push 149f0a5527ac85057a8ef03858d34d91c36f97e8
[wine/hacks.git] / dlls / wined3d / stateblock.c
blob41fca71235caa5b9375c65b0aaaec1bb01393dcd
1 /*
2 * state block implementation
4 * Copyright 2002 Raphael Junqueira
5 * Copyright 2004 Jason Edmeades
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
8 * Copyright 2009 Henri Verbeet for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 static const DWORD pixel_states_render[] =
32 WINED3DRS_ALPHABLENDENABLE,
33 WINED3DRS_ALPHAFUNC,
34 WINED3DRS_ALPHAREF,
35 WINED3DRS_ALPHATESTENABLE,
36 WINED3DRS_ANTIALIASEDLINEENABLE,
37 WINED3DRS_BLENDFACTOR,
38 WINED3DRS_BLENDOP,
39 WINED3DRS_BLENDOPALPHA,
40 WINED3DRS_CCW_STENCILFAIL,
41 WINED3DRS_CCW_STENCILPASS,
42 WINED3DRS_CCW_STENCILZFAIL,
43 WINED3DRS_COLORWRITEENABLE,
44 WINED3DRS_COLORWRITEENABLE1,
45 WINED3DRS_COLORWRITEENABLE2,
46 WINED3DRS_COLORWRITEENABLE3,
47 WINED3DRS_DEPTHBIAS,
48 WINED3DRS_DESTBLEND,
49 WINED3DRS_DESTBLENDALPHA,
50 WINED3DRS_DITHERENABLE,
51 WINED3DRS_FILLMODE,
52 WINED3DRS_FOGDENSITY,
53 WINED3DRS_FOGEND,
54 WINED3DRS_FOGSTART,
55 WINED3DRS_LASTPIXEL,
56 WINED3DRS_SCISSORTESTENABLE,
57 WINED3DRS_SEPARATEALPHABLENDENABLE,
58 WINED3DRS_SHADEMODE,
59 WINED3DRS_SLOPESCALEDEPTHBIAS,
60 WINED3DRS_SRCBLEND,
61 WINED3DRS_SRCBLENDALPHA,
62 WINED3DRS_SRGBWRITEENABLE,
63 WINED3DRS_STENCILENABLE,
64 WINED3DRS_STENCILFAIL,
65 WINED3DRS_STENCILFUNC,
66 WINED3DRS_STENCILMASK,
67 WINED3DRS_STENCILPASS,
68 WINED3DRS_STENCILREF,
69 WINED3DRS_STENCILWRITEMASK,
70 WINED3DRS_STENCILZFAIL,
71 WINED3DRS_TEXTUREFACTOR,
72 WINED3DRS_TWOSIDEDSTENCILMODE,
73 WINED3DRS_WRAP0,
74 WINED3DRS_WRAP1,
75 WINED3DRS_WRAP10,
76 WINED3DRS_WRAP11,
77 WINED3DRS_WRAP12,
78 WINED3DRS_WRAP13,
79 WINED3DRS_WRAP14,
80 WINED3DRS_WRAP15,
81 WINED3DRS_WRAP2,
82 WINED3DRS_WRAP3,
83 WINED3DRS_WRAP4,
84 WINED3DRS_WRAP5,
85 WINED3DRS_WRAP6,
86 WINED3DRS_WRAP7,
87 WINED3DRS_WRAP8,
88 WINED3DRS_WRAP9,
89 WINED3DRS_ZENABLE,
90 WINED3DRS_ZFUNC,
91 WINED3DRS_ZWRITEENABLE,
94 static const DWORD pixel_states_texture[] =
96 WINED3DTSS_ALPHAARG0,
97 WINED3DTSS_ALPHAARG1,
98 WINED3DTSS_ALPHAARG2,
99 WINED3DTSS_ALPHAOP,
100 WINED3DTSS_BUMPENVLOFFSET,
101 WINED3DTSS_BUMPENVLSCALE,
102 WINED3DTSS_BUMPENVMAT00,
103 WINED3DTSS_BUMPENVMAT01,
104 WINED3DTSS_BUMPENVMAT10,
105 WINED3DTSS_BUMPENVMAT11,
106 WINED3DTSS_COLORARG0,
107 WINED3DTSS_COLORARG1,
108 WINED3DTSS_COLORARG2,
109 WINED3DTSS_COLOROP,
110 WINED3DTSS_RESULTARG,
111 WINED3DTSS_TEXCOORDINDEX,
112 WINED3DTSS_TEXTURETRANSFORMFLAGS,
115 static const DWORD pixel_states_sampler[] =
117 WINED3DSAMP_ADDRESSU,
118 WINED3DSAMP_ADDRESSV,
119 WINED3DSAMP_ADDRESSW,
120 WINED3DSAMP_BORDERCOLOR,
121 WINED3DSAMP_MAGFILTER,
122 WINED3DSAMP_MINFILTER,
123 WINED3DSAMP_MIPFILTER,
124 WINED3DSAMP_MIPMAPLODBIAS,
125 WINED3DSAMP_MAXMIPLEVEL,
126 WINED3DSAMP_MAXANISOTROPY,
127 WINED3DSAMP_SRGBTEXTURE,
128 WINED3DSAMP_ELEMENTINDEX,
131 static const DWORD vertex_states_render[] =
133 WINED3DRS_ADAPTIVETESS_W,
134 WINED3DRS_ADAPTIVETESS_X,
135 WINED3DRS_ADAPTIVETESS_Y,
136 WINED3DRS_ADAPTIVETESS_Z,
137 WINED3DRS_AMBIENT,
138 WINED3DRS_AMBIENTMATERIALSOURCE,
139 WINED3DRS_CLIPPING,
140 WINED3DRS_CLIPPLANEENABLE,
141 WINED3DRS_COLORVERTEX,
142 WINED3DRS_CULLMODE,
143 WINED3DRS_DIFFUSEMATERIALSOURCE,
144 WINED3DRS_EMISSIVEMATERIALSOURCE,
145 WINED3DRS_ENABLEADAPTIVETESSELLATION,
146 WINED3DRS_FOGCOLOR,
147 WINED3DRS_FOGDENSITY,
148 WINED3DRS_FOGENABLE,
149 WINED3DRS_FOGEND,
150 WINED3DRS_FOGSTART,
151 WINED3DRS_FOGTABLEMODE,
152 WINED3DRS_FOGVERTEXMODE,
153 WINED3DRS_INDEXEDVERTEXBLENDENABLE,
154 WINED3DRS_LIGHTING,
155 WINED3DRS_LOCALVIEWER,
156 WINED3DRS_MAXTESSELLATIONLEVEL,
157 WINED3DRS_MINTESSELLATIONLEVEL,
158 WINED3DRS_MULTISAMPLEANTIALIAS,
159 WINED3DRS_MULTISAMPLEMASK,
160 WINED3DRS_NORMALDEGREE,
161 WINED3DRS_NORMALIZENORMALS,
162 WINED3DRS_PATCHEDGESTYLE,
163 WINED3DRS_POINTSCALE_A,
164 WINED3DRS_POINTSCALE_B,
165 WINED3DRS_POINTSCALE_C,
166 WINED3DRS_POINTSCALEENABLE,
167 WINED3DRS_POINTSIZE,
168 WINED3DRS_POINTSIZE_MAX,
169 WINED3DRS_POINTSIZE_MIN,
170 WINED3DRS_POINTSPRITEENABLE,
171 WINED3DRS_POSITIONDEGREE,
172 WINED3DRS_RANGEFOGENABLE,
173 WINED3DRS_SHADEMODE,
174 WINED3DRS_SPECULARENABLE,
175 WINED3DRS_SPECULARMATERIALSOURCE,
176 WINED3DRS_TWEENFACTOR,
177 WINED3DRS_VERTEXBLEND,
180 static const DWORD vertex_states_texture[] =
182 WINED3DTSS_TEXCOORDINDEX,
183 WINED3DTSS_TEXTURETRANSFORMFLAGS,
186 static const DWORD vertex_states_sampler[] =
188 WINED3DSAMP_DMAPOFFSET,
191 /* Allocates the correct amount of space for pixel and vertex shader constants,
192 * along with their set/changed flags on the given stateblock object
194 static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
196 IWineD3DDeviceImpl *device = object->wineD3DDevice;
198 /* Allocate space for floating point constants */
199 object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->pixelShaderConstantF) goto fail;
203 object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
204 sizeof(BOOL) * device->d3d_pshader_constantF);
205 if (!object->changed.pixelShaderConstantsF) goto fail;
207 object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->vertexShaderConstantF) goto fail;
211 object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
212 sizeof(BOOL) * device->d3d_vshader_constantF);
213 if (!object->changed.vertexShaderConstantsF) goto fail;
215 object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
216 sizeof(DWORD) * device->d3d_vshader_constantF);
217 if (!object->contained_vs_consts_f) goto fail;
219 object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
220 sizeof(DWORD) * device->d3d_pshader_constantF);
221 if (!object->contained_ps_consts_f) goto fail;
223 return WINED3D_OK;
225 fail:
226 ERR("Failed to allocate memory\n");
227 HeapFree(GetProcessHeap(), 0, object->pixelShaderConstantF);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->vertexShaderConstantF);
230 HeapFree(GetProcessHeap(), 0, object->changed.vertexShaderConstantsF);
231 HeapFree(GetProcessHeap(), 0, object->contained_vs_consts_f);
232 HeapFree(GetProcessHeap(), 0, object->contained_ps_consts_f);
