regedit: An English (United States) spelling fix.
[wine/multimedia.git] / dlls / wined3d / stateblock.c
blob304a326ea1bcc62dbe662c5c735e2e2992bf80a6
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 WINED3D_RS_ALPHABLENDENABLE,
33 WINED3D_RS_ALPHAFUNC,
34 WINED3D_RS_ALPHAREF,
35 WINED3D_RS_ALPHATESTENABLE,
36 WINED3D_RS_ANTIALIASEDLINEENABLE,
37 WINED3D_RS_BLENDFACTOR,
38 WINED3D_RS_BLENDOP,
39 WINED3D_RS_BLENDOPALPHA,
40 WINED3D_RS_CCW_STENCILFAIL,
41 WINED3D_RS_CCW_STENCILPASS,
42 WINED3D_RS_CCW_STENCILZFAIL,
43 WINED3D_RS_COLORWRITEENABLE,
44 WINED3D_RS_COLORWRITEENABLE1,
45 WINED3D_RS_COLORWRITEENABLE2,
46 WINED3D_RS_COLORWRITEENABLE3,
47 WINED3D_RS_DEPTHBIAS,
48 WINED3D_RS_DESTBLEND,
49 WINED3D_RS_DESTBLENDALPHA,
50 WINED3D_RS_DITHERENABLE,
51 WINED3D_RS_FILLMODE,
52 WINED3D_RS_FOGDENSITY,
53 WINED3D_RS_FOGEND,
54 WINED3D_RS_FOGSTART,
55 WINED3D_RS_LASTPIXEL,
56 WINED3D_RS_SCISSORTESTENABLE,
57 WINED3D_RS_SEPARATEALPHABLENDENABLE,
58 WINED3D_RS_SHADEMODE,
59 WINED3D_RS_SLOPESCALEDEPTHBIAS,
60 WINED3D_RS_SRCBLEND,
61 WINED3D_RS_SRCBLENDALPHA,
62 WINED3D_RS_SRGBWRITEENABLE,
63 WINED3D_RS_STENCILENABLE,
64 WINED3D_RS_STENCILFAIL,
65 WINED3D_RS_STENCILFUNC,
66 WINED3D_RS_STENCILMASK,
67 WINED3D_RS_STENCILPASS,
68 WINED3D_RS_STENCILREF,
69 WINED3D_RS_STENCILWRITEMASK,
70 WINED3D_RS_STENCILZFAIL,
71 WINED3D_RS_TEXTUREFACTOR,
72 WINED3D_RS_TWOSIDEDSTENCILMODE,
73 WINED3D_RS_WRAP0,
74 WINED3D_RS_WRAP1,
75 WINED3D_RS_WRAP10,
76 WINED3D_RS_WRAP11,
77 WINED3D_RS_WRAP12,
78 WINED3D_RS_WRAP13,
79 WINED3D_RS_WRAP14,
80 WINED3D_RS_WRAP15,
81 WINED3D_RS_WRAP2,
82 WINED3D_RS_WRAP3,
83 WINED3D_RS_WRAP4,
84 WINED3D_RS_WRAP5,
85 WINED3D_RS_WRAP6,
86 WINED3D_RS_WRAP7,
87 WINED3D_RS_WRAP8,
88 WINED3D_RS_WRAP9,
89 WINED3D_RS_ZENABLE,
90 WINED3D_RS_ZFUNC,
91 WINED3D_RS_ZWRITEENABLE,
94 static const DWORD pixel_states_texture[] =
96 WINED3D_TSS_ALPHA_ARG0,
97 WINED3D_TSS_ALPHA_ARG1,
98 WINED3D_TSS_ALPHA_ARG2,
99 WINED3D_TSS_ALPHA_OP,
100 WINED3D_TSS_BUMPENV_LOFFSET,
101 WINED3D_TSS_BUMPENV_LSCALE,
102 WINED3D_TSS_BUMPENV_MAT00,
103 WINED3D_TSS_BUMPENV_MAT01,
104 WINED3D_TSS_BUMPENV_MAT10,
105 WINED3D_TSS_BUMPENV_MAT11,
106 WINED3D_TSS_COLOR_ARG0,
107 WINED3D_TSS_COLOR_ARG1,
108 WINED3D_TSS_COLOR_ARG2,
109 WINED3D_TSS_COLOR_OP,
110 WINED3D_TSS_RESULT_ARG,
111 WINED3D_TSS_TEXCOORD_INDEX,
112 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
115 static const DWORD pixel_states_sampler[] =
117 WINED3D_SAMP_ADDRESS_U,
118 WINED3D_SAMP_ADDRESS_V,
119 WINED3D_SAMP_ADDRESS_W,
120 WINED3D_SAMP_BORDER_COLOR,
121 WINED3D_SAMP_MAG_FILTER,
122 WINED3D_SAMP_MIN_FILTER,
123 WINED3D_SAMP_MIP_FILTER,
124 WINED3D_SAMP_MIPMAP_LOD_BIAS,
125 WINED3D_SAMP_MAX_MIP_LEVEL,
126 WINED3D_SAMP_MAX_ANISOTROPY,
127 WINED3D_SAMP_SRGB_TEXTURE,
128 WINED3D_SAMP_ELEMENT_INDEX,
131 static const DWORD vertex_states_render[] =
133 WINED3D_RS_ADAPTIVETESS_W,
134 WINED3D_RS_ADAPTIVETESS_X,
135 WINED3D_RS_ADAPTIVETESS_Y,
136 WINED3D_RS_ADAPTIVETESS_Z,
137 WINED3D_RS_AMBIENT,
138 WINED3D_RS_AMBIENTMATERIALSOURCE,
139 WINED3D_RS_CLIPPING,
140 WINED3D_RS_CLIPPLANEENABLE,
141 WINED3D_RS_COLORVERTEX,
142 WINED3D_RS_CULLMODE,
143 WINED3D_RS_DIFFUSEMATERIALSOURCE,
144 WINED3D_RS_EMISSIVEMATERIALSOURCE,
145 WINED3D_RS_ENABLEADAPTIVETESSELLATION,
146 WINED3D_RS_FOGCOLOR,
147 WINED3D_RS_FOGDENSITY,
148 WINED3D_RS_FOGENABLE,
149 WINED3D_RS_FOGEND,
150 WINED3D_RS_FOGSTART,
151 WINED3D_RS_FOGTABLEMODE,
152 WINED3D_RS_FOGVERTEXMODE,
153 WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
154 WINED3D_RS_LIGHTING,
155 WINED3D_RS_LOCALVIEWER,
156 WINED3D_RS_MAXTESSELLATIONLEVEL,
157 WINED3D_RS_MINTESSELLATIONLEVEL,
158 WINED3D_RS_MULTISAMPLEANTIALIAS,
159 WINED3D_RS_MULTISAMPLEMASK,
160 WINED3D_RS_NORMALDEGREE,
161 WINED3D_RS_NORMALIZENORMALS,
162 WINED3D_RS_PATCHEDGESTYLE,
163 WINED3D_RS_POINTSCALE_A,
164 WINED3D_RS_POINTSCALE_B,
165 WINED3D_RS_POINTSCALE_C,
166 WINED3D_RS_POINTSCALEENABLE,
167 WINED3D_RS_POINTSIZE,
168 WINED3D_RS_POINTSIZE_MAX,
169 WINED3D_RS_POINTSIZE_MIN,
170 WINED3D_RS_POINTSPRITEENABLE,
171 WINED3D_RS_POSITIONDEGREE,
172 WINED3D_RS_RANGEFOGENABLE,
173 WINED3D_RS_SHADEMODE,
174 WINED3D_RS_SPECULARENABLE,
175 WINED3D_RS_SPECULARMATERIALSOURCE,
176 WINED3D_RS_TWEENFACTOR,
177 WINED3D_RS_VERTEXBLEND,
180 static const DWORD vertex_states_texture[] =
