2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
30 /***************************************
31 * Stateblock helper functions follow
32 **************************************/
34 /** Allocates the correct amount of space for pixel and vertex shader constants,
35 * along with their set/changed flags on the given stateblock object
37 HRESULT
allocate_shader_constants(IWineD3DStateBlockImpl
* object
) {
39 IWineD3DStateBlockImpl
*This
= object
;
41 /* Allocate space for floating point constants */
42 object
->pixelShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
43 if (!object
->pixelShaderConstantF
) goto fail
;
45 object
->changed
.pixelShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(pshader_constantsF
));
46 if (!object
->changed
.pixelShaderConstantsF
) goto fail
;
48 object
->vertexShaderConstantF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
49 if (!object
->vertexShaderConstantF
) goto fail
;
51 object
->changed
.vertexShaderConstantsF
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(BOOL
) * GL_LIMITS(vshader_constantsF
));
52 if (!object
->changed
.vertexShaderConstantsF
) goto fail
;
54 object
->contained_vs_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(vshader_constantsF
));
55 if (!object
->contained_vs_consts_f
) goto fail
;
57 object
->contained_ps_consts_f
= HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD
) * GL_LIMITS(pshader_constantsF
));
58 if (!object
->contained_ps_consts_f
) goto fail
;
63 ERR("Failed to allocate memory\n");
64 HeapFree(GetProcessHeap(), 0, object
->pixelShaderConstantF
);
65 HeapFree(GetProcessHeap(), 0, object
->changed
.pixelShaderConstantsF
);
66 HeapFree(GetProcessHeap(), 0, object
->vertexShaderConstantF
);
67 HeapFree(GetProcessHeap(), 0, object
->changed
.vertexShaderConstantsF
);
68 HeapFree(GetProcessHeap(), 0, object
->contained_vs_consts_f
);
69 HeapFree(GetProcessHeap(), 0, object
->contained_ps_consts_f
);
73 /** Copy all members of one stateblock to another */
74 static void stateblock_savedstates_copy(IWineD3DStateBlock
* iface
, SAVEDSTATES
*dest
, const SAVEDSTATES
*source
)
76 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
77 unsigned bsize
= sizeof(BOOL
);
80 dest
->indices
= source
->indices
;
81 dest
->material
= source
->material
;
82 dest
->viewport
= source
->viewport
;
83 dest
->vertexDecl
= source
->vertexDecl
;
84 dest
->pixelShader
= source
->pixelShader
;
85 dest
->vertexShader
= source
->vertexShader
;
86 dest
->scissorRect
= dest
->scissorRect
;
88 /* Fixed size arrays */
89 dest
->streamSource
= source
->streamSource
;
90 dest
->streamFreq
= source
->streamFreq
;
91 dest
->textures
= source
->textures
;
92 memcpy(dest
->transform
, source
->transform
, sizeof(source
->transform
));
93 memcpy(dest
->renderState
, source
->renderState
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
94 memcpy(dest
->textureState
, source
->textureState
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
95 memcpy(dest
->samplerState
, source
->samplerState
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
96 dest
->clipplane
= source
->clipplane
;
97 dest
->pixelShaderConstantsB
= source
->pixelShaderConstantsB
;
98 dest
->pixelShaderConstantsI
= source
->pixelShaderConstantsI
;
99 dest
->vertexShaderConstantsB
= source
->vertexShaderConstantsB
;
100 dest
->vertexShaderConstantsI
= source
->vertexShaderConstantsI
;
102 /* Dynamically sized arrays */
103 memcpy(dest
->pixelShaderConstantsF
, source
->pixelShaderConstantsF
, bsize
* GL_LIMITS(pshader_constantsF
));
104 memcpy(dest
->vertexShaderConstantsF
, source
->vertexShaderConstantsF
, bsize
* GL_LIMITS(vshader_constantsF
));
107 static inline void stateblock_set_bits(DWORD
*map
, UINT map_size
)
109 DWORD mask
= (1 << (map_size
& 0x1f)) - 1;
110 memset(map
, 0xff, (map_size
>> 5) * sizeof(*map
));
111 if (mask
) map
[map_size
>> 5] = mask
;
114 /** Set all members of a stateblock savedstate to the given value */
115 void stateblock_savedstates_set(
116 IWineD3DStateBlock
* iface
,
120 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
121 unsigned bsize
= sizeof(BOOL
);
124 states
->indices
= value
;
125 states
->material
= value
;
126 states
->viewport
= value
;
127 states
->vertexDecl
= value
;
128 states
->pixelShader
= value
;
129 states
->vertexShader
= value
;
130 states
->scissorRect
= value
;
132 /* Fixed size arrays */
133 states
->streamSource
= value
? 0xffff : 0;
134 states
->streamFreq
= value
? 0xffff : 0;
135 states
->textures
= value
? 0xfffff : 0;
136 if (value
) stateblock_set_bits(states
->transform
, HIGHEST_TRANSFORMSTATE
+ 1);
137 else memset(states
->transform
, 0, sizeof(states
->transform
));
138 memset(states
->renderState
, value
, bsize
* (WINEHIGHEST_RENDER_STATE
+ 1));
139 memset(states
->textureState
, value
, bsize
* MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
140 memset(states
->samplerState
, value
, bsize
* MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
141 states
->clipplane
= value
? 0xffffffff : 0;
142 states
->pixelShaderConstantsB
= value
? 0xffff : 0;
143 states
->pixelShaderConstantsI
= value
? 0xffff : 0;
144 states
->vertexShaderConstantsB
= value
? 0xffff : 0;
145 states
->vertexShaderConstantsI
= value
? 0xffff : 0;
147 /* Dynamically sized arrays */
148 memset(states
->pixelShaderConstantsF
, value
, bsize
* GL_LIMITS(pshader_constantsF
));
149 memset(states
->vertexShaderConstantsF
, value
, bsize
* GL_LIMITS(vshader_constantsF
));
152 void stateblock_copy(
153 IWineD3DStateBlock
* destination
,
154 IWineD3DStateBlock
* source
) {
157 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)source
;
158 IWineD3DStateBlockImpl
*Dest
= (IWineD3DStateBlockImpl
*)destination
;
160 /* IUnknown fields */
161 Dest
->lpVtbl
= This
->lpVtbl
;
162 Dest
->ref
= This
->ref
;
164 /* IWineD3DStateBlock information */
165 Dest
->parent
= This
->parent
;
166 Dest
->wineD3DDevice
= This
->wineD3DDevice
;
167 Dest
->blockType
= This
->blockType
;
170 stateblock_savedstates_copy(source
, &Dest
->changed
, &This
->changed
);
173 Dest
->vertexDecl
= This
->vertexDecl
;
174 Dest
->vertexShader
= This
->vertexShader
;
175 Dest
->streamIsUP
= This
->streamIsUP
;
176 Dest
->pIndexData
= This
->pIndexData
;
177 Dest
->baseVertexIndex
= This
->baseVertexIndex
;
178 /* Dest->lights = This->lights; */
179 Dest
->clip_status
= This
->clip_status
;
180 Dest
->viewport
= This
->viewport
;
181 Dest
->material
= This
->material
;
182 Dest
->pixelShader
= This
->pixelShader
;
183 Dest
->scissorRect
= This
->scissorRect
;
186 memset(This
->activeLights
, 0, sizeof(This
->activeLights
));
187 for(l
= 0; l
< LIGHTMAP_SIZE
; l
++) {
188 struct list
*e1
, *e2
;
189 LIST_FOR_EACH_SAFE(e1
, e2
, &Dest
->lightMap
[l
]) {
190 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
191 list_remove(&light
->entry
);
192 HeapFree(GetProcessHeap(), 0, light
);
195 LIST_FOR_EACH(e1
, &This
->lightMap
[l
]) {
196 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
), *light2
;
197 light2
= HeapAlloc(GetProcessHeap(), 0, sizeof(*light
));
199 list_add_tail(&Dest
->lightMap
[l
], &light2
->entry
);
200 if(light2
->glIndex
!= -1) Dest
->activeLights
[light2
->glIndex
] = light2
;
204 /* Fixed size arrays */
205 memcpy(Dest
->vertexShaderConstantB