233 return E_OUTOFMEMORY;
236 static inline void stateblock_set_bits(DWORD *map, UINT map_size)
238 DWORD mask = (1 << (map_size & 0x1f)) - 1;
239 memset(map, 0xff, (map_size >> 5) * sizeof(*map));
240 if (mask) map[map_size >> 5] = mask;
243 /* Set all members of a stateblock savedstate to the given value */
244 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
246 unsigned int i;
248 /* Single values */
249 states->primitive_type = 1;
250 states->indices = 1;
251 states->material = 1;
252 states->viewport = 1;
253 states->vertexDecl = 1;
254 states->pixelShader = 1;
255 states->vertexShader = 1;
256 states->scissorRect = 1;
258 /* Fixed size arrays */
259 states->streamSource = 0xffff;
260 states->streamFreq = 0xffff;
261 states->textures = 0xfffff;
262 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
263 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
264 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
265 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
266 states->clipplane = 0xffffffff;
267 states->pixelShaderConstantsB = 0xffff;
268 states->pixelShaderConstantsI = 0xffff;
269 states->vertexShaderConstantsB = 0xffff;
270 states->vertexShaderConstantsI = 0xffff;
272 /* Dynamically sized arrays */
273 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
274 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
277 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
279 DWORD texture_mask = 0;
280 WORD sampler_mask = 0;
281 unsigned int i;
283 states->pixelShader = 1;
285 for (i = 0; i < sizeof(pixel_states_render) / sizeof(*pixel_states_render); ++i)
287 DWORD rs = pixel_states_render[i];
288 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
291 for (i = 0; i < sizeof(pixel_states_texture) / sizeof(*pixel_states_texture); ++i)
292 texture_mask |= 1 << pixel_states_texture[i];
293 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
294 for (i = 0; i < sizeof(pixel_states_sampler) / sizeof(*pixel_states_sampler); ++i)
295 sampler_mask |= 1 << pixel_states_sampler[i];
296 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
297 states->pixelShaderConstantsB = 0xffff;
298 states->pixelShaderConstantsI = 0xffff;
300 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
303 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
305 DWORD texture_mask = 0;
306 WORD sampler_mask = 0;
307 unsigned int i;
309 states->vertexDecl = 1;
310 states->vertexShader = 1;
312 for (i = 0; i < sizeof(vertex_states_render) / sizeof(*vertex_states_render); ++i)
314 DWORD rs = vertex_states_render[i];
315 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
318 for (i = 0; i < sizeof(vertex_states_texture) / sizeof(*vertex_states_texture); ++i)
319 texture_mask |= 1 << vertex_states_texture[i];
320 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
321 for (i = 0; i < sizeof(vertex_states_sampler) / sizeof(*vertex_states_sampler); ++i)
322 sampler_mask |= 1 << vertex_states_sampler[i];
323 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
324 states->vertexShaderConstantsB = 0xffff;
325 states->vertexShaderConstantsI = 0xffff;
327 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
330 void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
332 IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
333 unsigned int i, j;
335 for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
337 DWORD map = stateblock->changed.renderState[i];
338 for (j = 0; map; map >>= 1, ++j)
340 if (!(map & 1)) continue;
342 stateblock->contained_render_states[stateblock->num_contained_render_states] = (i << 5) | j;
343 ++stateblock->num_contained_render_states;
347 for (i = 0; i <= HIGHEST_TRANSFORMSTATE >> 5; ++i)
349 DWORD map = stateblock->changed.transform[i];
350 for (j = 0; map; map >>= 1, ++j)
352 if (!(map & 1)) continue;
354 stateblock->contained_transform_states[stateblock->num_contained_transform_states] = (i << 5) | j;
355 ++stateblock->num_contained_transform_states;
359 for (i = 0; i < device->d3d_vshader_constantF; ++i)
361 if (stateblock->changed.vertexShaderConstantsF[i])
363 stateblock->contained_vs_consts_f[stateblock->num_contained_vs_consts_f] = i;
364 ++stateblock->num_contained_vs_consts_f;
368 for (i = 0; i < MAX_CONST_I; ++i)
370 if (stateblock->changed.vertexShaderConstantsI & (1 << i))
372 stateblock->contained_vs_consts_i[stateblock->num_contained_vs_consts_i] = i;
373 ++stateblock->num_contained_vs_consts_i;
377 for (i = 0; i < MAX_CONST_B; ++i)
379 if (stateblock->changed.vertexShaderConstantsB & (1 << i))
381 stateblock->contained_vs_consts_b[stateblock->num_contained_vs_consts_b] = i;
382 ++stateblock->num_contained_vs_consts_b;
386 for (i = 0; i < device->d3d_pshader_constantF; ++i)
388 if (stateblock->changed.pixelShaderConstantsF[i])
390 stateblock->contained_ps_consts_f[stateblock->num_contained_ps_consts_f] = i;
391 ++stateblock->num_contained_ps_consts_f;
395 for (i = 0; i < MAX_CONST_I; ++i)
397 if (stateblock->changed.pixelShaderConstantsI & (1 << i))
399 stateblock->contained_ps_consts_i[stateblock->num_contained_ps_consts_i] = i;
400 ++stateblock->num_contained_ps_consts_i;
404 for (i = 0; i < MAX_CONST_B; ++i)
406 if (stateblock->changed.pixelShaderConstantsB & (1 << i))
408 stateblock->contained_ps_consts_b[stateblock->num_contained_ps_consts_b] = i;
409 ++stateblock->num_contained_ps_consts_b;
413 for (i = 0; i < MAX_TEXTURES; ++i)
415 DWORD map = stateblock->changed.textureState[i];
417 for(j = 0; map; map >>= 1, ++j)
419 if (!(map & 1)) continue;
421 stateblock->contained_tss_states[stateblock->num_contained_tss_states].stage = i;
422 stateblock->contained_tss_states[stateblock->num_contained_tss_states].state = j;
423 ++stateblock->num_contained_tss_states;
427 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
429 DWORD map = stateblock->changed.samplerState[i];
431 for (j = 0; map; map >>= 1, ++j)
433 if (!(map & 1)) continue;
435 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].stage = i;
436 stateblock->contained_sampler_states[stateblock->num_contained_sampler_states].state = j;