182 WINED3D_TSS_TEXCOORD_INDEX,
183 WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS,
186 static const DWORD vertex_states_sampler[] =
188 WINED3D_SAMP_DMAP_OFFSET,
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(struct wined3d_stateblock *object)
196 struct wined3d_device *device = object->device;
198 /* Allocate space for floating point constants */
199 object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
200 sizeof(float) * device->d3d_pshader_constantF * 4);
201 if (!object->state.ps_consts_f) 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->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
208 sizeof(float) * device->d3d_vshader_constantF * 4);
209 if (!object->state.vs_consts_f) 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->state.ps_consts_f);
228 HeapFree(GetProcessHeap(), 0, object->changed.pixelShaderConstantsF);
229 HeapFree(GetProcessHeap(), 0, object->state.vs_consts_f);
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(struct wined3d_saved_states *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] = 0x3ffe;
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(struct wined3d_saved_states *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(struct wined3d_saved_states *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(struct wined3d_stateblock *stateblock)
332 struct wined3d_device *device = stateblock->device;
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(struct wined3d_stateblock *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->state.light_map[i], &dst_light->entry);
460 ULONG CDECL wined3d_stateblock_incref(struct wined3d_stateblock *stateblock)
462 ULONG refcount = InterlockedIncrement(&stateblock->ref);
464 TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
466 return refcount;
469 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock)
471 struct wined3d_state *state = &stateblock->state;
472 struct wined3d_vertex_declaration *decl;
473 struct wined3d_texture *texture;
474 struct wined3d_buffer *buffer;
475 struct wined3d_shader *shader;
476 unsigned int i;
478 if ((decl = state->vertex_declaration))
480 state->vertex_declaration = NULL;
481 wined3d_vertex_declaration_decref(decl);
484 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
486 if ((texture = state->textures[i]))
488 state->textures[i] = NULL;
489 wined3d_texture_decref(texture);
493 for (i = 0; i < MAX_STREAMS; ++i)
495 if ((buffer = state->streams[i].buffer))
497 state->streams[i].buffer = NULL;
498 wined3d_buffer_decref(buffer);
502 if ((buffer = state->index_buffer))
504 state->index_buffer = NULL;
505 wined3d_buffer_decref(buffer);
508 if ((shader = state->vertex_shader))
510 state->vertex_shader = NULL;
511 wined3d_shader_decref(shader);
514 if ((shader = state->pixel_shader))
516 state->pixel_shader = NULL;
517 wined3d_shader_decref(shader);
521 ULONG CDECL wined3d_stateblock_decref(struct wined3d_stateblock *stateblock)
523 ULONG refcount = InterlockedDecrement(&stateblock->ref);
525 TRACE("%p decreasing refcount to %u\n", stateblock, refcount);
527 if (!refcount)
529 int counter;
531 stateblock_unbind_resources(stateblock);
533 for (counter = 0; counter < LIGHTMAP_SIZE; ++counter)
535 struct list *e1, *e2;
536 LIST_FOR_EACH_SAFE(e1, e2, &stateblock->state.light_map[counter])
538 struct wined3d_light_info *light = LIST_ENTRY(e1, struct wined3d_light_info, entry);
539 list_remove(&light->entry);
540 HeapFree(GetProcessHeap(), 0, light);
544 HeapFree(GetProcessHeap(), 0, stateblock->state.vs_consts_f);
545 HeapFree(GetProcessHeap(), 0, stateblock->changed.vertexShaderConstantsF);
546 HeapFree(GetProcessHeap(), 0, stateblock->state.ps_consts_f);
547 HeapFree(GetProcessHeap(), 0, stateblock->changed.pixelShaderConstantsF);
548 HeapFree(GetProcessHeap(), 0, stateblock->contained_vs_consts_f);
549 HeapFree(GetProcessHeap(), 0, stateblock->contained_ps_consts_f);
550 HeapFree(GetProcessHeap(), 0, stateblock);
553 return refcount;
556 static void wined3d_state_record_lights(struct wined3d_state *dst_state, const struct wined3d_state *src_state)
558 UINT i;
560 /* Lights... For a recorded state block, we just had a chain of actions
561 * to perform, so we need to walk that chain and update any actions which
562 * differ. */