, This
->vertexShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
206 memcpy(Dest
->vertexShaderConstantI
, This
->vertexShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
207 memcpy(Dest
->pixelShaderConstantB
, This
->pixelShaderConstantB
, sizeof(BOOL
) * MAX_CONST_B
);
208 memcpy(Dest
->pixelShaderConstantI
, This
->pixelShaderConstantI
, sizeof(INT
) * MAX_CONST_I
* 4);
210 memcpy(Dest
->streamStride
, This
->streamStride
, sizeof(UINT
) * MAX_STREAMS
);
211 memcpy(Dest
->streamOffset
, This
->streamOffset
, sizeof(UINT
) * MAX_STREAMS
);
212 memcpy(Dest
->streamSource
, This
->streamSource
, sizeof(IWineD3DVertexBuffer
*) * MAX_STREAMS
);
213 memcpy(Dest
->streamFreq
, This
->streamFreq
, sizeof(UINT
) * MAX_STREAMS
);
214 memcpy(Dest
->streamFlags
, This
->streamFlags
, sizeof(UINT
) * MAX_STREAMS
);
215 memcpy(Dest
->transforms
, This
->transforms
, sizeof(WINED3DMATRIX
) * (HIGHEST_TRANSFORMSTATE
+ 1));
216 memcpy(Dest
->clipplane
, This
->clipplane
, sizeof(double) * MAX_CLIPPLANES
* 4);
217 memcpy(Dest
->renderState
, This
->renderState
, sizeof(DWORD
) * (WINEHIGHEST_RENDER_STATE
+ 1));
218 memcpy(Dest
->textures
, This
->textures
, sizeof(IWineD3DBaseTexture
*) * MAX_COMBINED_SAMPLERS
);
219 memcpy(Dest
->textureState
, This
->textureState
, sizeof(DWORD
) * MAX_TEXTURES
* (WINED3D_HIGHEST_TEXTURE_STATE
+ 1));
220 memcpy(Dest
->samplerState
, This
->samplerState
, sizeof(DWORD
) * MAX_COMBINED_SAMPLERS
* (WINED3D_HIGHEST_SAMPLER_STATE
+ 1));
222 /* Dynamically sized arrays */
223 memcpy(Dest
->vertexShaderConstantF
, This
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
224 memcpy(Dest
->pixelShaderConstantF
, This
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
227 /**********************************************************
228 * IWineD3DStateBlockImpl IUnknown parts follows
229 **********************************************************/
230 static HRESULT WINAPI
IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock
*iface
,REFIID riid
,LPVOID
*ppobj
)
232 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
233 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
234 if (IsEqualGUID(riid
, &IID_IUnknown
)
235 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
236 || IsEqualGUID(riid
, &IID_IWineD3DStateBlock
)){
237 IUnknown_AddRef(iface
);
242 return E_NOINTERFACE
;
245 static ULONG WINAPI
IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock
*iface
) {
246 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
247 ULONG refCount
= InterlockedIncrement(&This
->ref
);
249 TRACE("(%p) : AddRef increasing from %d\n", This
, refCount
- 1);
253 static ULONG WINAPI
IWineD3DStateBlockImpl_Release(IWineD3DStateBlock
*iface
) {
254 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
255 ULONG refCount
= InterlockedDecrement(&This
->ref
);
257 TRACE("(%p) : Releasing from %d\n", This
, refCount
+ 1);
262 /* type 0 represents the primary stateblock, so free all the resources */
263 if (This
->blockType
== WINED3DSBT_INIT
) {
264 /* NOTE: according to MSDN: The application is responsible for making sure the texture references are cleared down */
265 for (counter
= 0; counter
< MAX_COMBINED_SAMPLERS
; counter
++) {
266 if (This
->textures
[counter
]) {
267 /* release our 'internal' hold on the texture */
268 if(0 != IWineD3DBaseTexture_Release(This
->textures
[counter
])) {
269 TRACE("Texture still referenced by stateblock, applications has leaked Stage = %u Texture = %p\n", counter
, This
->textures
[counter
]);
275 for (counter
= 0; counter
< MAX_STREAMS
; counter
++) {
276 if(This
->streamSource
[counter
]) {
277 if(0 != IWineD3DVertexBuffer_Release(This
->streamSource
[counter
])) {
278 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter
, This
->streamSource
[counter
]);
282 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
283 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
284 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
286 for(counter
= 0; counter
< LIGHTMAP_SIZE
; counter
++) {
287 struct list
*e1
, *e2
;
288 LIST_FOR_EACH_SAFE(e1
, e2
, &This
->lightMap
[counter
]) {
289 PLIGHTINFOEL
*light
= LIST_ENTRY(e1
, PLIGHTINFOEL
, entry
);
290 list_remove(&light
->entry
);
291 HeapFree(GetProcessHeap(), 0, light
);
295 HeapFree(GetProcessHeap(), 0, This
->vertexShaderConstantF
);
296 HeapFree(GetProcessHeap(), 0, This
->changed
.vertexShaderConstantsF
);
297 HeapFree(GetProcessHeap(), 0, This
->pixelShaderConstantF
);
298 HeapFree(GetProcessHeap(), 0, This
->changed
.pixelShaderConstantsF
);
299 HeapFree(GetProcessHeap(), 0, This
->contained_vs_consts_f
);
300 HeapFree(GetProcessHeap(), 0, This
->contained_ps_consts_f
);
301 HeapFree(GetProcessHeap(), 0, This
);
306 /**********************************************************
307 * IWineD3DStateBlockImpl parts follows
308 **********************************************************/
309 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetParent(IWineD3DStateBlock
*iface
, IUnknown
**pParent
) {
310 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
311 IUnknown_AddRef(This
->parent
);
312 *pParent
= This
->parent
;
316 static HRESULT WINAPI
IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock
*iface
, IWineD3DDevice
** ppDevice
){
318 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
320 *ppDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
321 IWineD3DDevice_AddRef(*ppDevice
);
326 static inline void record_lights(IWineD3DStateBlockImpl
*This
, IWineD3DStateBlockImpl
*targetStateBlock
) {
329 /* Lights... For a recorded state block, we just had a chain of actions to perform,
330 * so we need to walk that chain and update any actions which differ
332 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
334 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
335 BOOL updated
= FALSE
;
336 PLIGHTINFOEL
*src
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
), *realLight
;
337 if(!src
->changed
|| !src
->enabledChanged
) continue;
339 /* Look up the light in the destination */
340 LIST_FOR_EACH(f
, &targetStateBlock
->lightMap
[i
]) {
341 realLight
= LIST_ENTRY(f
, PLIGHTINFOEL
, entry
);
342 if(realLight
->OriginalIndex
== src
->OriginalIndex
) {
344 src
->OriginalParms
= realLight
->OriginalParms
;
346 if(src
->enabledChanged
) {
347 /* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
348 * or disabled -> enabled -> disabled changes
350 if(realLight
->glIndex
== -1 && src
->glIndex
!= -1) {
352 This
->activeLights
[src
->glIndex
] = NULL
;
353 } else if(realLight
->glIndex
!= -1 && src
->glIndex
== -1){
355 This
->activeLights
[realLight
->glIndex
] = src
;
357 src
->glIndex
= realLight
->glIndex
;
365 /* Found a light, all done, proceed with next hash entry */
367 } else if(src
->changed
) {
368 /* Otherwise assign defaul params */
369 src
->OriginalParms
= WINED3D_default_light
;
371 /* Not enabled by default */
378 static HRESULT WINAPI
IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock
*iface
){
380 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
381 IWineD3DStateBlockImpl
*targetStateBlock
= This
->wineD3DDevice
->stateBlock
;
385 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock
, This
);
387 /* If not recorded, then update can just recapture */
388 if (This
->blockType