437 ++stateblock->num_contained_sampler_states;
442 static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct list *light_map)
444 unsigned int i;
446 for (i = 0; i < LIGHTMAP_SIZE; ++i)
448 const struct wined3d_light_info *src_light;
450 LIST_FOR_EACH_ENTRY(src_light, &light_map[i], struct wined3d_light_info, entry)
452 struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
454 *dst_light = *src_light;
455 list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
460 /**********************************************************
461 * IWineD3DStateBlockImpl IUnknown parts follows
462 **********************************************************/
463 static HRESULT WINAPI IWineD3DStateBlockImpl_QueryInterface(IWineD3DStateBlock *iface,REFIID riid,LPVOID *ppobj)
465 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
466 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
467 if (IsEqualGUID(riid, &IID_IUnknown)
468 || IsEqualGUID(riid, &IID_IWineD3DBase)
469 || IsEqualGUID(riid, &IID_IWineD3DStateBlock)){
470 IUnknown_AddRef(iface);
471 *ppobj = This;
472 return S_OK;
474 *ppobj = NULL;
475 return E_NOINTERFACE;
478 static ULONG WINAPI IWineD3DStateBlockImpl_AddRef(IWineD3DStateBlock *iface) {
479 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
480 ULONG refCount = InterlockedIncrement(&This->ref);
482 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
483 return refCount;
486 static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
487 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
488 ULONG refCount = InterlockedDecrement(&This->ref);
490 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
492 if (!refCount) {
493 int counter;
495 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
497 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++)
499 if (This->textures[counter]) IWineD3DBaseTexture_Release(This->textures[counter]);
502 for (counter = 0; counter < MAX_STREAMS; counter++) {
503 if(This->streamSource[counter]) {
504 if (IWineD3DBuffer_Release(This->streamSource[counter]))
506 TRACE("Vertex buffer still referenced by stateblock, applications has leaked Stream %u, buffer %p\n", counter, This->streamSource[counter]);
510 if(This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
511 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
512 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
514 for(counter = 0; counter < LIGHTMAP_SIZE; counter++) {
515 struct list *e1, *e2;
516 LIST_FOR_EACH_SAFE(e1, e2, &This->lightMap[counter])
518 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
519 list_remove(&light->entry);
520 HeapFree(GetProcessHeap(), 0, light);
524 HeapFree(GetProcessHeap(), 0, This->vertexShaderConstantF);
525 HeapFree(GetProcessHeap(), 0, This->changed.vertexShaderConstantsF);
526 HeapFree(GetProcessHeap(), 0, This->pixelShaderConstantF);
527 HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
528 HeapFree(GetProcessHeap(), 0, This->contained_vs_consts_f);
529 HeapFree(GetProcessHeap(), 0, This->contained_ps_consts_f);
530 HeapFree(GetProcessHeap(), 0, This);
532 return refCount;
535 /**********************************************************
536 * IWineD3DStateBlockImpl parts follows
537 **********************************************************/
538 static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *iface, IWineD3DDevice** ppDevice){
540 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
542 *ppDevice = (IWineD3DDevice*)This->wineD3DDevice;
543 IWineD3DDevice_AddRef(*ppDevice);
544 return WINED3D_OK;
548 static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
550 UINT i;
552 /* Lights... For a recorded state block, we just had a chain of actions to perform,
553 * so we need to walk that chain and update any actions which differ
555 for(i = 0; i < LIGHTMAP_SIZE; i++) {
556 struct list *e, *f;
557 LIST_FOR_EACH(e, &This->lightMap[i]) {
558 BOOL updated = FALSE;
559 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
561 /* Look up the light in the destination */
562 LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
563 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
564 if (realLight->OriginalIndex == src->OriginalIndex)
566 src->OriginalParms = realLight->OriginalParms;
568 if (realLight->glIndex == -1 && src->glIndex != -1)
570 /* Light disabled */
571 This->activeLights[src->glIndex] = NULL;
573 else if (realLight->glIndex != -1 && src->glIndex == -1)
575 /* Light enabled */
576 This->activeLights[realLight->glIndex] = src;
578 src->glIndex = realLight->glIndex;
579 updated = TRUE;
580 break;
584 if (!updated)
586 ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
587 src->OriginalIndex, This, targetStateBlock);
593 static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
595 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
596 IWineD3DStateBlockImpl *targetStateBlock = This->wineD3DDevice->stateBlock;
597 unsigned int i;
598 DWORD map;
600 TRACE("(%p) : Updating state block %p ------------------v\n", targetStateBlock, This);
602 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
604 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
606 if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRef(targetStateBlock->vertexShader);
607 if (This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
608 This->vertexShader = targetStateBlock->vertexShader;
611 /* Vertex Shader Float Constants */
612 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
614 unsigned int idx = This->contained_vs_consts_f[i];
616 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
617 This, targetStateBlock, idx,
618 targetStateBlock->vertexShaderConstantF[idx * 4 + 0],
619 targetStateBlock->vertexShaderConstantF[idx * 4 + 1],
620 targetStateBlock->vertexShaderConstantF[idx * 4 + 2],
621 targetStateBlock->vertexShaderConstantF[idx * 4 + 3]);
623 This->vertexShaderConstantF[idx * 4 + 0] = targetStateBlock->vertexShaderConstantF[idx * 4 + 0];
624 This->vertexShaderConstantF[idx * 4 + 1] = targetStateBlock->vertexShaderConstantF[idx * 4 + 1];