563 for (i = 0; i < LIGHTMAP_SIZE; ++i)
565 struct list *e, *f;
566 LIST_FOR_EACH(e, &dst_state->light_map[i])
568 BOOL updated = FALSE;
569 struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
571 /* Look up the light in the destination */
572 LIST_FOR_EACH(f, &src_state->light_map[i])
574 realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
575 if (realLight->OriginalIndex == src->OriginalIndex)
577 src->OriginalParms = realLight->OriginalParms;
579 if (realLight->glIndex == -1 && src->glIndex != -1)
581 /* Light disabled */
582 dst_state->lights[src->glIndex] = NULL;
584 else if (realLight->glIndex != -1 && src->glIndex == -1)
586 /* Light enabled */
587 dst_state->lights[realLight->glIndex] = src;
589 src->glIndex = realLight->glIndex;
590 updated = TRUE;
591 break;
595 if (!updated)
597 /* This can happen if the light was originally created as a
598 * default light for SetLightEnable() while recording. */
599 WARN("Light %u in dst_state %p does not exist in src_state %p.\n",
600 src->OriginalIndex, dst_state, src_state);
602 src->OriginalParms = WINED3D_default_light;
603 if (src->glIndex != -1)
605 dst_state->lights[src->glIndex] = NULL;
606 src->glIndex = -1;
613 HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
615 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
616 unsigned int i;
617 DWORD map;
619 TRACE("stateblock %p.\n", stateblock);
621 TRACE("Capturing state %p.\n", src_state);
623 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
625 TRACE("Updating vertex shader from %p to %p\n",
626 stateblock->state.vertex_shader, src_state->vertex_shader);
628 if (src_state->vertex_shader)
629 wined3d_shader_incref(src_state->vertex_shader);
630 if (stateblock->state.vertex_shader)
631 wined3d_shader_decref(stateblock->state.vertex_shader);
632 stateblock->state.vertex_shader = src_state->vertex_shader;
635 /* Vertex shader float constants. */
636 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
638 unsigned int idx = stateblock->contained_vs_consts_f[i];
640 TRACE("Setting vs_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
641 src_state->vs_consts_f[idx * 4 + 0],
642 src_state->vs_consts_f[idx * 4 + 1],
643 src_state->vs_consts_f[idx * 4 + 2],
644 src_state->vs_consts_f[idx * 4 + 3]);
646 stateblock->state.vs_consts_f[idx * 4 + 0] = src_state->vs_consts_f[idx * 4 + 0];
647 stateblock->state.vs_consts_f[idx * 4 + 1] = src_state->vs_consts_f[idx * 4 + 1];
648 stateblock->state.vs_consts_f[idx * 4 + 2] = src_state->vs_consts_f[idx * 4 + 2];
649 stateblock->state.vs_consts_f[idx * 4 + 3] = src_state->vs_consts_f[idx * 4 + 3];
652 /* Vertex shader integer constants. */
653 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
655 unsigned int idx = stateblock->contained_vs_consts_i[i];
657 TRACE("Setting vs_consts[%u] to {%d, %d, %d, %d}.\n", idx,
658 src_state->vs_consts_i[idx * 4 + 0],
659 src_state->vs_consts_i[idx * 4 + 1],
660 src_state->vs_consts_i[idx * 4 + 2],
661 src_state->vs_consts_i[idx * 4 + 3]);
663 stateblock->state.vs_consts_i[idx * 4 + 0] = src_state->vs_consts_i[idx * 4 + 0];
664 stateblock->state.vs_consts_i[idx * 4 + 1] = src_state->vs_consts_i[idx * 4 + 1];
665 stateblock->state.vs_consts_i[idx * 4 + 2] = src_state->vs_consts_i[idx * 4 + 2];
666 stateblock->state.vs_consts_i[idx * 4 + 3] = src_state->vs_consts_i[idx * 4 + 3];
669 /* Vertex shader boolean constants. */
670 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
672 unsigned int idx = stateblock->contained_vs_consts_b[i];
674 TRACE("Setting vs_consts_b[%u] to %s.\n",
675 idx, src_state->vs_consts_b[idx] ? "TRUE" : "FALSE");
677 stateblock->state.vs_consts_b[idx] = src_state->vs_consts_b[idx];
680 /* Pixel shader float constants. */
681 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
683 unsigned int idx = stateblock->contained_ps_consts_f[i];
685 TRACE("Setting ps_consts_f[%u] to {%.8e, %.8e, %.8e, %.8e}.\n", idx,
686 src_state->ps_consts_f[idx * 4 + 0],
687 src_state->ps_consts_f[idx * 4 + 1],
688 src_state->ps_consts_f[idx * 4 + 2],
689 src_state->ps_consts_f[idx * 4 + 3]);
691 stateblock->state.ps_consts_f[idx * 4 + 0] = src_state->ps_consts_f[idx * 4 + 0];
692 stateblock->state.ps_consts_f[idx * 4 + 1] = src_state->ps_consts_f[idx * 4 + 1];
693 stateblock->state.ps_consts_f[idx * 4 + 2] = src_state->ps_consts_f[idx * 4 + 2];