== WINED3DSBT_RECORDED
) {
390 /* Recorded => Only update 'changed' values */
391 if (This
->changed
.vertexShader
&& This
->vertexShader
!= targetStateBlock
->vertexShader
) {
392 TRACE("Updating vertex shader from %p to %p\n", This
->vertexShader
, targetStateBlock
->vertexShader
);
394 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
395 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
396 This
->vertexShader
= targetStateBlock
->vertexShader
;
399 /* Vertex Shader Float Constants */
400 for (j
= 0; j
< This
->num_contained_vs_consts_f
; ++j
) {
401 i
= This
->contained_vs_consts_f
[j
];
402 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
403 targetStateBlock
->vertexShaderConstantF
[i
* 4],
404 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1],
405 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2],
406 targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3]);
408 This
->vertexShaderConstantF
[i
* 4] = targetStateBlock
->vertexShaderConstantF
[i
* 4];
409 This
->vertexShaderConstantF
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 1];
410 This
->vertexShaderConstantF
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 2];
411 This
->vertexShaderConstantF
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantF
[i
* 4 + 3];
414 /* Vertex Shader Integer Constants */
415 for (j
= 0; j
< This
->num_contained_vs_consts_i
; ++j
) {
416 i
= This
->contained_vs_consts_i
[j
];
417 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
418 targetStateBlock
->vertexShaderConstantI
[i
* 4],
419 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1],
420 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2],
421 targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3]);
423 This
->vertexShaderConstantI
[i
* 4] = targetStateBlock
->vertexShaderConstantI
[i
* 4];
424 This
->vertexShaderConstantI
[i
* 4 + 1] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 1];
425 This
->vertexShaderConstantI
[i
* 4 + 2] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 2];
426 This
->vertexShaderConstantI
[i
* 4 + 3] = targetStateBlock
->vertexShaderConstantI
[i
* 4 + 3];
429 /* Vertex Shader Boolean Constants */
430 for (j
= 0; j
< This
->num_contained_vs_consts_b
; ++j
) {
431 i
= This
->contained_vs_consts_b
[j
];
432 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
433 targetStateBlock
->vertexShaderConstantB
[i
] ? "TRUE" : "FALSE");
435 This
->vertexShaderConstantB
[i
] = targetStateBlock
->vertexShaderConstantB
[i
];
438 /* Pixel Shader Float Constants */
439 for (j
= 0; j
< This
->num_contained_ps_consts_f
; ++j
) {
440 i
= This
->contained_ps_consts_f
[j
];
441 TRACE("Setting %p from %p %u to {%f, %f, %f, %f}\n", This
, targetStateBlock
, i
,
442 targetStateBlock
->pixelShaderConstantF
[i
* 4],
443 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1],
444 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2],
445 targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3]);
447 This
->pixelShaderConstantF
[i
* 4] = targetStateBlock
->pixelShaderConstantF
[i
* 4];
448 This
->pixelShaderConstantF
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 1];
449 This
->pixelShaderConstantF
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 2];
450 This
->pixelShaderConstantF
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantF
[i
* 4 + 3];
453 /* Pixel Shader Integer Constants */
454 for (j
= 0; j
< This
->num_contained_ps_consts_i
; ++j
) {
455 i
= This
->contained_ps_consts_i
[j
];
456 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}\n", This
, targetStateBlock
, i
,
457 targetStateBlock
->pixelShaderConstantI
[i
* 4],
458 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1],
459 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2],
460 targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3]);
462 This
->pixelShaderConstantI
[i
* 4] = targetStateBlock
->pixelShaderConstantI
[i
* 4];
463 This
->pixelShaderConstantI
[i
* 4 + 1] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 1];
464 This
->pixelShaderConstantI
[i
* 4 + 2] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 2];
465 This
->pixelShaderConstantI
[i
* 4 + 3] = targetStateBlock
->pixelShaderConstantI
[i
* 4 + 3];
468 /* Pixel Shader Boolean Constants */
469 for (j
= 0; j
< This
->num_contained_ps_consts_b
; ++j
) {
470 i
= This
->contained_ps_consts_b
[j
];
471 TRACE("Setting %p from %p %u to %s\n", This
, targetStateBlock
, i
,
472 targetStateBlock
->pixelShaderConstantB
[i
] ? "TRUE" : "FALSE");
474 This
->pixelShaderConstantB
[i
] = targetStateBlock
->pixelShaderConstantB
[i
];
477 /* Others + Render & Texture */
478 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
479 TRACE("Updating transform %u\n", i
);
480 This
->transforms
[This
->contained_transform_states
[i
]] =
481 targetStateBlock
->transforms
[This
->contained_transform_states
[i
]];
484 if (This
->changed
.indices
&& ((This
->pIndexData
!= targetStateBlock
->pIndexData
)
485 || (This
->baseVertexIndex
!= targetStateBlock
->baseVertexIndex
))) {
486 TRACE("Updating pIndexData to %p, baseVertexIndex to %d\n",
487 targetStateBlock
->pIndexData
, targetStateBlock
->baseVertexIndex
);
488 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
489 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
490 This
->pIndexData
= targetStateBlock
->pIndexData
;
491 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
494 if(This
->changed
.vertexDecl
&& This
->vertexDecl
!= targetStateBlock
->vertexDecl
){
495 TRACE("Updating vertex declaration from %p to %p\n", This
->vertexDecl
, targetStateBlock
->vertexDecl
);
497 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
500 if (This
->changed
.material
&& memcmp(&targetStateBlock
->material
,
502 sizeof(WINED3DMATERIAL
)) != 0) {
503 TRACE("Updating material\n");
504 This
->material
= targetStateBlock
->material
;
507 if (This
->changed
.viewport
&& memcmp(&targetStateBlock
->viewport
,
509 sizeof(WINED3DVIEWPORT
)) != 0) {
510 TRACE("Updating viewport\n");
511 This
->viewport
= targetStateBlock
->viewport
;
514 if(This
->changed
.scissorRect
&& memcmp(&targetStateBlock
->scissorRect
,
516 sizeof(targetStateBlock
->scissorRect
)))
518 TRACE("Updating scissor rect\n");
519 targetStateBlock
->scissorRect
= This
->scissorRect
;
522 map
= This
->changed
.streamSource
;
523 for (i
= 0; map
; map
>>= 1, ++i
)
525 if (!(map
& 1)) continue;
527 if (This
->streamStride
[i
] != targetStateBlock
->streamStride
[i
]
528 || This
->streamSource
[i
] != targetStateBlock
->streamSource
[i
])
530 TRACE("Updating stream source %u to %p, stride to %u\n",
531 i
, targetStateBlock
->streamSource
[i
], targetStateBlock
->streamStride
[i
]);
532 This
->streamStride
[i
] = targetStateBlock
->streamStride
[i
];
533 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
534 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
535 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
539 map
= This
->changed
.streamFreq
;
540 for (i
= 0; map
; map
>>= 1, ++i
)
542 if (!(map
& 1)) continue;
544 if (This
->streamFreq
[i
] != targetStateBlock
->streamFreq
[i
]
545 || This
->streamFlags
[i
] != targetStateBlock
->streamFlags
[i
])
547 TRACE("Updating stream frequency %u to %u flags to %#x\n",
548 i
, targetStateBlock