625 This->vertexShaderConstantF[idx * 4 + 2] = targetStateBlock->vertexShaderConstantF[idx * 4 + 2];
626 This->vertexShaderConstantF[idx * 4 + 3] = targetStateBlock->vertexShaderConstantF[idx * 4 + 3];
629 /* Vertex Shader Integer Constants */
630 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
632 unsigned int idx = This->contained_vs_consts_i[i];
634 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
635 This, targetStateBlock, idx,
636 targetStateBlock->vertexShaderConstantI[idx * 4 + 0],
637 targetStateBlock->vertexShaderConstantI[idx * 4 + 1],
638 targetStateBlock->vertexShaderConstantI[idx * 4 + 2],
639 targetStateBlock->vertexShaderConstantI[idx * 4 + 3]);
641 This->vertexShaderConstantI[idx * 4 + 0] = targetStateBlock->vertexShaderConstantI[idx * 4 + 0];
642 This->vertexShaderConstantI[idx * 4 + 1] = targetStateBlock->vertexShaderConstantI[idx * 4 + 1];
643 This->vertexShaderConstantI[idx * 4 + 2] = targetStateBlock->vertexShaderConstantI[idx * 4 + 2];
644 This->vertexShaderConstantI[idx * 4 + 3] = targetStateBlock->vertexShaderConstantI[idx * 4 + 3];
647 /* Vertex Shader Boolean Constants */
648 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
650 unsigned int idx = This->contained_vs_consts_b[i];
652 TRACE("Setting %p from %p %u to %s.\n",
653 This, targetStateBlock, idx,
654 targetStateBlock->vertexShaderConstantB[idx] ? "TRUE" : "FALSE");
656 This->vertexShaderConstantB[idx] = targetStateBlock->vertexShaderConstantB[idx];
659 /* Pixel Shader Float Constants */
660 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
662 unsigned int idx = This->contained_ps_consts_f[i];
664 TRACE("Setting %p from %p %u to {%.8e, %.8e, %.8e, %.8e}.\n",
665 This, targetStateBlock, idx,
666 targetStateBlock->pixelShaderConstantF[idx * 4 + 0],
667 targetStateBlock->pixelShaderConstantF[idx * 4 + 1],
668 targetStateBlock->pixelShaderConstantF[idx * 4 + 2],
669 targetStateBlock->pixelShaderConstantF[idx * 4 + 3]);
671 This->pixelShaderConstantF[idx * 4 + 0] = targetStateBlock->pixelShaderConstantF[idx * 4 + 0];
672 This->pixelShaderConstantF[idx * 4 + 1] = targetStateBlock->pixelShaderConstantF[idx * 4 + 1];
673 This->pixelShaderConstantF[idx * 4 + 2] = targetStateBlock->pixelShaderConstantF[idx * 4 + 2];
674 This->pixelShaderConstantF[idx * 4 + 3] = targetStateBlock->pixelShaderConstantF[idx * 4 + 3];
677 /* Pixel Shader Integer Constants */
678 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
680 unsigned int idx = This->contained_ps_consts_i[i];
681 TRACE("Setting %p from %p %u to {%d, %d, %d, %d}.\n",
682 This, targetStateBlock, idx,
683 targetStateBlock->pixelShaderConstantI[idx * 4 + 0],
684 targetStateBlock->pixelShaderConstantI[idx * 4 + 1],
685 targetStateBlock->pixelShaderConstantI[idx * 4 + 2],
686 targetStateBlock->pixelShaderConstantI[idx * 4 + 3]);
688 This->pixelShaderConstantI[idx * 4 + 0] = targetStateBlock->pixelShaderConstantI[idx * 4 + 0];
689 This->pixelShaderConstantI[idx * 4 + 1] = targetStateBlock->pixelShaderConstantI[idx * 4 + 1];
690 This->pixelShaderConstantI[idx * 4 + 2] = targetStateBlock->pixelShaderConstantI[idx * 4 + 2];
691 This->pixelShaderConstantI[idx * 4 + 3] = targetStateBlock->pixelShaderConstantI[idx * 4 + 3];
694 /* Pixel Shader Boolean Constants */
695 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
697 unsigned int idx = This->contained_ps_consts_b[i];
698 TRACE("Setting %p from %p %u to %s.\n", This, targetStateBlock, idx,
699 targetStateBlock->pixelShaderConstantB[idx] ? "TRUE" : "FALSE");
701 This->pixelShaderConstantB[idx] = targetStateBlock->pixelShaderConstantB[idx];
704 /* Others + Render & Texture */
705 for (i = 0; i < This->num_contained_transform_states; ++i)
707 WINED3DTRANSFORMSTATETYPE transform = This->contained_transform_states[i];
709 TRACE("Updating transform %#x.\n", transform);
711 This->transforms[transform] = targetStateBlock->transforms[transform];
714 if (This->changed.primitive_type) This->gl_primitive_type = targetStateBlock->gl_primitive_type;
716 if (This->changed.indices
717 && ((This->pIndexData != targetStateBlock->pIndexData)
718 || (This->baseVertexIndex != targetStateBlock->baseVertexIndex)
719 || (This->IndexFmt != targetStateBlock->IndexFmt)))
721 TRACE("Updating pIndexData to %p, baseVertexIndex to %d.\n",
722 targetStateBlock->pIndexData, targetStateBlock->baseVertexIndex);
724 if (targetStateBlock->pIndexData) IWineD3DBuffer_AddRef(targetStateBlock->pIndexData);
725 if (This->pIndexData) IWineD3DBuffer_Release(This->pIndexData);
726 This->pIndexData = targetStateBlock->pIndexData;
727 This->baseVertexIndex = targetStateBlock->baseVertexIndex;
728 This->IndexFmt = targetStateBlock->IndexFmt;
731 if (This->changed.vertexDecl && This->vertexDecl != targetStateBlock->vertexDecl
732 && (This->blockType != WINED3DSBT_RECORDED
733 || ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion != 9))
735 TRACE("Updating vertex declaration from %p to %p.\n", This->vertexDecl, targetStateBlock->vertexDecl);
737 if (targetStateBlock->vertexDecl) IWineD3DVertexDeclaration_AddRef(targetStateBlock->vertexDecl);
738 if (This->vertexDecl) IWineD3DVertexDeclaration_Release(This->vertexDecl);
739 This->vertexDecl = targetStateBlock->vertexDecl;
742 if (This->changed.material
743 && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
745 TRACE("Updating material.\n");
747 This->material = targetStateBlock->material;
750 if (This->changed.viewport
751 && memcmp(&targetStateBlock->viewport, &This->viewport, sizeof(This->viewport)))
753 TRACE("Updating viewport.\n");
755 This->viewport = targetStateBlock->viewport;
758 if(This->changed.scissorRect
759 && memcmp(&targetStateBlock->scissorRect, &This->scissorRect, sizeof(This->scissorRect)))
761 TRACE("Updating scissor rect.\n");
763 targetStateBlock->scissorRect = This->scissorRect;
766 map = This->changed.streamSource;
767 for (i = 0; map; map >>= 1, ++i)
769 if (!(map & 1)) continue;
771 if (This->streamStride[i] != targetStateBlock->streamStride[i]
772 || This->streamSource[i] != targetStateBlock->streamSource[i])
774 TRACE("Updating stream source %u to %p, stride to %u.\n",