694 stateblock->state.ps_consts_f[idx * 4 + 3] = src_state->ps_consts_f[idx * 4 + 3];
697 /* Pixel shader integer constants. */
698 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
700 unsigned int idx = stateblock->contained_ps_consts_i[i];
701 TRACE("Setting ps_consts_i[%u] to {%d, %d, %d, %d}.\n", idx,
702 src_state->ps_consts_i[idx * 4 + 0],
703 src_state->ps_consts_i[idx * 4 + 1],
704 src_state->ps_consts_i[idx * 4 + 2],
705 src_state->ps_consts_i[idx * 4 + 3]);
707 stateblock->state.ps_consts_i[idx * 4 + 0] = src_state->ps_consts_i[idx * 4 + 0];
708 stateblock->state.ps_consts_i[idx * 4 + 1] = src_state->ps_consts_i[idx * 4 + 1];
709 stateblock->state.ps_consts_i[idx * 4 + 2] = src_state->ps_consts_i[idx * 4 + 2];
710 stateblock->state.ps_consts_i[idx * 4 + 3] = src_state->ps_consts_i[idx * 4 + 3];
713 /* Pixel shader boolean constants. */
714 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
716 unsigned int idx = stateblock->contained_ps_consts_b[i];
717 TRACE("Setting ps_consts_b[%u] to %s.\n",
718 idx, src_state->ps_consts_b[idx] ? "TRUE" : "FALSE");
720 stateblock->state.ps_consts_b[idx] = src_state->ps_consts_b[idx];
723 /* Others + Render & Texture */
724 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
726 enum wined3d_transform_state transform = stateblock->contained_transform_states[i];
728 TRACE("Updating transform %#x.\n", transform);
730 stateblock->state.transforms[transform] = src_state->transforms[transform];
733 if (stateblock->changed.primitive_type)
734 stateblock->state.gl_primitive_type = src_state->gl_primitive_type;
736 if (stateblock->changed.indices
737 && ((stateblock->state.index_buffer != src_state->index_buffer)
738 || (stateblock->state.base_vertex_index != src_state->base_vertex_index)
739 || (stateblock->state.index_format != src_state->index_format)))
741 TRACE("Updating index buffer to %p, base vertex index to %d.\n",
742 src_state->index_buffer, src_state->base_vertex_index);
744 if (src_state->index_buffer)
745 wined3d_buffer_incref(src_state->index_buffer);
746 if (stateblock->state.index_buffer)
747 wined3d_buffer_decref(stateblock->state.index_buffer);
748 stateblock->state.index_buffer = src_state->index_buffer;
749 stateblock->state.base_vertex_index = src_state->base_vertex_index;
750 stateblock->state.index_format = src_state->index_format;
753 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration != src_state->vertex_declaration)
755 TRACE("Updating vertex declaration from %p to %p.\n",
756 stateblock->state.vertex_declaration, src_state->vertex_declaration);
758 if (src_state->vertex_declaration)
759 wined3d_vertex_declaration_incref(src_state->vertex_declaration);
760 if (stateblock->state.vertex_declaration)
761 wined3d_vertex_declaration_decref(stateblock->state.vertex_declaration);
762 stateblock->state.vertex_declaration = src_state->vertex_declaration;
765 if (stateblock->changed.material
766 && memcmp(&src_state->material, &stateblock->state.material, sizeof(stateblock->state.material)))
768 TRACE("Updating material.\n");
770 stateblock->state.material = src_state->material;
773 if (stateblock->changed.viewport
774 && memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
776 TRACE("Updating viewport.\n");
778 stateblock->state.viewport = src_state->viewport;
781 if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
782 &stateblock->state.scissor_rect, sizeof(stateblock->state.scissor_rect)))
784 TRACE("Updating scissor rect.\n");
786 stateblock->state.scissor_rect = src_state->scissor_rect;
789 map = stateblock->changed.streamSource;
790 for (i = 0; map; map >>= 1, ++i)
792 if (!(map & 1)) continue;
794 if (stateblock->state.streams[i].stride != src_state->streams[i].stride
795 || stateblock->state.streams[i].buffer != src_state->streams[i].buffer)
797 TRACE("Updating stream source %u to %p, stride to %u.\n",
798 i, src_state->streams[i].buffer,
799 src_state->streams[i].stride);
801 stateblock->state.streams[i].stride = src_state->streams[i].stride;
802 if (src_state->streams[i].buffer)
803 wined3d_buffer_incref(src_state->streams[i].buffer);
804 if (stateblock->state.streams[i].buffer)
805 wined3d_buffer_decref(stateblock->state.streams[i].buffer);
