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[wine/testsucceed.git] / dlls / wined3d / stateblock.c
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1 /*
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
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
29 /**********************************************************
30 * IWineD3DStateBlockImpl IUnknown parts follows
31 **********************************************************/
32 HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
34 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
35 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36 if (IsEqualGUID(riid, &IID_IUnknown)
37 || IsEqualGUID(riid, &IID_IWineD3DBase)
38 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
39 IUnknown_AddRef(iface);
40 *ppobj = This;
41 return S_OK;
43 *ppobj = NULL;
44 return E_NOINTERFACE;
47 ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
48 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
49 ULONG refCount = InterlockedIncrement(&This->ref);
51 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
52 return refCount;
55 ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
56 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
57 ULONG refCount = InterlockedDecrement(&This->ref);
59 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
61 if (!refCount) {
62 /* type 0 represents the primary stateblock, so free all the resources */
63 if (This->blockType == WINED3DSBT_INIT) {
64 int counter;
65 FIXME("Releasing primary stateblock\n");
66 /* Free any streams still bound */
67 for (counter = 0 ; counter < MAX_STREAMS ; counter++) {
68 if (This->streamSource[counter] != NULL) {
69 IWineD3DVertexBuffer_Release(This->streamSource[counter]);
70 This->streamSource[counter] = NULL;
74 /* free any index data */
75 if (This->pIndexData) {
76 IWineD3DIndexBuffer_Release(This->pIndexData);
77 This->pIndexData = NULL;
80 if (NULL != This->pixelShader) {
81 IWineD3DPixelShader_Release(This->pixelShader);
84 if (NULL != This->vertexShader) {
85 IWineD3DVertexShader_Release(This->vertexShader);
88 if (NULL != This->vertexDecl) {
89 IWineD3DVertexDeclaration_Release(This->vertexDecl);
92 /* NOTE: according to MSDN: The applicaion is responsible for making sure the texture references are cleared down */
93 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
94 if (This->textures[counter]) {
95 /* release our 'internal' hold on the texture */
96 if(0 != IWineD3DBaseTexture_Release(This->textures[counter])) {
97 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter, This->textures[counter]);
103 HeapFree(GetProcessHeap(), 0, This);
105 return refCount;
108 /**********************************************************
109 * IWineD3DStateBlockImpl parts follows
110 **********************************************************/
111 HRESULT WINAPI IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock *iface, IUnknown **pParent) {
112 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
113 IUnknown_AddRef(This->parent);
114 *pParent = This->parent;
115 return WINED3D_OK;
118 HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
120 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
122 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
123 IWineD3DDevice_AddRef(*ppDevice);
124 return WINED3D_OK;
128 HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface){
130 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
131 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
133 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
135 /* If not recorded, then update can just recapture */
136 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED */ 0) {
137 IWineD3DStateBlockImpl* tmpBlock;
138 PLIGHTINFOEL *tmp = This->lights;
140 IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)This->wineD3DDevice, This->blockType, (IWineD3DStateBlock**) &tmpBlock, NULL/*parent*/);
142 /* Note just swap the light chains over so when deleting, the old one goes */
143 memcpy(This, tmpBlock, sizeof(IWineD3DStateBlockImpl));
144 tmpBlock->lights = tmp;
146 /* Delete the temporary one (which points to the old light chain though */
147 IWineD3DStateBlock_Release((IWineD3DStateBlock *)tmpBlock);
148 /*IDirect3DDevice_DeleteStateBlock(pDevice, tmpBlock);*/
150 } else {
151 unsigned int i, j;
153 PLIGHTINFOEL *src;
155 /* Recorded => Only update 'changed' values */
156 if (This->vertexShader != targetStateBlock->vertexShader) {
157 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
159 if (targetStateBlock->vertexShader) {
160 IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
162 if (This->vertexShader) {
163 IWineD3DVertexShader_Release(This->vertexShader);
166 This->vertexShader = targetStateBlock->vertexShader;
169 /* Vertex Shader Constants */
170 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
171 if (This->set.vertexShaderConstants[i]) {