775 i, targetStateBlock->streamSource[i], targetStateBlock->streamStride[i]);
777 This->streamStride[i] = targetStateBlock->streamStride[i];
778 if (targetStateBlock->streamSource[i]) IWineD3DBuffer_AddRef(targetStateBlock->streamSource[i]);
779 if (This->streamSource[i]) IWineD3DBuffer_Release(This->streamSource[i]);
780 This->streamSource[i] = targetStateBlock->streamSource[i];
784 map = This->changed.streamFreq;
785 for (i = 0; map; map >>= 1, ++i)
787 if (!(map & 1)) continue;
789 if (This->streamFreq[i] != targetStateBlock->streamFreq[i]
790 || This->streamFlags[i] != targetStateBlock->streamFlags[i])
792 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
793 i, targetStateBlock->streamFreq[i], targetStateBlock->streamFlags[i]);
795 This->streamFreq[i] = targetStateBlock->streamFreq[i];
796 This->streamFlags[i] = targetStateBlock->streamFlags[i];
800 map = This->changed.clipplane;
801 for (i = 0; map; map >>= 1, ++i)
803 if (!(map & 1)) continue;
805 if (memcmp(targetStateBlock->clipplane[i], This->clipplane[i], sizeof(*This->clipplane)))
807 TRACE("Updating clipplane %u.\n", i);
808 memcpy(This->clipplane[i], targetStateBlock->clipplane[i], sizeof(*This->clipplane));
812 /* Render */
813 for (i = 0; i < This->num_contained_render_states; ++i)
815 WINED3DRENDERSTATETYPE rs = This->contained_render_states[i];
817 TRACE("Updating renderState %#x to %u.\n", rs, targetStateBlock->renderState[rs]);
819 This->renderState[rs] = targetStateBlock->renderState[rs];
822 /* Texture states */
823 for (i = 0; i < This->num_contained_tss_states; ++i)
825 DWORD stage = This->contained_tss_states[i].stage;
826 DWORD state = This->contained_tss_states[i].state;
828 TRACE("Updating texturestage state %u, %u to %u (was %u).\n", stage, state,
829 targetStateBlock->textureState[stage][state], This->textureState[stage][state]);
831 This->textureState[stage][state] = targetStateBlock->textureState[stage][state];
834 /* Samplers */
835 map = This->changed.textures;
836 for (i = 0; map; map >>= 1, ++i)
838 if (!(map & 1)) continue;
840 TRACE("Updating texture %u to %p (was %p).\n", i, targetStateBlock->textures[i], This->textures[i]);
842 if (targetStateBlock->textures[i]) IWineD3DBaseTexture_AddRef(targetStateBlock->textures[i]);
843 if (This->textures[i]) IWineD3DBaseTexture_Release(This->textures[i]);
844 This->textures[i] = targetStateBlock->textures[i];
847 for (i = 0; i < This->num_contained_sampler_states; ++i)
849 DWORD stage = This->contained_sampler_states[i].stage;
850 DWORD state = This->contained_sampler_states[i].state;
852 TRACE("Updating sampler state %u, %u to %u (was %u).\n", stage, state,
853 targetStateBlock->samplerState[stage][state], This->samplerState[stage][state]);
855 This->samplerState[stage][state] = targetStateBlock->samplerState[stage][state];
858 if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
860 if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
861 if (This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
862 This->pixelShader = targetStateBlock->pixelShader;
865 record_lights(This, targetStateBlock);
867 TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
869 return WINED3D_OK;
872 static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
874 UINT i;
875 for(i = 0; i < LIGHTMAP_SIZE; i++) {
876 struct list *e;
878 LIST_FOR_EACH(e, &This->lightMap[i])
880 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
882 IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
883 IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
888 static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
890 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
891 IWineD3DDevice *pDevice = (IWineD3DDevice *)This->wineD3DDevice;
892 unsigned int i;
893 DWORD map;
895 TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
897 TRACE("Blocktype: %d\n", This->blockType);
899 if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
901 /* Vertex Shader Constants */
902 for (i = 0; i < This->num_contained_vs_consts_f; ++i)
904 IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
905 This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
907 for (i = 0; i < This->num_contained_vs_consts_i; ++i)
909 IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
910 This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
912 for (i = 0; i < This->num_contained_vs_consts_b; ++i)
914 IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
915 This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
918 apply_lights(pDevice, This);
920 if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
922 /* Pixel Shader Constants */
923 for (i = 0; i < This->num_contained_ps_consts_f; ++i)
925 IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
926 This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
928 for (i = 0; i < This->num_contained_ps_consts_i; ++i)
930 IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
931 This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
933 for (i = 0; i < This->num_contained_ps_consts_b; ++i)
935 IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
936 This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
939 /* Render */
940 for (i = 0; i < This->num_contained_render_states; ++i)
942 IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
943 This->renderState[This->contained_render_states[i]]);
946 /* Texture states */
947 for (i = 0; i < This->num_contained_tss_states; ++i)
949 DWORD stage = This->contained_tss_states[i].stage;
950 DWORD state = This->contained_tss_states[i].state;
952 IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
955 /* Sampler states */
956 for (i = 0; i < This->num_contained_sampler_states; ++i)
958 DWORD stage = This->contained_sampler_states[i].stage;
959 DWORD state = This->contained_sampler_states[i].state;
960 DWORD value = This->samplerState[stage][state];
962 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
963 IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
966 for (i = 0; i < This->num_contained_transform_states; ++i)