806 stateblock->state.streams[i].buffer = src_state->streams[i].buffer;
810 map = stateblock->changed.streamFreq;
811 for (i = 0; map; map >>= 1, ++i)
813 if (!(map & 1)) continue;
815 if (stateblock->state.streams[i].frequency != src_state->streams[i].frequency
816 || stateblock->state.streams[i].flags != src_state->streams[i].flags)
818 TRACE("Updating stream frequency %u to %u flags to %#x.\n",
819 i, src_state->streams[i].frequency, src_state->streams[i].flags);
821 stateblock->state.streams[i].frequency = src_state->streams[i].frequency;
822 stateblock->state.streams[i].flags = src_state->streams[i].flags;
826 map = stateblock->changed.clipplane;
827 for (i = 0; map; map >>= 1, ++i)
829 if (!(map & 1)) continue;
831 if (memcmp(src_state->clip_planes[i], stateblock->state.clip_planes[i], sizeof(*stateblock->state.clip_planes)))
833 TRACE("Updating clipplane %u.\n", i);
834 memcpy(stateblock->state.clip_planes[i], src_state->clip_planes[i], sizeof(*stateblock->state.clip_planes));
838 /* Render */
839 for (i = 0; i < stateblock->num_contained_render_states; ++i)
841 enum wined3d_render_state rs = stateblock->contained_render_states[i];
843 TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
845 stateblock->state.render_states[rs] = src_state->render_states[rs];
848 /* Texture states */
849 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
851 DWORD stage = stateblock->contained_tss_states[i].stage;
852 DWORD state = stateblock->contained_tss_states[i].state;
854 TRACE("Updating texturestage state %u, %u to %#x (was %#x).\n", stage, state,
855 src_state->texture_states[stage][state], stateblock->state.texture_states[stage][state]);
857 stateblock->state.texture_states[stage][state] = src_state->texture_states[stage][state];
860 /* Samplers */
861 map = stateblock->changed.textures;
862 for (i = 0; map; map >>= 1, ++i)
864 if (!(map & 1)) continue;
866 TRACE("Updating texture %u to %p (was %p).\n",
867 i, src_state->textures[i], stateblock->state.textures[i]);
869 if (src_state->textures[i])
870 wined3d_texture_incref(src_state->textures[i]);
871 if (stateblock->state.textures[i])
872 wined3d_texture_decref(stateblock->state.textures[i]);
873 stateblock->state.textures[i] = src_state->textures[i];
876 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
878 DWORD stage = stateblock->contained_sampler_states[i].stage;
879 DWORD state = stateblock->contained_sampler_states[i].state;
881 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
882 src_state->sampler_states[stage][state], stateblock->state.sampler_states[stage][state]);
884 stateblock->state.sampler_states[stage][state] = src_state->sampler_states[stage][state];
887 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
889 if (src_state->pixel_shader)
890 wined3d_shader_incref(src_state->pixel_shader);
891 if (stateblock->state.pixel_shader)
892 wined3d_shader_decref(stateblock->state.pixel_shader);
893 stateblock->state.pixel_shader = src_state->pixel_shader;
896 wined3d_state_record_lights(&stateblock->state, src_state);
898 TRACE("Capture done.\n");
900 return WINED3D_OK;
903 static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
905 UINT i;
907 for (i = 0; i < LIGHTMAP_SIZE; ++i)
909 struct list *e;
911 LIST_FOR_EACH(e, &state->light_map[i])
913 const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
915 wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
916 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
921 HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
923 struct wined3d_device *device = stateblock->device;
924 unsigned int i;
925 DWORD map;
927 TRACE("Applying stateblock %p to device %p.\n", stateblock, device);
929 if (stateblock->changed.vertexShader)
930 wined3d_device_set_vertex_shader(device, stateblock->state.vertex_shader);
932 /* Vertex Shader Constants. */
933 for (i = 0; i < stateblock->num_contained_vs_consts_f; ++i)
935 wined3d_device_set_vs_consts_f(device, stateblock->contained_vs_consts_f[i],
936 stateblock->state.vs_consts_f + stateblock->contained_vs_consts_f[i] * 4, 1);
938 for (i = 0; i < stateblock->num_contained_vs_consts_i; ++i)
940 wined3d_device_set_vs_consts_i(device, stateblock->contained_vs_consts_i[i],
941 stateblock->state.vs_consts_i + stateblock->contained_vs_consts_i[i] * 4, 1);
