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 * 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
);
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);
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);
62 /* type 0 represents the primary stateblock, so free all the resources */
63 if (This
->blockType
== WINED3DSBT_INIT
) {
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
);
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
;
118 HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
120 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
122 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
123 IWineD3DDevice_AddRef(*ppDevice
);
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);*/
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 */
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");
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 */
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
;
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
,
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
,
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
],
322 sizeof(This
->clipplane
)) != 0) {
324 TRACE("Updating clipplane %d\n", i
);
325 memcpy(&This
->clipplane
[i
], &targetStateBlock
->clipplane
[i
],
326 sizeof(This
->clipplane
));
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? */
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
];
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
);
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*/
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
) {
398 IWineD3DDevice_SetLight(pDevice
, toDo
->OriginalIndex
, &toDo
->OriginalParms
);
399 if (toDo
->enabledChanged
)
400 IWineD3DDevice_SetLightEnable(pDevice
, toDo
->OriginalIndex
, toDo
->lightEnabled
);
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);
416 case WINESHADERCNST_BOOL
:
417 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
, This
->vertexShaderConstantB
+ i
, 1);
419 case WINESHADERCNST_INTEGER
:
420 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
, This
->vertexShaderConstantI
+ i
* 4, 1);
422 case WINESHADERCNST_NONE
:
423 IWineD3DDevice_SetVertexShaderConstantN(pDevice
, i
, 1);
431 if (/*TODO: 'magic' statetype, replace with BOOL This->blockType == D3DSBT_RECORDED || */ This
->blockType
== D3DSBT_ALL
|| This
->blockType
== D3DSBT_PIXELSTATE
) {
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);
445 case WINESHADERCNST_BOOL
:
446 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
, This
->pixelShaderConstantB
+ i
, 1);
448 case WINESHADERCNST_INTEGER
:
449 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
, This
->pixelShaderConstantI
+ i
* 4, 1);
451 case WINESHADERCNST_NONE
:
452 IWineD3DDevice_SetPixelShaderConstantN(pDevice
, i
, 1);
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
]) {
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
);
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 */
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
;
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
]];
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
);
588 HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
589 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
590 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
591 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
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");
618 if (ThisDevice
->depthStencilBuffer
!= NULL
) {
619 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, D3DZB_TRUE
);
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
);
645 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
647 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
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
);
692 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
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
);
704 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
705 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, D3DDMT_DISABLE
);
707 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
708 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
709 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
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);
719 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
720 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
721 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
723 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
724 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
726 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
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
;
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 */
808 for (i
= 0; i
< GL_LIMITS(textures
); i
++) {
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
)) {
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
);
843 /* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
844 for (i
= 0; i
< MAX_PALETTES
; ++i
) {
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");
859 /**********************************************************
860 * IWineD3DStateBlock VTbl follows
861 **********************************************************/
863 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
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