968 IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
969 &This->transforms[This->contained_transform_states[i]]);
972 if (This->changed.primitive_type)
974 This->wineD3DDevice->updateStateBlock->changed.primitive_type = TRUE;
975 This->wineD3DDevice->updateStateBlock->gl_primitive_type = This->gl_primitive_type;
978 if (This->changed.indices)
980 IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
981 IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
984 if (This->changed.vertexDecl)
986 IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
989 if (This->changed.material)
991 IWineD3DDevice_SetMaterial(pDevice, &This->material);
994 if (This->changed.viewport)
996 IWineD3DDevice_SetViewport(pDevice, &This->viewport);
999 if (This->changed.scissorRect)
1001 IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
1004 map = This->changed.streamSource;
1005 for (i = 0; map; map >>= 1, ++i)
1007 if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
1010 map = This->changed.streamFreq;
1011 for (i = 0; map; map >>= 1, ++i)
1013 if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
1016 map = This->changed.textures;
1017 for (i = 0; map; map >>= 1, ++i)
1019 DWORD stage;
1021 if (!(map & 1)) continue;
1023 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1024 IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
1027 map = This->changed.clipplane;
1028 for (i = 0; map; map >>= 1, ++i)
1030 float clip[4];
1032 if (!(map & 1)) continue;
1034 clip[0] = This->clipplane[i][0];
1035 clip[1] = This->clipplane[i][1];
1036 clip[2] = This->clipplane[i][2];
1037 clip[3] = This->clipplane[i][3];
1038 IWineD3DDevice_SetClipPlane(pDevice, i, clip);
1041 This->wineD3DDevice->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1042 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1044 if (This->wineD3DDevice->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1046 This->wineD3DDevice->stateBlock->lowest_disabled_stage = i;
1047 break;
1050 TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
1052 return WINED3D_OK;
1055 static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
1056 IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
1057 IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
1058 IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
1059 const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
1060 union {
1061 WINED3DLINEPATTERN lp;
1062 DWORD d;
1063 } lp;
1064 union {
1065 float f;
1066 DWORD d;
1067 } tmpfloat;
1068 unsigned int i;
1069 IWineD3DSwapChain *swapchain;
1070 IWineD3DSurface *backbuffer;
1071 HRESULT hr;
1073 /* Note this may have a large overhead but it should only be executed
1074 once, in order to initialize the complete state of the device and
1075 all opengl equivalents */
1076 TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, This->wineD3DDevice);
1077 /* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
1078 This->blockType = WINED3DSBT_INIT;
1080 /* Set some of the defaults for lights, transforms etc */
1081 memcpy(&This->transforms[WINED3DTS_PROJECTION], identity, sizeof(identity));
1082 memcpy(&This->transforms[WINED3DTS_VIEW], identity, sizeof(identity));
1083 for (i = 0; i < 256; ++i) {
1084 memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], identity, sizeof(identity));
1087 TRACE("Render states\n");
1088 /* Render states: */
1089 if (ThisDevice->auto_depth_stencil_buffer != NULL) {
1090 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
1091 } else {
1092 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
1094 IWineD3DDevice_SetRenderState(device, WINED3DRS_FILLMODE, WINED3DFILL_SOLID);
1095 IWineD3DDevice_SetRenderState(device, WINED3DRS_SHADEMODE, WINED3DSHADE_GOURAUD);
1096 lp.lp.wRepeatFactor = 0;
1097 lp.lp.wLinePattern = 0;
1098 IWineD3DDevice_SetRenderState(device, WINED3DRS_LINEPATTERN, lp.d);
1099 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZWRITEENABLE, TRUE);
1100 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHATESTENABLE, FALSE);
1101 IWineD3DDevice_SetRenderState(device, WINED3DRS_LASTPIXEL, TRUE);
1102 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLEND, WINED3DBLEND_ONE);
1103 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLEND, WINED3DBLEND_ZERO);
1104 IWineD3DDevice_SetRenderState(device, WINED3DRS_CULLMODE, WINED3DCULL_CCW);
1105 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZFUNC, WINED3DCMP_LESSEQUAL);
1106 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAFUNC, WINED3DCMP_ALWAYS);
1107 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHAREF, 0);
1108 IWineD3DDevice_SetRenderState(device, WINED3DRS_DITHERENABLE, FALSE);
1109 IWineD3DDevice_SetRenderState(device, WINED3DRS_ALPHABLENDENABLE, FALSE);
1110 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGENABLE, FALSE);
1111 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARENABLE, FALSE);
1112 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZVISIBLE, 0);
1113 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGCOLOR, 0);
1114 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGTABLEMODE, WINED3DFOG_NONE);
1115 tmpfloat.f = 0.0f;
1116 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGSTART, tmpfloat.d);
1117 tmpfloat.f = 1.0f;
1118 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGEND, tmpfloat.d);
1119 tmpfloat.f = 1.0f;
1120 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGDENSITY, tmpfloat.d);
1121 IWineD3DDevice_SetRenderState(device, WINED3DRS_EDGEANTIALIAS, FALSE);
1122 IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
1123 IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
1124 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
1125 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1126 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1127 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
1128 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILREF, 0);
1129 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILMASK, 0xFFFFFFFF);
1130 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFUNC, WINED3DCMP_ALWAYS);