943 for (i = 0; i < stateblock->num_contained_vs_consts_b; ++i)
945 wined3d_device_set_vs_consts_b(device, stateblock->contained_vs_consts_b[i],
946 stateblock->state.vs_consts_b + stateblock->contained_vs_consts_b[i], 1);
949 apply_lights(device, &stateblock->state);
951 if (stateblock->changed.pixelShader)
952 wined3d_device_set_pixel_shader(device, stateblock->state.pixel_shader);
954 /* Pixel Shader Constants. */
955 for (i = 0; i < stateblock->num_contained_ps_consts_f; ++i)
957 wined3d_device_set_ps_consts_f(device, stateblock->contained_ps_consts_f[i],
958 stateblock->state.ps_consts_f + stateblock->contained_ps_consts_f[i] * 4, 1);
960 for (i = 0; i < stateblock->num_contained_ps_consts_i; ++i)
962 wined3d_device_set_ps_consts_i(device, stateblock->contained_ps_consts_i[i],
963 stateblock->state.ps_consts_i + stateblock->contained_ps_consts_i[i] * 4, 1);
965 for (i = 0; i < stateblock->num_contained_ps_consts_b; ++i)
967 wined3d_device_set_ps_consts_b(device, stateblock->contained_ps_consts_b[i],
968 stateblock->state.ps_consts_b + stateblock->contained_ps_consts_b[i], 1);
971 /* Render states. */
972 for (i = 0; i < stateblock->num_contained_render_states; ++i)
974 wined3d_device_set_render_state(device, stateblock->contained_render_states[i],
975 stateblock->state.render_states[stateblock->contained_render_states[i]]);
978 /* Texture states. */
979 for (i = 0; i < stateblock->num_contained_tss_states; ++i)
981 DWORD stage = stateblock->contained_tss_states[i].stage;
982 DWORD state = stateblock->contained_tss_states[i].state;
984 wined3d_device_set_texture_stage_state(device, stage, state, stateblock->state.texture_states[stage][state]);
987 /* Sampler states. */
988 for (i = 0; i < stateblock->num_contained_sampler_states; ++i)
990 DWORD stage = stateblock->contained_sampler_states[i].stage;
991 DWORD state = stateblock->contained_sampler_states[i].state;
992 DWORD value = stateblock->state.sampler_states[stage][state];
994 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
995 wined3d_device_set_sampler_state(device, stage, state, value);
998 /* Transform states. */
999 for (i = 0; i < stateblock->num_contained_transform_states; ++i)
1001 wined3d_device_set_transform(device, stateblock->contained_transform_states[i],
1002 &stateblock->state.transforms[stateblock->contained_transform_states[i]]);
1005 if (stateblock->changed.primitive_type)
1007 stateblock->device->updateStateBlock->changed.primitive_type = TRUE;
1008 stateblock->device->updateStateBlock->state.gl_primitive_type = stateblock->state.gl_primitive_type;
1011 if (stateblock->changed.indices)
1013 wined3d_device_set_index_buffer(device, stateblock->state.index_buffer, stateblock->state.index_format);
1014 wined3d_device_set_base_vertex_index(device, stateblock->state.base_vertex_index);
1017 if (stateblock->changed.vertexDecl && stateblock->state.vertex_declaration)
1018 wined3d_device_set_vertex_declaration(device, stateblock->state.vertex_declaration);
1020 if (stateblock->changed.material)
1021 wined3d_device_set_material(device, &stateblock->state.material);
1023 if (stateblock->changed.viewport)
1024 wined3d_device_set_viewport(device, &stateblock->state.viewport);
1026 if (stateblock->changed.scissorRect)
1027 wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);
1029 map = stateblock->changed.streamSource;
1030 for (i = 0; map; map >>= 1, ++i)
1032 if (map & 1)
1033 wined3d_device_set_stream_source(device, i,
1034 stateblock->state.streams[i].buffer,
1035 0, stateblock->state.streams[i].stride);
1038 map = stateblock->changed.streamFreq;
1039 for (i = 0; map; map >>= 1, ++i)
1041 if (map & 1)
1042 wined3d_device_set_stream_source_freq(device, i,
1043 stateblock->state.streams[i].frequency | stateblock->state.streams[i].flags);
1046 map = stateblock->changed.textures;
1047 for (i = 0; map; map >>= 1, ++i)
1049 DWORD stage;
1051 if (!(map & 1)) continue;
1053 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
1054 wined3d_device_set_texture(device, stage, stateblock->state.textures[i]);
1057 map = stateblock->changed.clipplane;
1058 for (i = 0; map; map >>= 1, ++i)
1060 float clip[4];
1062 if (!(map & 1)) continue;
1064 clip[0] = (float) stateblock->state.clip_planes[i][0];
1065 clip[1] = (float) stateblock->state.clip_planes[i][1];