172 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i, targetStateBlock->vertexShaderConstantF[i * 4 + 1]);
173 This->vertexShaderConstantB[i] = targetStateBlock->vertexShaderConstantB[i];
174 This->vertexShaderConstantF[i * 4] = targetStateBlock->vertexShaderConstantF[i * 4];
175 This->vertexShaderConstantF[i * 4 + 1] = targetStateBlock->vertexShaderConstantF[i * 4 + 1];
176 This->vertexShaderConstantF[i * 4 + 2] = targetStateBlock->vertexShaderConstantF[i * 4 + 2];
177 This->vertexShaderConstantF[i * 4 + 3] = targetStateBlock->vertexShaderConstantF[i * 4 + 3];
178 This->vertexShaderConstantI[i * 4] = targetStateBlock->vertexShaderConstantI[i * 4];
179 This->vertexShaderConstantI[i * 4 + 1] = targetStateBlock->vertexShaderConstantI[i * 4 + 1];
180 This->vertexShaderConstantI[i * 4 + 2] = targetStateBlock->vertexShaderConstantI[i * 4 + 2];
181 This->vertexShaderConstantI[i * 4 + 3] = targetStateBlock->vertexShaderConstantI[i * 4 + 3];
182 This->vertexShaderConstantT[i] = targetStateBlock->vertexShaderConstantT[i];
186 /* Lights... For a recorded state block, we just had a chain of actions to perform,
187 so we need to walk that chain and update any actions which differ */
188 src = This->lights;
189 while (src != NULL) {
190 PLIGHTINFOEL *realLight = NULL;
192 /* Locate the light in the live lights */
193 realLight = targetStateBlock->lights;
194 while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
196 if (realLight == NULL) {
197 FIXME("A captured light no longer exists...?\n");
198 } else {
200 /* If 'changed' then its a SetLight command. Rather than comparing to see
201 if the OriginalParms have changed and then copy them (twice through
202 memory) just do the copy */
203 if (src->changed) {
204 TRACE("Updating lights for light %ld\n", src->OriginalIndex);
205 memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(src->OriginalParms));
208 /* If 'enabledchanged' then its a LightEnable command */
209 if (src->enabledChanged) {
210 TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
211 src->lightEnabled = realLight->lightEnabled;
216 src = src->next;
219 /* Recorded => Only update 'changed' values */
220 if (This->pixelShader != targetStateBlock->pixelShader) {
221 TRACE("Updating pixel shader from %p to %p\n", This->pixelShader, targetStateBlock->pixelShader);
223 if (targetStateBlock->pixelShader) {
224 IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
226 if (This->pixelShader) {
227 IWineD3DPixelShader_Release(This->pixelShader);
230 This->pixelShader = targetStateBlock->pixelShader;
233 /* Pixel Shader Constants */
234 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
235 if (This->set.pixelShaderConstants[i]) {
236 TRACE("Setting %p from %p %d to %f\n", This, targetStateBlock, i, targetStateBlock->pixelShaderConstantF[i * 4 + 1]);
237 This->pixelShaderConstantB[i] = targetStateBlock->pixelShaderConstantB[i];
238 This->pixelShaderConstantF[i * 4] = targetStateBlock->pixelShaderConstantF[i * 4];
239 This->pixelShaderConstantF[i * 4 + 1] = targetStateBlock->pixelShaderConstantF[i * 4 + 1];
240 This->pixelShaderConstantF[i * 4 + 2] = targetStateBlock->pixelShaderConstantF[i * 4 + 2];
241 This->pixelShaderConstantF[i * 4 + 3] = targetStateBlock->pixelShaderConstantF[i * 4 + 3];
242 This->pixelShaderConstantI[i * 4] = targetStateBlock->pixelShaderConstantI[i * 4];
243 This->pixelShaderConstantI[i * 4 + 1] = targetStateBlock->pixelShaderConstantI[i * 4 + 1];
244 This->pixelShaderConstantI[i * 4 + 2] = targetStateBlock->pixelShaderConstantI[i * 4 + 2];
245 This->pixelShaderConstantI[i * 4 + 3] = targetStateBlock->pixelShaderConstantI[i * 4 + 3];
246 This->pixelShaderConstantT[i] = targetStateBlock->pixelShaderConstantT[i];
250 /* Others + Render & Texture */
251 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
252 if (This->set.transform[i] && memcmp(&targetStateBlock->transforms[i],
253 &This->transforms[i],
254 sizeof(D3DMATRIX)) != 0) {
255 TRACE("Updating transform %d\n", i);
256 memcpy(&This->transforms[i], &targetStateBlock->transforms[i], sizeof(D3DMATRIX));
260 if (This->set.indices && ((This->pIndexData != targetStateBlock->pIndexData)
261 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex))) {
262 TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
263 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
264 This->pIndexData = targetStateBlock->pIndexData;
265 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
268 if(This->set.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl){
269 TRACE("Updating vertex declaration from %p to %p\n", This->vertexDecl, targetStateBlock->vertexDecl);
271 if (targetStateBlock->vertexDecl) {
272 IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
274 if (This->vertexDecl) {
275 IWineD3DVertexDeclaration_Release(This->vertexDecl);
278 This->vertexDecl = targetStateBlock->vertexDecl;
281 if(This->set.fvf && This->fvf != targetStateBlock->fvf){
282 This->fvf = targetStateBlock->fvf;
285 if (This->set.material && memcmp(&targetStateBlock->material,