->streamFreq
[i
], targetStateBlock
->streamFlags
[i
]);
549 This
->streamFreq
[i
] = targetStateBlock
->streamFreq
[i
];
550 This
->streamFlags
[i
] = targetStateBlock
->streamFlags
[i
];
554 map
= This
->changed
.clipplane
;
555 for (i
= 0; map
; map
>>= 1, ++i
)
557 if (!(map
& 1)) continue;
559 if (memcmp(targetStateBlock
->clipplane
[i
], This
->clipplane
[i
], sizeof(*This
->clipplane
)))
561 TRACE("Updating clipplane %u\n", i
);
562 memcpy(This
->clipplane
[i
], targetStateBlock
->clipplane
[i
], sizeof(*This
->clipplane
));
567 for (i
= 0; i
< This
->num_contained_render_states
; i
++) {
568 TRACE("Updating renderState %u to %u\n", This
->contained_render_states
[i
],
569 targetStateBlock
->renderState
[This
->contained_render_states
[i
]]);
570 This
->renderState
[This
->contained_render_states
[i
]] = targetStateBlock
->renderState
[This
->contained_render_states
[i
]];
574 for (j
= 0; j
< This
->num_contained_tss_states
; j
++) {
575 DWORD stage
= This
->contained_tss_states
[j
].stage
;
576 DWORD state
= This
->contained_tss_states
[j
].state
;
578 TRACE("Updating texturestage state %u, %u to %u (was %u)\n", stage
, state
,
579 targetStateBlock
->textureState
[stage
][state
], This
->textureState
[stage
][state
]);
580 This
->textureState
[stage
][state
] = targetStateBlock
->textureState
[stage
][state
];
584 /* TODO: move over to using memcpy */
585 map
= This
->changed
.textures
;
586 for (i
= 0; map
; map
>>= 1, ++i
)
588 if (!(map
& 1)) continue;
590 TRACE("Updating texture %u to %p (was %p)\n", i
, targetStateBlock
->textures
[i
], This
->textures
[i
]);
591 This
->textures
[i
] = targetStateBlock
->textures
[i
];
594 for (j
= 0; j
< This
->num_contained_sampler_states
; j
++) {
595 DWORD stage
= This
->contained_sampler_states
[j
].stage
;
596 DWORD state
= This
->contained_sampler_states
[j
].state
;
597 TRACE("Updating sampler state %u, %u to %u (was %u)\n", stage
, state
,
598 targetStateBlock
->samplerState
[stage
][state
], This
->samplerState
[stage
][state
]);
599 This
->samplerState
[stage
][state
] = targetStateBlock
->samplerState
[stage
][state
];
601 if(This
->changed
.pixelShader
&& This
->pixelShader
!= targetStateBlock
->pixelShader
) {
602 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
603 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
604 This
->pixelShader
= targetStateBlock
->pixelShader
;
607 record_lights(This
, targetStateBlock
);
608 } else if(This
->blockType
== WINED3DSBT_ALL
) {
609 This
->vertexDecl
= targetStateBlock
->vertexDecl
;
610 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
611 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
612 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
613 memcpy(This
->streamStride
, targetStateBlock
->streamStride
, sizeof(This
->streamStride
));
614 memcpy(This
->streamOffset
, targetStateBlock
->streamOffset
, sizeof(This
->streamOffset
));
615 memcpy(This
->streamFreq
, targetStateBlock
->streamFreq
, sizeof(This
->streamFreq
));
616 memcpy(This
->streamFlags
, targetStateBlock
->streamFlags
, sizeof(This
->streamFlags
));
617 This
->baseVertexIndex
= targetStateBlock
->baseVertexIndex
;
618 memcpy(This
->transforms
, targetStateBlock
->transforms
, sizeof(This
->transforms
));
619 record_lights(This
, targetStateBlock
);
620 memcpy(This
->clipplane
, targetStateBlock
->clipplane
, sizeof(This
->clipplane
));
621 This
->clip_status
= targetStateBlock
->clip_status
;
622 This
->viewport
= targetStateBlock
->viewport
;
623 This
->material
= targetStateBlock
->material
;
624 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
625 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
626 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
627 memcpy(This
->renderState
, targetStateBlock
->renderState
, sizeof(This
->renderState
));
628 memcpy(This
->textures
, targetStateBlock
->textures
, sizeof(This
->textures
));
629 memcpy(This
->textureState
, targetStateBlock
->textureState
, sizeof(This
->textureState
));
630 memcpy(This
->samplerState
, targetStateBlock
->samplerState
, sizeof(This
->samplerState
));
631 This
->scissorRect
= targetStateBlock
->scissorRect
;
633 if(targetStateBlock
->pIndexData
!= This
->pIndexData
) {
634 if(targetStateBlock
->pIndexData
) IWineD3DIndexBuffer_AddRef(targetStateBlock
->pIndexData
);
635 if(This
->pIndexData
) IWineD3DIndexBuffer_Release(This
->pIndexData
);
636 This
->pIndexData
= targetStateBlock
->pIndexData
;
638 for(i
= 0; i
< MAX_STREAMS
; i
++) {
639 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
640 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
641 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
642 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
645 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
646 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
647 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
648 This
->vertexShader
= targetStateBlock
->vertexShader
;
650 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
651 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
652 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
653 This
->pixelShader
= targetStateBlock
->pixelShader
;
655 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
656 memcpy(This
->vertexShaderConstantB
, targetStateBlock
->vertexShaderConstantB
, sizeof(This
->vertexShaderConstantI
));
657 memcpy(This
->vertexShaderConstantI
, targetStateBlock
->vertexShaderConstantI
, sizeof(This
->vertexShaderConstantF
));
658 memcpy(This
->vertexShaderConstantF
, targetStateBlock
->vertexShaderConstantF
, sizeof(float) * GL_LIMITS(vshader_constantsF
) * 4);
659 record_lights(This
, targetStateBlock
);
660 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
661 This
->renderState
[SavedVertexStates_R
[i
]] = targetStateBlock
->renderState
[SavedVertexStates_R
[i
]];
663 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
664 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
665 This
->samplerState
[j
][SavedVertexStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedVertexStates_S
[i
]];
668 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
669 for (i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
670 This
->textureState
[j
][SavedVertexStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedVertexStates_R
[i
]];
673 for(i
= 0; i
< MAX_STREAMS
; i
++) {
674 if(targetStateBlock
->streamSource
[i
] != This
->streamSource
[i
]) {
675 if(targetStateBlock
->streamSource
[i
]) IWineD3DVertexBuffer_AddRef(targetStateBlock
->streamSource
[i
]);
676 if(This
->streamSource
[i
]) IWineD3DVertexBuffer_Release(This
->streamSource
[i
]);
677 This
->streamSource
[i
] = targetStateBlock
->streamSource
[i
];
680 if(This
->vertexShader
!= targetStateBlock
->vertexShader
) {
681 if(targetStateBlock
->vertexShader
) IWineD3DVertexShader_AddRef(targetStateBlock
->vertexShader
);
682 if(This
->vertexShader
) IWineD3DVertexShader_Release(This
->vertexShader
);
683 This
->vertexShader
= targetStateBlock
->vertexShader
;
685 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
686 memcpy(This
->pixelShaderConstantB
, targetStateBlock
->pixelShaderConstantB
, sizeof(This
->pixelShaderConstantI
));
687 memcpy(This
->pixelShaderConstantI
, targetStateBlock
->pixelShaderConstantI