1131 IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
1132 IWineD3DDevice_SetRenderState(device, WINED3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
1133 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP0, 0);
1134 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP1, 0);
1135 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP2, 0);
1136 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP3, 0);
1137 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP4, 0);
1138 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP5, 0);
1139 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP6, 0);
1140 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP7, 0);
1141 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPING, TRUE);
1142 IWineD3DDevice_SetRenderState(device, WINED3DRS_LIGHTING, TRUE);
1143 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENT, 0);
1144 IWineD3DDevice_SetRenderState(device, WINED3DRS_FOGVERTEXMODE, WINED3DFOG_NONE);
1145 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORVERTEX, TRUE);
1146 IWineD3DDevice_SetRenderState(device, WINED3DRS_LOCALVIEWER, TRUE);
1147 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALIZENORMALS, FALSE);
1148 IWineD3DDevice_SetRenderState(device, WINED3DRS_DIFFUSEMATERIALSOURCE, WINED3DMCS_COLOR1);
1149 IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, WINED3DMCS_COLOR2);
1150 IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, WINED3DMCS_MATERIAL);
1151 IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, WINED3DMCS_MATERIAL);
1152 IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
1153 IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
1154 IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
1155 tmpfloat.f = 1.0f;
1156 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE, tmpfloat.d);
1157 tmpfloat.f = 1.0f;
1158 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MIN, tmpfloat.d);
1159 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSPRITEENABLE, FALSE);
1160 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALEENABLE, FALSE);
1161 tmpfloat.f = 1.0f;
1162 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_A, tmpfloat.d);
1163 tmpfloat.f = 0.0f;
1164 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_B, tmpfloat.d);
1165 tmpfloat.f = 0.0f;
1166 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSCALE_C, tmpfloat.d);
1167 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEANTIALIAS, TRUE);
1168 IWineD3DDevice_SetRenderState(device, WINED3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1169 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHEDGESTYLE, WINED3DPATCHEDGE_DISCRETE);
1170 tmpfloat.f = 1.0f;
1171 IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
1172 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
1173 tmpfloat.f = gl_info->limits.pointsize_max;
1174 IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
1175 IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
1176 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
1177 tmpfloat.f = 0.0f;
1178 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWEENFACTOR, tmpfloat.d);
1179 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOP, WINED3DBLENDOP_ADD);
1180 IWineD3DDevice_SetRenderState(device, WINED3DRS_POSITIONDEGREE, WINED3DDEGREE_CUBIC);
1181 IWineD3DDevice_SetRenderState(device, WINED3DRS_NORMALDEGREE, WINED3DDEGREE_LINEAR);
1182 /* states new in d3d9 */
1183 IWineD3DDevice_SetRenderState(device, WINED3DRS_SCISSORTESTENABLE, FALSE);
1184 IWineD3DDevice_SetRenderState(device, WINED3DRS_SLOPESCALEDEPTHBIAS, 0);
1185 tmpfloat.f = 1.0f;
1186 IWineD3DDevice_SetRenderState(device, WINED3DRS_MINTESSELLATIONLEVEL, tmpfloat.d);
1187 IWineD3DDevice_SetRenderState(device, WINED3DRS_MAXTESSELLATIONLEVEL, tmpfloat.d);
1188 IWineD3DDevice_SetRenderState(device, WINED3DRS_ANTIALIASEDLINEENABLE, FALSE);
1189 tmpfloat.f = 0.0f;
1190 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_X, tmpfloat.d);
1191 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Y, tmpfloat.d);
1192 tmpfloat.f = 1.0f;
1193 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_Z, tmpfloat.d);
1194 tmpfloat.f = 0.0f;
1195 IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
1196 IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
1197 IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
1198 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
1199 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
1200 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
1201 IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, WINED3DCMP_ALWAYS);
1202 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
1203 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
1204 IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE3, 0x0000000F);
1205 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDFACTOR, 0xFFFFFFFF);
1206 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRGBWRITEENABLE, 0);
1207 IWineD3DDevice_SetRenderState(device, WINED3DRS_DEPTHBIAS, 0);
1208 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP8, 0);
1209 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP9, 0);
1210 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP10, 0);
1211 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP11, 0);
1212 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP12, 0);
1213 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP13, 0);
1214 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP14, 0);
1215 IWineD3DDevice_SetRenderState(device, WINED3DRS_WRAP15, 0);
1216 IWineD3DDevice_SetRenderState(device, WINED3DRS_SEPARATEALPHABLENDENABLE, FALSE);
1217 IWineD3DDevice_SetRenderState(device, WINED3DRS_SRCBLENDALPHA, WINED3DBLEND_ONE);
1218 IWineD3DDevice_SetRenderState(device, WINED3DRS_DESTBLENDALPHA, WINED3DBLEND_ZERO);
1219 IWineD3DDevice_SetRenderState(device, WINED3DRS_BLENDOPALPHA, WINED3DBLENDOP_ADD);
1221 /* clipping status */
1222 This->clip_status.ClipUnion = 0;
1223 This->clip_status.ClipIntersection = 0xFFFFFFFF;