286 &This->material,
287 sizeof(D3DMATERIAL9)) != 0) {
288 TRACE("Updating material\n");
289 memcpy(&This->material, &targetStateBlock->material, sizeof(D3DMATERIAL9));
292 if (This->set.viewport && memcmp(&targetStateBlock->viewport,
293 &This->viewport,
294 sizeof(D3DVIEWPORT9)) != 0) {
295 TRACE("Updating viewport\n");
296 memcpy(&This->viewport, &targetStateBlock->viewport, sizeof(D3DVIEWPORT9));
299 for (i = 0; i < MAX_STREAMS; i++) {
300 if (This->set.streamSource[i] &&
301 ((This->streamStride[i] != targetStateBlock->streamStride[i]) ||
302 (This->streamSource[i] != targetStateBlock->streamSource[i]))) {
303 TRACE("Updating stream source %d to %p, stride to %d\n", i, targetStateBlock->streamSource[i],
304 targetStateBlock->streamStride[i]);
305 This->streamStride[i] = targetStateBlock->streamStride[i];
306 This->streamSource[i] = targetStateBlock->streamSource[i];
309 if (This->set.streamFreq[i] &&
310 (This->streamFreq[i] != targetStateBlock->streamFreq[i]
311 || This->streamFlags[i] != targetStateBlock->streamFlags[i])){
312 TRACE("Updating stream frequency %d to %d flags to %d\n", i , targetStateBlock->streamFreq[i] ,
313 targetStateBlock->streamFlags[i]);
314 This->streamFreq[i] = targetStateBlock->streamFreq[i];
315 This->streamFlags[i] = targetStateBlock->streamFlags[i];
319 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
320 if (This->set.clipplane[i] && memcmp(&targetStateBlock->clipplane[i],
321 &This->clipplane[i],
322 sizeof(This->clipplane)) != 0) {
324 TRACE("Updating clipplane %d\n", i);
325 memcpy(&This->clipplane[i], &targetStateBlock->clipplane[i],
326 sizeof(This->clipplane));
330 /* Render */
331 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
333 if (This->set.renderState[i] && (This->renderState[i] != targetStateBlock->renderState[i])) {
334 TRACE("Updating renderState %d to %ld\n", i, targetStateBlock->renderState[i]);
335 This->renderState[i] = targetStateBlock->renderState[i];
339 /* FIXME: textures are up to MAX_SAMPLERS for d3d9? */
340 /* Texture */
341 for (j = 0; j < GL_LIMITS(textures); j++) {
342 /* TODO: move over to using memcpy */
343 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE ; i++) {
344 if (This->set.textureState[j][i]) {
345 TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, targetStateBlock->textureState[j][i],
346 This->textureState[j][i]);
347 This->textureState[j][i] = targetStateBlock->textureState[j][i];
351 if (This->set.textures[j]) {
352 TRACE("Updating texture %d to %p (was %p)\n", j, targetStateBlock->textures[j], This->textures[j]);
353 This->textures[j] = targetStateBlock->textures[j];
358 /* Samplers */
359 /* TODO: move over to using memcpy */
360 for (j = 0 ; j < GL_LIMITS(samplers); j++){
361 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE ; i++){ /* States are 1 based */
362 if (This->set.samplerState[j][i]) {
363 TRACE("Updating sampler state %d,%d to %ld (was %ld)\n",
364 j, i, targetStateBlock->samplerState[j][i],
365 This->samplerState[j][i]);
366 This->samplerState[j][i] = targetStateBlock->samplerState[j][i];
372 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
374 return WINED3D_OK;
377 HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
378 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
379 IWineD3DDevice* pDevice = (IWineD3DDevice*)This->wineD3DDevice;
381 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
382 should really perform a delta so that only the changes get updated*/
385 UINT i;
386 UINT j;
388 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
390 /* FIXME: Only apply applicable states not all states */
392 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */This->blockType == WINED3DSBT_INIT || This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_VERTEXSTATE) {
395 PLIGHTINFOEL *toDo = This->lights;
396 while (toDo != NULL) {
397 if (toDo->changed)
398 IWineD3DDevice_SetLight(pDevice, toDo->OriginalIndex, &toDo->OriginalParms);
399 if (toDo->enabledChanged)
400 IWineD3DDevice_SetLightEnable(pDevice, toDo->OriginalIndex, toDo->lightEnabled);
401 toDo = toDo->next;
404 /* Vertex Shader */
405 if (This->set.vertexShader && This->changed.vertexShader) {
406 IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
409 /* Vertex Shader Constants */
410 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
411 if (This->set.vertexShaderConstants[i] && This->changed.vertexShaderConstants[i]) {
412 switch (This->vertexShaderConstantT[i]) {
413 case WINESHADERCNST_FLOAT:
414 IWineD3DDevice_SetVertexShaderConstantF(pDevice, i, This->vertexShaderConstantF + i * 4, 1);
415 break;
416 case WINESHADERCNST_BOOL:
417 IWineD3DDevice_SetVertexShaderConstantB(pDevice, i, This->vertexShaderConstantB + i, 1);
418 break;
419 case WINESHADERCNST_INTEGER:
420 IWineD3DDevice_SetVertexShaderConstantI(pDevice, i, This->vertexShaderConstantI + i * 4, 1);
421 break;
422 case WINESHADERCNST_NONE:
423 IWineD3DDevice_SetVertexShaderConstantN(pDevice, i, 1);
424 break;
431 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == D3DSBT_ALL || This->blockType == D3DSBT_PIXELSTATE) {
433 /* Pixel Shader */
434 if (This->set.pixelShader && This->changed.pixelShader) {
435 IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
438 /* Pixel Shader Constants */
439 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
440 if (This->set.pixelShaderConstants[i] && This->changed.pixelShaderConstants[i]) {
441 switch (This->pixelShaderConstantT[i]) {
442 case WINESHADERCNST_FLOAT:
443 IWineD3DDevice_SetPixelShaderConstantF(pDevice, i, This->pixelShaderConstantF + i * 4, 1);
444 break;
445 case WINESHADERCNST_BOOL:
446 IWineD3DDevice_SetPixelShaderConstantB(pDevice, i, This->pixelShaderConstantB + i, 1);
447 break;
448 case WINESHADERCNST_INTEGER:
449 IWineD3DDevice_SetPixelShaderConstantI(pDevice, i, This->pixelShaderConstantI + i * 4, 1);
450 break;
451 case WINESHADERCNST_NONE:
452 IWineD3DDevice_SetPixelShaderConstantN(pDevice, i, 1);
453 break;
459 if (This->set.fvf && This->changed.fvf) {
460 IWineD3DDevice_SetFVF(pDevice, This->fvf);
463 if (This->set.vertexDecl && This->changed.vertexDecl) {
464 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
467 /* Others + Render & Texture */
468 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This->blockType == WINED3DSBT_ALL || This->blockType == WINED3DSBT_INIT) {
469 for (i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
470 if (This->set.transform[i] && This->changed.transform[i])
471 IWineD3DDevice_SetTransform(pDevice, i, &This->transforms[i]);
474 if (This->set.indices && This->changed.indices)
475 IWineD3DDevice_SetIndices(pDevice, This->pIndexData, This->baseVertexIndex);
477 if (This->set.material && This->changed.material )
478 IWineD3DDevice_SetMaterial(pDevice, &This->material);
480 if (This->set.viewport && This->changed.viewport)
481 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
483 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
484 for (i=0; i<MAX_STREAMS; i++) {
485 if (This->set.streamSource[i] && This->changed.streamSource[i])
486 IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
488 if (This->set.streamFreq[i] && This->changed.streamFreq[i])
489 IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
492 for (i = 0; i < GL_LIMITS(clipplanes); i++) {
493 if (This->set.clipplane[i] && This->changed.clipplane[i]) {
494 float clip[4];
496 clip[0] = This->clipplane[i][0];
497 clip[1] = This->clipplane[i][1];
498 clip[2] = This->clipplane[i][2];
499 clip[3] = This->clipplane[i][3];
500 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
504 /* Render */
505 for (i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
506 if (This->set.renderState[i] && This->changed.renderState[i])
507 IWineD3DDevice_SetRenderState(pDevice, i, This->renderState[i]);
510 /* FIXME: Texture are set against samplers... not just TextureStages */
511 /* Texture */
512 for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
513 if (This->set.textures[j] && This->changed.textures[j]) {
514 IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
516 /* TODO: move over to memcpy */
517 for (i = 1; i <= WINED3D_HIGHEST_TEXTURE_STATE; i++) {
518 if (This->set.textureState[j][i] && This->changed.textureState[j][i]) { /* tb_dx9_10 failes without this test */
519 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][i] = This->textureState[j][i];
520 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.textureState[j][i] = TRUE;
521 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.textureState[j][i] = TRUE;
526 /* Samplers */
527 /* TODO: move over to memcpy */
528 for (j = 0 ; j < GL_LIMITS(samplers); j++){
529 for (i = 1; i <= WINED3D_HIGHEST_SAMPLER_STATE; i++){
530 if (This->set.samplerState[j][i] && This->changed.samplerState[j][i]) {
531 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][i] = This->samplerState[j][i];
532 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->set.samplerState[j][i] = TRUE;
533 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->changed.samplerState[j][i] = TRUE;
539 } else if (This->blockType == WINED3DSBT_PIXELSTATE) {
541 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
542 if (This->set.renderState[SavedPixelStates_R[i]] && This->changed.renderState[SavedPixelStates_R[i]])
543 IWineD3DDevice_SetRenderState(pDevice, SavedPixelStates_R[i], This->renderState[SavedPixelStates_R[i]]);
547 for (j = 0; j < GL_LIMITS(textures); j++) {
548 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
549 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedPixelStates_T[i]] = This->textureState[j][SavedPixelStates_T[i]];
553 for (j = 0; j < GL_LIMITS(samplers); j++) {
554 for (i = 0; i < NUM_SAVEDPIXELSTATES_S; i++) {
555 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedPixelStates_S[i]] = This->samplerState[j][SavedPixelStates_S[i]];