1066 clip[2] = (float) stateblock->state.clip_planes[i][2];
1067 clip[3] = (float) stateblock->state.clip_planes[i][3];
1068 wined3d_device_set_clip_plane(device, i, clip);
1071 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1072 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1074 if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1076 stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1077 break;
1081 TRACE("Applied stateblock %p.\n", stateblock);
1083 return WINED3D_OK;
1086 void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
1088 struct wined3d_device *device = stateblock->device;
1089 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1090 struct wined3d_state *state = &stateblock->state;
1091 union
1093 struct wined3d_line_pattern lp;
1094 DWORD d;
1095 } lp;
1096 union {
1097 float f;
1098 DWORD d;
1099 } tmpfloat;
1100 unsigned int i;
1101 struct wined3d_swapchain *swapchain;
1102 struct wined3d_surface *backbuffer;
1103 HRESULT hr;
1105 TRACE("stateblock %p.\n", stateblock);
1107 memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
1108 memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
1110 /* Set some of the defaults for lights, transforms etc */
1111 memcpy(&state->transforms[WINED3D_TS_PROJECTION], identity, sizeof(identity));
1112 memcpy(&state->transforms[WINED3D_TS_VIEW], identity, sizeof(identity));
1113 for (i = 0; i < 256; ++i)
1115 memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], identity, sizeof(identity));
1118 state->fb = &device->fb;
1120 TRACE("Render states\n");
1121 /* Render states: */
1122 if (device->auto_depth_stencil)
1123 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
1124 else
1125 state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
1126 state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
1127 state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
1128 lp.lp.repeat_factor = 0;
1129 lp.lp.line_pattern = 0;
1130 state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
1131 state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
1132 state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
1133 state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
1134 state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
1135 state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
1136 state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
1137 state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
1138 state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
1139 state->render_states[WINED3D_RS_ALPHAREF] = 0;
1140 state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
1141 state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
1142 state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
1143 state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
1144 state->render_states[WINED3D_RS_ZVISIBLE] = 0;
1145 state->render_states[WINED3D_RS_FOGCOLOR] = 0;
1146 state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
1147 tmpfloat.f = 0.0f;
1148 state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
1149 tmpfloat.f = 1.0f;
1150 state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
1151 tmpfloat.f = 1.0f;
1152 state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
1153 state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
1154 state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
1155 state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
1156 state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1157 state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1158 state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1159 state->render_states[WINED3D_RS_STENCILREF] = 0;
1160 state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
1161 state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1162 state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
1163 state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
1164 state->render_states[WINED3D_RS_WRAP0] = 0;
1165 state->render_states[WINED3D_RS_WRAP1] = 0;
1166 state->render_states[WINED3D_RS_WRAP2] = 0;
1167 state->render_states[WINED3D_RS_WRAP3] = 0;
1168 state->render_states[WINED3D_RS_WRAP4] = 0;
1169 state->render_states[WINED3D_RS_WRAP5] = 0;
1170 state->render_states[WINED3D_RS_WRAP6] = 0;