, sizeof(This
->pixelShaderConstantF
));
688 memcpy(This
->pixelShaderConstantF
, targetStateBlock
->pixelShaderConstantF
, sizeof(float) * GL_LIMITS(pshader_constantsF
) * 4);
689 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
690 This
->renderState
[SavedPixelStates_R
[i
]] = targetStateBlock
->renderState
[SavedPixelStates_R
[i
]];
692 for (j
= 0; j
< MAX_COMBINED_SAMPLERS
; j
++) {
693 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
694 This
->samplerState
[j
][SavedPixelStates_S
[i
]] = targetStateBlock
->samplerState
[j
][SavedPixelStates_S
[i
]];
697 for (j
= 0; j
< MAX_TEXTURES
; j
++) {
698 for (i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
699 This
->textureState
[j
][SavedPixelStates_R
[i
]] = targetStateBlock
->textureState
[j
][SavedPixelStates_R
[i
]];
702 if(This
->pixelShader
!= targetStateBlock
->pixelShader
) {
703 if(targetStateBlock
->pixelShader
) IWineD3DPixelShader_AddRef(targetStateBlock
->pixelShader
);
704 if(This
->pixelShader
) IWineD3DPixelShader_Release(This
->pixelShader
);
705 This
->pixelShader
= targetStateBlock
->pixelShader
;
709 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock
, This
);
714 static inline void apply_lights(IWineD3DDevice
*pDevice
, IWineD3DStateBlockImpl
*This
) {
716 for(i
= 0; i
< LIGHTMAP_SIZE
; i
++) {
719 LIST_FOR_EACH(e
, &This
->lightMap
[i
]) {
720 const PLIGHTINFOEL
*light
= LIST_ENTRY(e
, PLIGHTINFOEL
, entry
);
723 IWineD3DDevice_SetLight(pDevice
, light
->OriginalIndex
, &light
->OriginalParms
);
725 if(light
->enabledChanged
) {
726 IWineD3DDevice_SetLightEnable(pDevice
, light
->OriginalIndex
, light
->glIndex
!= -1);
732 static HRESULT WINAPI
IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock
*iface
){
733 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
734 IWineD3DDevice
* pDevice
= (IWineD3DDevice
*)This
->wineD3DDevice
;
736 /*Copy thing over to updateBlock is isRecording otherwise StateBlock,
737 should really perform a delta so that only the changes get updated*/
743 TRACE("(%p) : Applying state block %p ------------------v\n", This
, pDevice
);
745 TRACE("Blocktype: %d\n", This
->blockType
);
747 if(This
->blockType
== WINED3DSBT_RECORDED
) {
748 if (This
->changed
.vertexShader
) {
749 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
751 /* Vertex Shader Constants */
752 for (i
= 0; i
< This
->num_contained_vs_consts_f
; i
++) {
753 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, This
->contained_vs_consts_f
[i
],
754 This
->vertexShaderConstantF
+ This
->contained_vs_consts_f
[i
] * 4, 1);
756 for (i
= 0; i
< This
->num_contained_vs_consts_i
; i
++) {
757 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, This
->contained_vs_consts_i
[i
],
758 This
->vertexShaderConstantI
+ This
->contained_vs_consts_i
[i
] * 4, 1);
760 for (i
= 0; i
< This
->num_contained_vs_consts_b
; i
++) {
761 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, This
->contained_vs_consts_b
[i
],
762 This
->vertexShaderConstantB
+ This
->contained_vs_consts_b
[i
], 1);
765 apply_lights(pDevice
, This
);
767 if (This
->changed
.pixelShader
) {
768 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
770 /* Pixel Shader Constants */
771 for (i
= 0; i
< This
->num_contained_ps_consts_f
; i
++) {
772 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, This
->contained_ps_consts_f
[i
],
773 This
->pixelShaderConstantF
+ This
->contained_ps_consts_f
[i
] * 4, 1);
775 for (i
= 0; i
< This
->num_contained_ps_consts_i
; i
++) {
776 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, This
->contained_ps_consts_i
[i
],
777 This
->pixelShaderConstantI
+ This
->contained_ps_consts_i
[i
] * 4, 1);
779 for (i
= 0; i
< This
->num_contained_ps_consts_b
; i
++) {
780 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, This
->contained_ps_consts_b
[i
],
781 This
->pixelShaderConstantB
+ This
->contained_ps_consts_b
[i
], 1);
785 for (i
= 0; i
<= This
->num_contained_render_states
; i
++) {
786 IWineD3DDevice_SetRenderState(pDevice
, This
->contained_render_states
[i
],
787 This
->renderState
[This
->contained_render_states
[i
]]);
790 for (i
= 0; i
< This
->num_contained_tss_states
; i
++) {
791 DWORD stage
= This
->contained_tss_states
[i
].stage
;
792 DWORD state
= This
->contained_tss_states
[i
].state
;
793 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[stage
][state
] = This
->textureState
[stage
][state
];
794 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.textureState
[stage
][state
] = TRUE
;
795 /* TODO: Record a display list to apply all gl states. For now apply by brute force */
796 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_TEXTURESTAGE(stage
, state
));
799 for (i
= 0; i
< This
->num_contained_sampler_states
; i
++) {
800 DWORD stage
= This
->contained_sampler_states
[i
].stage
;
801 DWORD state
= This
->contained_sampler_states
[i
].state
;
802 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->samplerState
[stage
][state
] = This
->samplerState
[stage
][state
];
803 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->changed
.samplerState
[stage
][state
] = TRUE
;
804 IWineD3DDeviceImpl_MarkStateDirty((IWineD3DDeviceImpl
*)pDevice
, STATE_SAMPLER(stage
));
807 for (i
= 0; i
< This
->num_contained_transform_states
; i
++) {
808 IWineD3DDevice_SetTransform(pDevice
, This
->contained_transform_states
[i
],
809 &This
->transforms
[This
->contained_transform_states
[i
]]);
812 if (This
->changed
.indices
) {
813 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
814 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
817 if (This
->changed
.vertexDecl
) {
818 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
821 if (This
->changed
.material
) {
822 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
825 if (This
->changed
.viewport
) {
826 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
829 if (This
->changed
.scissorRect
) {
830 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
833 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
834 map
= This
->changed
.streamSource
;
835 for (i
= 0; map
; map
>>= 1, ++i
)
837 if (map
& 1) IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
840 map
= This
->changed
.streamFreq
;
841 for (i
= 0; map
; map
>>= 1, ++i
)
843 if (map
& 1) IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
846 map
= This
->changed
.textures
;
847 for (i
= 0; map
; map
>>= 1, ++i
)
849 if (!(map
& 1)) continue;
851 if (i
< MAX_FRAGMENT_SAMPLERS
) IWineD3DDevice_SetTexture(pDevice
, i
, This
->textures
[i
]);
852 else IWineD3DDevice_SetTexture(pDevice
, WINED3DVERTEXTEXTURESAMPLER0
+ i
- MAX_FRAGMENT_SAMPLERS
,
856 map
= This
->changed
.clipplane
;
857 for (i
= 0; map
; map
>>= 1, ++i
)
861 if (!(map
& 1)) continue;
863 clip
[0] = This
->clipplane
[i
][0];
864 clip
[1] = This
->clipplane
[i
][1];
865 clip
[2] = This
->clipplane
[i
][2];
866 clip
[3] = This
->clipplane
[i
][3];
867 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
869 } else if(This
->blockType
== WINED3DSBT_VERTEXSTATE
) {
870 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
871 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
872 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
873 This
->vertexShaderConstantF
+ i
* 4, 1);
875 for (i
= 0; i
< MAX_CONST_I
