D3DTA_CURRENT
;
1005 This
->textureState
[i
][D3DTSS_RESULTARG
] = D3DTA_CURRENT
;
1009 for (i
= 0 ; i
< GL_LIMITS(sampler_stages
); i
++) {
1010 TRACE("Setting up default samplers states for sampler %d\n", i
);
1011 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = D3DTADDRESS_WRAP
;
1012 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = D3DTADDRESS_WRAP
;
1013 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = D3DTADDRESS_WRAP
;
1014 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1015 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1016 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1017 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1018 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1019 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1020 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1021 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0; /* TODO: Gamma correction value*/
1022 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1023 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 256; /* TODO: Vertex offset in the presampled displacement map */
1026 /* Under DirectX you can have texture stage operations even if no texture is
1027 bound, whereas opengl will only do texture operations when a valid texture is
1028 bound. We emulate this by creating dummy textures and binding them to each
1029 texture stage, but disable all stages by default. Hence if a stage is enabled
1030 then the default texture will kick in until replaced by a SetTexture call */
1031 if (!GL_SUPPORT(NV_REGISTER_COMBINERS
)) {
1034 for (i
= 0; i
< GL_LIMITS(texture_stages
); i
++) {
1035 GLubyte white
= 255;
1037 /* Note this avoids calling settexture, so pretend it has been called */
1038 This
->set
.textures
[i
] = TRUE
;
1039 This
->changed
.textures
[i
] = TRUE
;
1040 This
->textures
[i
] = NULL
;
1042 /* Make appropriate texture active */
1043 if (GL_SUPPORT(ARB_MULTITEXTURE
)) {
1044 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
1045 checkGLcall("glActiveTextureARB");
1047 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
1050 /* Generate an opengl texture name */
1051 glGenTextures(1, &ThisDevice
->dummyTextureName
[i
]);
1052 checkGLcall("glGenTextures");
1053 TRACE("Dummy Texture %d given name %d\n", i
, ThisDevice
->dummyTextureName
[i
]);
1055 /* Generate a dummy 1d texture */
1056 This
->textureDimensions
[i
] = GL_TEXTURE_1D
;
1057 glBindTexture(GL_TEXTURE_1D
, ThisDevice
->dummyTextureName
[i
]);
1058 checkGLcall("glBindTexture");
1060 glTexImage1D(GL_TEXTURE_1D
, 0, GL_LUMINANCE
, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
1061 checkGLcall("glTexImage1D");
1062 #if 1 /* TODO: move the setting texture states off to basetexture */
1063 /* Reapply all the texture state information to this texture */
1064 IWineD3DDevice_SetupTextureStates(device
, i
, i
, REAPPLY_ALL
);
1071 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
1072 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
1074 for (j
= 0; j
< 256; ++j
) {
1075 This
->wineD3DDevice
->palettes
[i
][j
].peRed
= 0xFF;
1076 This
->wineD3DDevice
->palettes
[i
][j
].peGreen
= 0xFF;
1077 This
->wineD3DDevice
->palettes
[i
][j
].peBlue
= 0xFF;
1078 This
->wineD3DDevice
->palettes
[i
][j
].peFlags
= 0xFF;
1081 This
->wineD3DDevice
->currentPalette
= 0;
1083 /* Set default GLSL program to NULL. We won't actually create one
1084 * until the app sets a vertex or pixel shader */
1085 This
->glsl_program
= NULL
;
1087 TRACE("-----------------------> Device defaults now set up...\n");
1091 /**********************************************************
1092 * IWineD3DStateBlock VTbl follows
1093 **********************************************************/
1095 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1098 IWineD3DStateBlockImpl_QueryInterface
,
1099 IWineD3DStateBlockImpl_AddRef
,
1100 IWineD3DStateBlockImpl_Release
,
1101 /* IWineD3DStateBlock */
1102 IWineD3DStateBlockImpl_GetParent
,
1103 IWineD3DStateBlockImpl_GetDevice
,
1104 IWineD3DStateBlockImpl_Capture
,
1105 IWineD3DStateBlockImpl_Apply
,
1106 IWineD3DStateBlockImpl_InitStartupStateBlock