559 } else if (This->blockType == WINED3DSBT_VERTEXSTATE) {
561 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
562 if ( This->set.renderState[SavedVertexStates_R[i]] && This->changed.renderState[SavedVertexStates_R[i]])
563 IWineD3DDevice_SetRenderState(pDevice, SavedVertexStates_R[i], This->renderState[SavedVertexStates_R[i]]);
566 for (j = 0; j < GL_LIMITS(textures); j++) {
567 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
568 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->textureState[j][SavedVertexStates_T[i]] = This->textureState[j][SavedVertexStates_T[i]];
572 for (j = 0; j < GL_LIMITS(textures); j++) {
573 for (i = 0; i < NUM_SAVEDVERTEXSTATES_S; i++) {
574 ((IWineD3DDeviceImpl *)pDevice)->stateBlock->samplerState[j][SavedVertexStates_S[i]] = This->samplerState[j][SavedVertexStates_S[i]];
579 } else {
580 FIXME("Unrecognized state block type %d\n", This->blockType);
582 memcpy(&((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed, &This->changed, sizeof(((IWineD3DDeviceImpl*)pDevice)->stateBlock->changed));
583 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
585 return WINED3D_OK;
588 HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
589 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
590 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
591 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
592 union {
593 D3DLINEPATTERN lp;
594 DWORD d;
595 } lp;
596 union {
597 float f;
598 DWORD d;
599 } tmpfloat;
600 unsigned int i;
602 /* Note this may have a large overhead but it should only be executed
603 once, in order to initialize the complete state of the device and
604 all opengl equivalents */
605 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
606 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
607 This->blockType = WINED3DSBT_INIT;
609 /* Set some of the defaults for lights, transforms etc */
610 memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
611 memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
612 for (i = 0; i < 256; ++i) {
613 memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
616 TRACE("Render states\n");
617 /* Render states: */
618 if (ThisDevice->depthStencilBuffer != NULL) {
619 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_TRUE);
620 } else {
621 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, D3DZB_FALSE);
623 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, D3DFILL_SOLID);
624 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, D3DSHADE_GOURAUD);
625 lp.lp.wRepeatFactor = 0;
626 lp.lp.wLinePattern = 0;
627 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
628 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
629 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
630 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
631 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, D3DBLEND_ONE);
632 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, D3DBLEND_ZERO);
633 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, D3DCULL_CCW);
634 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, D3DCMP_LESSEQUAL);
635 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
636 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0xff); /*??*/
637 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
638 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
639 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
640 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
641 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
642 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
643 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, D3DFOG_NONE);
644 tmpfloat.f = 0.0f;
645 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
646 tmpfloat.f = 1.0f;
647 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
648 tmpfloat.f = 1.0f;
649 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
650 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
651 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
652 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
653 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
654 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
655 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
656 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
658 /* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
659 * so only a single call performed (and ensure defaults initialized before making that call)
661 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
662 * IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
664 This->renderState[WINED3DRS_STENCILREF] = 0;
665 This->renderState[WINED3DRS_STENCILMASK] = 0xFFFFFFFF;
666 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, D3DCMP_ALWAYS);
667 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
668 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
669 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
670 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