; i
++) {
876 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
877 This
->vertexShaderConstantI
+ i
* 4, 1);
879 for (i
= 0; i
< MAX_CONST_B
; i
++) {
880 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
881 This
->vertexShaderConstantB
+ i
, 1);
884 apply_lights(pDevice
, This
);
886 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_R
; i
++) {
887 IWineD3DDevice_SetRenderState(pDevice
, SavedVertexStates_R
[i
], This
->renderState
[SavedVertexStates_R
[i
]]);
889 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
890 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_T
; i
++) {
891 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedVertexStates_T
[i
],
892 This
->textureState
[j
][SavedVertexStates_T
[i
]]);
896 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
897 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
898 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedVertexStates_S
[i
],
899 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
902 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
903 for(i
= 0; i
< NUM_SAVEDVERTEXSTATES_S
; i
++) {
904 IWineD3DDevice_SetSamplerState(pDevice
,
905 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
906 SavedVertexStates_S
[i
],
907 This
->samplerState
[j
][SavedVertexStates_S
[i
]]);
910 } else if(This
->blockType
== WINED3DSBT_PIXELSTATE
) {
911 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
912 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
913 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
914 This
->pixelShaderConstantF
+ i
* 4, 1);
916 for (i
= 0; i
< MAX_CONST_I
; i
++) {
917 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
918 This
->pixelShaderConstantI
+ i
* 4, 1);
920 for (i
= 0; i
< MAX_CONST_B
; i
++) {
921 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
922 This
->pixelShaderConstantB
+ i
, 1);
925 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_R
; i
++) {
926 IWineD3DDevice_SetRenderState(pDevice
, SavedPixelStates_R
[i
], This
->renderState
[SavedPixelStates_R
[i
]]);
928 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
929 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_T
; i
++) {
930 IWineD3DDevice_SetTextureStageState(pDevice
, j
, SavedPixelStates_T
[i
],
931 This
->textureState
[j
][SavedPixelStates_T
[i
]]);
935 for(j
= 0; j
< MAX_FRAGMENT_SAMPLERS
; j
++) {
936 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
937 IWineD3DDevice_SetSamplerState(pDevice
, j
, SavedPixelStates_S
[i
],
938 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
941 for(j
= MAX_FRAGMENT_SAMPLERS
; j
< MAX_COMBINED_SAMPLERS
; j
++) {
942 for(i
= 0; i
< NUM_SAVEDPIXELSTATES_S
; i
++) {
943 IWineD3DDevice_SetSamplerState(pDevice
,
944 WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
,
945 SavedPixelStates_S
[i
],
946 This
->samplerState
[j
][SavedPixelStates_S
[i
]]);
949 } else if(This
->blockType
== WINED3DSBT_ALL
) {
950 IWineD3DDevice_SetVertexShader(pDevice
, This
->vertexShader
);
951 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); i
++) {
952 IWineD3DDevice_SetVertexShaderConstantF(pDevice
, i
,
953 This
->vertexShaderConstantF
+ i
* 4, 1);
955 for (i
= 0; i
< MAX_CONST_I
; i
++) {
956 IWineD3DDevice_SetVertexShaderConstantI(pDevice
, i
,
957 This
->vertexShaderConstantI
+ i
* 4, 1);
959 for (i
= 0; i
< MAX_CONST_B
; i
++) {
960 IWineD3DDevice_SetVertexShaderConstantB(pDevice
, i
,
961 This
->vertexShaderConstantB
+ i
, 1);
964 IWineD3DDevice_SetPixelShader(pDevice
, This
->pixelShader
);
965 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); i
++) {
966 IWineD3DDevice_SetPixelShaderConstantF(pDevice
, i
,
967 This
->pixelShaderConstantF
+ i
* 4, 1);
969 for (i
= 0; i
< MAX_CONST_I
; i
++) {
970 IWineD3DDevice_SetPixelShaderConstantI(pDevice
, i
,
971 This
->pixelShaderConstantI
+ i
* 4, 1);
973 for (i
= 0; i
< MAX_CONST_B
; i
++) {
974 IWineD3DDevice_SetPixelShaderConstantB(pDevice
, i
,
975 This
->pixelShaderConstantB
+ i
, 1);
978 apply_lights(pDevice
, This
);
980 for(i
= 1; i
<= WINEHIGHEST_RENDER_STATE
; i
++) {
981 IWineD3DDevice_SetRenderState(pDevice
, i
, This
->renderState
[i
]);
983 for(j
= 0; j
< MAX_TEXTURES
; j
++) {
984 for(i
= 1; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; i
++) {
985 IWineD3DDevice_SetTextureStageState(pDevice
, j
, i
, This
->textureState
[j
][i
]);
989 /* Skip unused values between TEXTURE8 and WORLD0 ? */
990 for(i
= 1; i
<= HIGHEST_TRANSFORMSTATE
; i
++) {
991 IWineD3DDevice_SetTransform(pDevice
, i
, &This
->transforms
[i
]);
993 IWineD3DDevice_SetIndices(pDevice
, This
->pIndexData
);
994 IWineD3DDevice_SetBaseVertexIndex(pDevice
, This
->baseVertexIndex
);
995 IWineD3DDevice_SetVertexDeclaration(pDevice
, This
->vertexDecl
);
996 IWineD3DDevice_SetMaterial(pDevice
, &This
->material
);
997 IWineD3DDevice_SetViewport(pDevice
, &This
->viewport
);
998 IWineD3DDevice_SetScissorRect(pDevice
, &This
->scissorRect
);
1000 /* TODO: Proper implementation using SetStreamSource offset (set to 0 for the moment)\n") */
1001 for (i
=0; i
<MAX_STREAMS
; i
++) {
1002 IWineD3DDevice_SetStreamSource(pDevice
, i
, This
->streamSource
[i
], 0, This
->streamStride
[i
]);
1003 IWineD3DDevice_SetStreamSourceFreq(pDevice
, i
, This
->streamFreq
[i
] | This
->streamFlags
[i
]);
1005 for (j
= 0 ; j
< MAX_COMBINED_SAMPLERS
; j
++){
1006 UINT sampler
= j
< MAX_FRAGMENT_SAMPLERS
? j
: WINED3DVERTEXTEXTURESAMPLER0
+ j
- MAX_FRAGMENT_SAMPLERS
;
1008 IWineD3DDevice_SetTexture(pDevice
, sampler
, This
->textures
[j
]);
1009 for(i
= 1; i
< WINED3D_HIGHEST_SAMPLER_STATE
; i
++) {
1010 IWineD3DDevice_SetSamplerState(pDevice
, sampler
, i
, This
->samplerState
[j
][i
]);
1013 for (i
= 0; i
< GL_LIMITS(clipplanes
); i
++) {
1016 clip
[0] = This
->clipplane
[i
][0];
1017 clip
[1] = This
->clipplane
[i
][1];
1018 clip
[2] = This
->clipplane
[i
][2];
1019 clip
[3] = This
->clipplane
[i
][3];
1020 IWineD3DDevice_SetClipPlane(pDevice
, i
, clip
);
1024 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= MAX_TEXTURES
- 1;
1025 for(j
= 0; j
< MAX_TEXTURES
- 1; j
++) {
1026 if(((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->textureState
[j
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
) {
1027 ((IWineD3DDeviceImpl
*)pDevice
)->stateBlock
->lowest_disabled_stage
= j
;
1031 TRACE("(%p) : Applied state block %p ------------------^\n", This
, pDevice
);
1036 static HRESULT WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock
* iface
) {
1037 IWineD3DStateBlockImpl
*This
= (IWineD3DStateBlockImpl
*)iface
;
1038 IWineD3DDevice
*device
= (IWineD3DDevice
*)This
->wineD3DDevice
;
1039 IWineD3DDeviceImpl
*ThisDevice
= (IWineD3DDeviceImpl
*)device
;
1041 WINED3DLINEPATTERN lp
;
1049 IWineD3DSwapChain
*swapchain
;
1050 IWineD3DSurface
*backbuffer
;
1051 WINED3DSURFACE_DESC desc
= {0};
1056 /* Note this may have a large overhead but it should only be executed
1057 once, in order to initialize the complete state of the device and
1058 all opengl equivalents */
1059 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This
, This
->wineD3DDevice
);
1060 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1061 This
->blockType
= WINED3DSBT_INIT
;
1063 /* Set some of the defaults for lights, transforms etc */
1064 memcpy(&This
->transforms