1225 /* Texture Stage States - Put directly into state block, we will call function below */
1226 for (i = 0; i < MAX_TEXTURES; i++) {
1227 TRACE("Setting up default texture states for texture Stage %d\n", i);
1228 memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
1229 This->textureState[i][WINED3DTSS_COLOROP ] = (i==0)? WINED3DTOP_MODULATE : WINED3DTOP_DISABLE;
1230 This->textureState[i][WINED3DTSS_COLORARG1 ] = WINED3DTA_TEXTURE;
1231 This->textureState[i][WINED3DTSS_COLORARG2 ] = WINED3DTA_CURRENT;
1232 This->textureState[i][WINED3DTSS_ALPHAOP ] = (i==0)? WINED3DTOP_SELECTARG1 : WINED3DTOP_DISABLE;
1233 This->textureState[i][WINED3DTSS_ALPHAARG1 ] = WINED3DTA_TEXTURE;
1234 This->textureState[i][WINED3DTSS_ALPHAARG2 ] = WINED3DTA_CURRENT;
1235 This->textureState[i][WINED3DTSS_BUMPENVMAT00 ] = 0;
1236 This->textureState[i][WINED3DTSS_BUMPENVMAT01 ] = 0;
1237 This->textureState[i][WINED3DTSS_BUMPENVMAT10 ] = 0;
1238 This->textureState[i][WINED3DTSS_BUMPENVMAT11 ] = 0;
1239 This->textureState[i][WINED3DTSS_TEXCOORDINDEX ] = i;
1240 This->textureState[i][WINED3DTSS_BUMPENVLSCALE ] = 0;
1241 This->textureState[i][WINED3DTSS_BUMPENVLOFFSET ] = 0;
1242 This->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS ] = WINED3DTTFF_DISABLE;
1243 This->textureState[i][WINED3DTSS_COLORARG0 ] = WINED3DTA_CURRENT;
1244 This->textureState[i][WINED3DTSS_ALPHAARG0 ] = WINED3DTA_CURRENT;
1245 This->textureState[i][WINED3DTSS_RESULTARG ] = WINED3DTA_CURRENT;
1247 This->lowest_disabled_stage = 1;
1249 /* Sampler states*/
1250 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
1251 TRACE("Setting up default samplers states for sampler %d\n", i);
1252 This->samplerState[i][WINED3DSAMP_ADDRESSU ] = WINED3DTADDRESS_WRAP;
1253 This->samplerState[i][WINED3DSAMP_ADDRESSV ] = WINED3DTADDRESS_WRAP;
1254 This->samplerState[i][WINED3DSAMP_ADDRESSW ] = WINED3DTADDRESS_WRAP;
1255 This->samplerState[i][WINED3DSAMP_BORDERCOLOR ] = 0x00;
1256 This->samplerState[i][WINED3DSAMP_MAGFILTER ] = WINED3DTEXF_POINT;
1257 This->samplerState[i][WINED3DSAMP_MINFILTER ] = WINED3DTEXF_POINT;
1258 This->samplerState[i][WINED3DSAMP_MIPFILTER ] = WINED3DTEXF_NONE;
1259 This->samplerState[i][WINED3DSAMP_MIPMAPLODBIAS ] = 0;
1260 This->samplerState[i][WINED3DSAMP_MAXMIPLEVEL ] = 0;
1261 This->samplerState[i][WINED3DSAMP_MAXANISOTROPY ] = 1;
1262 This->samplerState[i][WINED3DSAMP_SRGBTEXTURE ] = 0;
1263 This->samplerState[i][WINED3DSAMP_ELEMENTINDEX ] = 0; /* TODO: Indicates which element of a multielement texture to use */
1264 This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
1267 for (i = 0; i < gl_info->limits.textures; ++i)
1269 /* Note: This avoids calling SetTexture, so pretend it has been called */
1270 This->changed.textures |= 1 << i;
1271 This->textures[i] = NULL;
1274 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1275 hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
1276 if( hr == WINED3D_OK && swapchain != NULL) {
1277 WINED3DVIEWPORT vp;
1279 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
1280 if (SUCCEEDED(hr) && backbuffer)
1282 WINED3DSURFACE_DESC desc;
1283 RECT scissorrect;
1285 IWineD3DSurface_GetDesc(backbuffer, &desc);
1286 IWineD3DSurface_Release(backbuffer);
1288 /* Set the default scissor rect values */
1289 scissorrect.left = 0;
1290 scissorrect.right = desc.width;
1291 scissorrect.top = 0;
1292 scissorrect.bottom = desc.height;
1293 hr = IWineD3DDevice_SetScissorRect(device, &scissorrect);
1294 if (FAILED(hr)) ERR("This should never happen, expect rendering issues!\n");
1297 /* Set the default viewport */
1298 vp.X = 0;
1299 vp.Y = 0;
1300 vp.Width = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferWidth;
1301 vp.Height = ((IWineD3DSwapChainImpl *)swapchain)->presentParms.BackBufferHeight;
1302 vp.MinZ = 0.0f;
1303 vp.MaxZ = 1.0f;
1304 IWineD3DDevice_SetViewport(device, &vp);
1306 IWineD3DSwapChain_Release(swapchain);
1309 TRACE("-----------------------> Device defaults now set up...\n");
1310 return WINED3D_OK;
1313 /**********************************************************
1314 * IWineD3DStateBlock VTbl follows
1315 **********************************************************/
1317 static const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
1319 /* IUnknown */
1320 IWineD3DStateBlockImpl_QueryInterface,
1321 IWineD3DStateBlockImpl_AddRef,
1322 IWineD3DStateBlockImpl_Release,
1323 /* IWineD3DStateBlock */
1324 IWineD3DStateBlockImpl_GetDevice,
1325 IWineD3DStateBlockImpl_Capture,
1326 IWineD3DStateBlockImpl_Apply,
1327 IWineD3DStateBlockImpl_InitStartupStateBlock
1330 HRESULT stateblock_init(IWineD3DStateBlockImpl *stateblock, IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type)
1332 unsigned int i;
1333 HRESULT hr;
1335 stateblock->lpVtbl = &IWineD3DStateBlock_Vtbl;
1336 stateblock->ref = 1;
1337 stateblock->wineD3DDevice = device;
1338 stateblock->blockType = type;
1340 for (i = 0; i < LIGHTMAP_SIZE; i++)
1342 list_init(&stateblock->lightMap[i]);
1345 hr = stateblock_allocate_shader_constants(stateblock);
1346 if (FAILED(hr)) return hr;
1348 /* The WINED3DSBT_INIT stateblock type is used during initialization to
1349 * produce a placeholder stateblock so other functions called can update a
1350 * state block. */
1351 if (type == WINED3DSBT_INIT || type == WINED3DSBT_RECORDED) return WINED3D_OK;
1353 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1355 switch (type)
1357 case WINED3DSBT_ALL:
1358 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1359 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1360 device->d3d_pshader_constantF);
1361 break;
1363 case WINED3DSBT_PIXELSTATE:
1364 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1365 break;
1367 case WINED3DSBT_VERTEXSTATE:
1368 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1369 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1370 break;
1372 default:
1373 FIXME("Unrecognized state block type %#x.\n", type);
1374 break;
1377 stateblock_init_contained_states(stateblock);
1378 IWineD3DStateBlockImpl_Capture((IWineD3DStateBlock *)stateblock);
1380 return WINED3D_OK;