671 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
672 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
673 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
674 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
675 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
676 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
677 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
678 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
679 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
680 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, D3DFOG_NONE);
681 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
682 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
683 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
684 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
685 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
686 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
687 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
688 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
689 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
690 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
691 tmpfloat.f = 1.0f;
692 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
693 tmpfloat.f = 0.0f;
694 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
695 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
696 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
697 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, TRUE);
698 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, TRUE);
699 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, TRUE);
700 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
701 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
702 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
703 tmpfloat.f = 1.0f;
704 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
705 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
706 tmpfloat.f = 64.0f;
707 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
708 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
709 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
710 tmpfloat.f = 0.0f;
711 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
712 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, D3DBLENDOP_ADD);
713 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
714 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
715 /* states new in d3d9 */
716 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
717 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
718 tmpfloat.f = 1.0f;
719 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
720 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
721 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
722 tmpfloat.f = 0.0f;
723 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
724 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
725 tmpfloat.f = 1.0f;
726 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
727 tmpfloat.f = 0.0f;
728 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
729 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
730 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
731 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
732 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
733 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
734 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
735 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
736 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
737 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
738 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
739 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
740 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
741 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
742 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
743 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
744 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
745 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
746 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
747 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
748 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
749 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
750 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
751 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, D3DBLEND_ZERO);
752 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, D3DBLENDOP_ADD);
754 /* clipping status */
755 This->clip_status.ClipUnion = 0;
756 This->clip_status.ClipIntersection = 0xFFFFFFFF;
758 /* Texture Stage States - Put directly into state block, we will call function below */
759 for (i = 0; i < GL_LIMITS(textures); i++) {
760 TRACE("Setting up default texture states for texture Stage %d\n", i);
761 memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