[WINED3DTS_PROJECTION
], identity
, sizeof(identity
));
1065 memcpy(&This
->transforms
[WINED3DTS_VIEW
], identity
, sizeof(identity
));
1066 for (i
= 0; i
< 256; ++i
) {
1067 memcpy(&This
->transforms
[WINED3DTS_WORLDMATRIX(i
)], identity
, sizeof(identity
));
1070 TRACE("Render states\n");
1071 /* Render states: */
1072 if (ThisDevice
->auto_depth_stencil_buffer
!= NULL
) {
1073 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_TRUE
);
1075 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZENABLE
, WINED3DZB_FALSE
);
1077 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FILLMODE
, WINED3DFILL_SOLID
);
1078 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SHADEMODE
, WINED3DSHADE_GOURAUD
);
1079 lp
.lp
.wRepeatFactor
= 0;
1080 lp
.lp
.wLinePattern
= 0;
1081 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LINEPATTERN
, lp
.d
);
1082 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZWRITEENABLE
, TRUE
);
1083 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHATESTENABLE
, FALSE
);
1084 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LASTPIXEL
, TRUE
);
1085 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLEND
, WINED3DBLEND_ONE
);
1086 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLEND
, WINED3DBLEND_ZERO
);
1087 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CULLMODE
, WINED3DCULL_CCW
);
1088 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZFUNC
, WINED3DCMP_LESSEQUAL
);
1089 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAFUNC
, WINED3DCMP_ALWAYS
);
1090 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHAREF
, 0);
1091 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DITHERENABLE
, FALSE
);
1092 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ALPHABLENDENABLE
, FALSE
);
1093 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGENABLE
, FALSE
);
1094 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARENABLE
, FALSE
);
1095 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZVISIBLE
, 0);
1096 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGCOLOR
, 0);
1097 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGTABLEMODE
, WINED3DFOG_NONE
);
1099 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGSTART
, tmpfloat
.d
);
1101 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGEND
, tmpfloat
.d
);
1103 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGDENSITY
, tmpfloat
.d
);
1104 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EDGEANTIALIAS
, FALSE
);
1105 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ZBIAS
, 0);
1106 IWineD3DDevice_SetRenderState(device
, WINED3DRS_RANGEFOGENABLE
, FALSE
);
1107 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILENABLE
, FALSE
);
1108 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1109 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1110 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1111 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILREF
, 0);
1112 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILMASK
, 0xFFFFFFFF);
1113 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1114 IWineD3DDevice_SetRenderState(device
, WINED3DRS_STENCILWRITEMASK
, 0xFFFFFFFF);
1115 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TEXTUREFACTOR
, 0xFFFFFFFF);
1116 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP0
, 0);
1117 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP1
, 0);
1118 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP2
, 0);
1119 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP3
, 0);
1120 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP4
, 0);
1121 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP5
, 0);
1122 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP6
, 0);
1123 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP7
, 0);
1124 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPING
, TRUE
);
1125 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LIGHTING
, TRUE
);
1126 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENT
, 0);
1127 IWineD3DDevice_SetRenderState(device
, WINED3DRS_FOGVERTEXMODE
, WINED3DFOG_NONE
);
1128 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORVERTEX
, TRUE
);
1129 IWineD3DDevice_SetRenderState(device
, WINED3DRS_LOCALVIEWER
, TRUE
);
1130 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALIZENORMALS
, FALSE
);
1131 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DIFFUSEMATERIALSOURCE
, WINED3DMCS_COLOR1
);
1132 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SPECULARMATERIALSOURCE
, WINED3DMCS_COLOR2
);
1133 IWineD3DDevice_SetRenderState(device
, WINED3DRS_AMBIENTMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1134 IWineD3DDevice_SetRenderState(device
, WINED3DRS_EMISSIVEMATERIALSOURCE
, WINED3DMCS_MATERIAL
);
1135 IWineD3DDevice_SetRenderState(device
, WINED3DRS_VERTEXBLEND
, WINED3DVBF_DISABLE
);
1136 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CLIPPLANEENABLE
, 0);
1137 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SOFTWAREVERTEXPROCESSING
, FALSE
);
1139 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE
, tmpfloat
.d
);
1140 tmpfloat
.f
= ((IWineD3DImpl
*)This
->wineD3DDevice
->wineD3D
)->dxVersion
< 9 ? 0.0f
: 1.0f
;
1141 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MIN
, tmpfloat
.d
);
1142 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSPRITEENABLE
, FALSE
);
1143 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALEENABLE
, FALSE
);
1145 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_A
, tmpfloat
.d
);
1147 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_B
, tmpfloat
.d
);
1149 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSCALE_C
, tmpfloat
.d
);
1150 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEANTIALIAS
, TRUE
);
1151 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MULTISAMPLEMASK
, 0xFFFFFFFF);
1152 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHEDGESTYLE
, WINED3DPATCHEDGE_DISCRETE
);
1154 IWineD3DDevice_SetRenderState(device
, WINED3DRS_PATCHSEGMENTS
, tmpfloat
.d
);
1155 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEBUGMONITORTOKEN
, 0xbaadcafe);
1156 tmpfloat
.f
= GL_LIMITS(pointsize
);
1157 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POINTSIZE_MAX
, tmpfloat
.d
);
1158 IWineD3DDevice_SetRenderState(device
, WINED3DRS_INDEXEDVERTEXBLENDENABLE
, FALSE
);
1159 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE
, 0x0000000F);
1161 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWEENFACTOR
, tmpfloat
.d
);
1162 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOP
, WINED3DBLENDOP_ADD
);
1163 IWineD3DDevice_SetRenderState(device
, WINED3DRS_POSITIONDEGREE
, WINED3DDEGREE_CUBIC
);
1164 IWineD3DDevice_SetRenderState(device
, WINED3DRS_NORMALDEGREE
, WINED3DDEGREE_LINEAR
);
1165 /* states new in d3d9 */
1166 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SCISSORTESTENABLE
, FALSE
);
1167 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SLOPESCALEDEPTHBIAS
, 0);
1169 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MINTESSELLATIONLEVEL
, tmpfloat
.d
);
1170 IWineD3DDevice_SetRenderState(device
, WINED3DRS_MAXTESSELLATIONLEVEL
, tmpfloat
.d
);
1171 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ANTIALIASEDLINEENABLE
, FALSE
);
1173 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_X
, tmpfloat
.d
);
1174 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Y
, tmpfloat
.d
);
1176 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_Z
, tmpfloat
.d
);
1178 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ADAPTIVETESS_W
, tmpfloat
.d
);
1179 IWineD3DDevice_SetRenderState(device
, WINED3DRS_ENABLEADAPTIVETESSELLATION
, FALSE
);
1180 IWineD3DDevice_SetRenderState(device
, WINED3DRS_TWOSIDEDSTENCILMODE
, FALSE
);
1181 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFAIL
, WINED3DSTENCILOP_KEEP
);
1182 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILZFAIL
, WINED3DSTENCILOP_KEEP
);
1183 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILPASS
, WINED3DSTENCILOP_KEEP
);
1184 IWineD3DDevice_SetRenderState(device
, WINED3DRS_CCW_STENCILFUNC
, WINED3DCMP_ALWAYS
);
1185 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE1
, 0x0000000F);
1186 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE2
, 0x0000000F);
1187 IWineD3DDevice_SetRenderState(device
, WINED3DRS_COLORWRITEENABLE3
, 0x0000000F);
1188 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDFACTOR
, 0xFFFFFFFF);
1189 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRGBWRITEENABLE
, 0);
1190 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DEPTHBIAS
, 0);
1191 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP8
, 0);
1192 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP9
, 0);
1193 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP10
, 0);
1194 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP11
, 0);
1195 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP12
, 0);
1196 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP13
, 0);
1197 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP14
, 0);
1198 IWineD3DDevice_SetRenderState(device
, WINED3DRS_WRAP15
, 0);
1199 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SEPARATEALPHABLENDENABLE
, FALSE
);
1200 IWineD3DDevice_SetRenderState(device
, WINED3DRS_SRCBLENDALPHA
, WINED3DBLEND_ONE
);
1201 IWineD3DDevice_SetRenderState(device
, WINED3DRS_DESTBLENDALPHA
, WINED3DBLEND_ZERO
);
1202 IWineD3DDevice_SetRenderState(device
, WINED3DRS_BLENDOPALPHA
, WINED3DBLENDOP_ADD
);
1204 /* clipping status */
1205 This
->clip_status
.ClipUnion
= 0;
1206 This
->clip_status
.ClipIntersection
= 0xFFFFFFFF;
1208 /* Texture Stage States - Put directly into state block, we will call function below */
1209 for (i
= 0; i
< MAX_TEXTURES
; i
++) {
1210 TRACE("Setting up default texture states for texture Stage %d\n", i
);
1211 memcpy(&This
->transforms
[WINED3DTS_TEXTURE0
+ i
], identity
, sizeof(identity
));
1212 This
->textureState
[i
][WINED3DTSS_COLOROP
] = (i
==0)? WINED3DTOP_MODULATE
: WINED3DTOP_DISABLE
;
1213 This
->textureState
[i
][WINED3DTSS_COLORARG1
] = WINED3DTA_TEXTURE
;
1214 This
->textureState
[i
][WINED3DTSS_COLORARG2
] = WINED3DTA_CURRENT
;
1215 This
->textureState
[i
][WINED3DTSS_ALPHAOP
] = (i
==0)? WINED3DTOP_SELECTARG1
: WINED3DTOP_DISABLE
;
1216 This
->textureState
[i
][WINED3DTSS_ALPHAARG1
] = WINED3DTA_TEXTURE
;
1217 This
->textureState
[i
][WINED3DTSS_ALPHAARG2
] = WINED3DTA_CURRENT
;
1218 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
] = 0;
1219 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT01
] = 0;
1220 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT10
] = 0;
1221 This
->textureState
[i
][WINED3DTSS_BUMPENVMAT11
] = 0;
1222 This
->textureState
[i
][WINED3DTSS_TEXCOORDINDEX
] = i
;
1223 This
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
] = 0;
1224 This
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
] = 0;
1225 This
->textureState
[i
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] = WINED3DTTFF_DISABLE
;
1226 This
->textureState
[i
][WINED3DTSS_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1227 This
->textureState
[i
][WINED3DTSS_COLORARG0
] = WINED3DTA_CURRENT
;
1228 This
->textureState
[i
][WINED3DTSS_ALPHAARG0
] = WINED3DTA_CURRENT
;
1229 This
->textureState
[i
][WINED3DTSS_RESULTARG
] = WINED3DTA_CURRENT
;
1231 This
->lowest_disabled_stage
= 1;
1234 for (i
= 0 ; i
< MAX_COMBINED_SAMPLERS
; i
++) {
1235 TRACE("Setting up default samplers states for sampler %d\n", i
);
1236 This
->samplerState
[i
][WINED3DSAMP_ADDRESSU
] = WINED3DTADDRESS_WRAP
;
1237 This
->samplerState
[i
][WINED3DSAMP_ADDRESSV
] = WINED3DTADDRESS_WRAP
;
1238 This
->samplerState
[i
][WINED3DSAMP_ADDRESSW
] = WINED3DTADDRESS_WRAP
;
1239 This
->samplerState
[i
][WINED3DSAMP_BORDERCOLOR
] = 0x00;
1240 This
->samplerState
[i
][WINED3DSAMP_MAGFILTER
] = WINED3DTEXF_POINT
;
1241 This
->samplerState
[i
][WINED3DSAMP_MINFILTER
] = WINED3DTEXF_POINT
;
1242 This
->samplerState
[i
][WINED3DSAMP_MIPFILTER
] = WINED3DTEXF_NONE
;
1243 This
->samplerState
[i
][WINED3DSAMP_MIPMAPLODBIAS
] = 0;
1244 This
->samplerState
[i
][WINED3DSAMP_MAXMIPLEVEL
] = 0;
1245 This
->samplerState
[i
][WINED3DSAMP_MAXANISOTROPY
] = 1;
1246 This
->samplerState
[i
][WINED3DSAMP_SRGBTEXTURE
] = 0;
1247 This
->samplerState
[i
][WINED3DSAMP_ELEMENTINDEX
] = 0; /* TODO: Indicates which element of a multielement texture to use */
1248 This
->samplerState
[i
][WINED3DSAMP_DMAPOFFSET
] = 0; /* TODO: Vertex offset in the presampled displacement map */
1251 for(i
= 0; i
< GL_LIMITS(textures
); i
++) {
1252 /* Note: This avoids calling SetTexture, so pretend it has been called */
1253 This
->changed
.textures
|= 1 << i
;
1254 This
->textures
[i
] = NULL
;
1257 /* Set the default scissor rect values */
1258 desc
.Width
= &width
;
1259 desc
.Height
= &height
;
1261 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1262 hr
= IWineD3DDevice_GetSwapChain(device
, 0, &swapchain
);
1263 if( hr
== WINED3D_OK
&& swapchain
!= NULL
) {
1266 hr
= IWineD3DSwapChain_GetBackBuffer(swapchain
, 0, WINED3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
1267 if( hr
== WINED3D_OK
&& backbuffer
!= NULL
) {
1268 IWineD3DSurface_GetDesc(backbuffer
, &desc
);
1269 IWineD3DSurface_Release(backbuffer
);
1271 scissorrect
.left
= 0;
1272 scissorrect
.right
= width
;
1273 scissorrect
.top
= 0;
1274 scissorrect
.bottom
= height
;
1275 hr
= IWineD3DDevice_SetScissorRect(device
, &scissorrect
);
1276 if( hr
!= WINED3D_OK
) {
1277 ERR("This should never happen, expect rendering issues!\n");
1281 /* Set the default viewport */
1284 vp
.Width
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferWidth
;
1285 vp
.Height
= ((IWineD3DSwapChainImpl
*)swapchain
)->presentParms
.BackBufferHeight
;
1288 IWineD3DDevice_SetViewport(device
, &vp
);
1290 IWineD3DSwapChain_Release(swapchain
);
1293 TRACE("-----------------------> Device defaults now set up...\n");
1297 /**********************************************************
1298 * IWineD3DStateBlock VTbl follows
1299 **********************************************************/
1301 const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl
=
1304 IWineD3DStateBlockImpl_QueryInterface
,
1305 IWineD3DStateBlockImpl_AddRef
,
1306 IWineD3DStateBlockImpl_Release
,
1307 /* IWineD3DStateBlock */
1308 IWineD3DStateBlockImpl_GetParent
,
1309 IWineD3DStateBlockImpl_GetDevice
,
1310 IWineD3DStateBlockImpl_Capture
,
1311 IWineD3DStateBlockImpl_Apply
,
1312 IWineD3DStateBlockImpl_InitStartupStateBlock