762 This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
763 This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
764 This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
765 This->textureState[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
766 This->textureState[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
767 This->textureState[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
768 This->textureState[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
769 This->textureState[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
770 This->textureState[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
771 This->textureState[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
772 This->textureState[i][D3DTSS_TEXCOORDINDEX ] = i;
773 This->textureState[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
774 This->textureState[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
775 This->textureState[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
776 This->textureState[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
777 This->textureState[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
778 This->textureState[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
779 This->textureState[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
782 /* Sampler states*/
783 for (i = 0 ; i < GL_LIMITS(samplers); i++) {
784 TRACE("Setting up default samplers states for sampler %d\n", i);
785 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
786 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
787 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
788 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
789 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
790 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
791 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
792 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
793 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
794 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
795 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0; /* TODO: Gamma correction value*/
796 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
797 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 256; /* TODO: Vertex offset in the presampled displacement map */
800 /* Under DirectX you can have texture stage operations even if no texture is
801 bound, whereas opengl will only do texture operations when a valid texture is
802 bound. We emulate this by creating dummy textures and binding them to each
803 texture stage, but disable all stages by default. Hence if a stage is enabled
804 then the default texture will kick in until replaced by a SetTexture call */
806 ENTER_GL();
808 for (i = 0; i < GL_LIMITS(textures); i++) {
809 GLubyte white = 255;
811 /* Note this avoids calling settexture, so pretend it has been called */
812 This->set.textures[i] = TRUE;
813 This->changed.textures[i] = TRUE;
814 This->textures[i] = NULL;
816 /* Make appropriate texture active */
817 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
818 GLACTIVETEXTURE(i);
819 } else if (i > 0) {
820 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
823 /* Generate an opengl texture name */
824 glGenTextures(1, &ThisDevice->dummyTextureName[i]);
825 checkGLcall("glGenTextures");
826 TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
828 /* Generate a dummy 1d texture */
829 This->textureDimensions[i] = GL_TEXTURE_1D;
830 glBindTexture(GL_TEXTURE_1D, ThisDevice->dummyTextureName[i]);
831 checkGLcall("glBindTexture");
833 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
834 checkGLcall("glTexImage1D");
835 #if 1 /* TODO: move the setting texture states off to basetexture */
836 /* Reapply all the texture state information to this texture */
837 IWineD3DDevice_SetupTextureStates(device, i, REAPPLY_ALL);
838 #endif
841 LEAVE_GL();
843 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
844 for (i = 0; i < MAX_PALETTES; ++i) {
845 int j;
846 for (j = 0; j < 256; ++j) {
847 This->wineD3DDevice->palettes[i][j].peRed = 0xFF;
848 This->wineD3DDevice->palettes[i][j].peGreen = 0xFF;
849 This->wineD3DDevice->palettes[i][j].peBlue = 0xFF;
850 This->wineD3DDevice->palettes[i][j].peFlags = 0xFF;
853 This->wineD3DDevice->currentPalette = 0;
855 TRACE("-----------------------> Device defaults now set up...\n");
856 return WINED3D_OK;
859 /**********************************************************
860 * IWineD3DStateBlock VTbl follows
861 **********************************************************/
863 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
865 /* IUnknown */
866 IWineD3DStateBlockImpl_QueryInterface,
867 IWineD3DStateBlockImpl_AddRef,
868 IWineD3DStateBlockImpl_Release,
869 /* IWineD3DStateBlock */
870 IWineD3DStateBlockImpl_GetParent,
871 IWineD3DStateBlockImpl_GetDevice,
872 IWineD3DStateBlockImpl_Capture,
873 IWineD3DStateBlockImpl_Apply,
874 IWineD3DStateBlockImpl_InitStartupStateBlock