1171 state->render_states[WINED3D_RS_WRAP7] = 0;
1172 state->render_states[WINED3D_RS_CLIPPING] = TRUE;
1173 state->render_states[WINED3D_RS_LIGHTING] = TRUE;
1174 state->render_states[WINED3D_RS_AMBIENT] = 0;
1175 state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
1176 state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
1177 state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
1178 state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
1179 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3D_MCS_COLOR1;
1180 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3D_MCS_COLOR2;
1181 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1182 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3D_MCS_MATERIAL;
1183 state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3D_VBF_DISABLE;
1184 state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
1185 state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
1186 tmpfloat.f = 1.0f;
1187 state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
1188 tmpfloat.f = 1.0f;
1189 state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
1190 state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
1191 state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
1192 tmpfloat.f = 1.0f;
1193 state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
1194 tmpfloat.f = 0.0f;
1195 state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
1196 tmpfloat.f = 0.0f;
1197 state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
1198 state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
1199 state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
1200 state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3D_PATCH_EDGE_DISCRETE;
1201 tmpfloat.f = 1.0f;
1202 state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
1203 state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
1204 tmpfloat.f = gl_info->limits.pointsize_max;
1205 state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
1206 state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
1207 state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
1208 tmpfloat.f = 0.0f;
1209 state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
1210 state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
1211 state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
1212 state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
1213 /* states new in d3d9 */
1214 state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
1215 state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
1216 tmpfloat.f = 1.0f;
1217 state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
1218 state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
1219 state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
1220 tmpfloat.f = 0.0f;
1221 state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
1222 state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
1223 tmpfloat.f = 1.0f;
1224 state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
1225 tmpfloat.f = 0.0f;
1226 state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
1227 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
1228 state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
1229 state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
1230 state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
1231 state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
1232 state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
1233 state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
1234 state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
1235 state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
1236 state->render_states[WINED3D_RS_BLENDFACTOR] = 0xFFFFFFFF;
1237 state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
1238 state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
1239 state->render_states[WINED3D_RS_WRAP8] = 0;
1240 state->render_states[WINED3D_RS_WRAP9] = 0;
1241 state->render_states[WINED3D_RS_WRAP10] = 0;
1242 state->render_states[WINED3D_RS_WRAP11] = 0;
1243 state->render_states[WINED3D_RS_WRAP12] = 0;
1244 state->render_states[WINED3D_RS_WRAP13] = 0;
1245 state->render_states[WINED3D_RS_WRAP14] = 0;
1246 state->render_states[WINED3D_RS_WRAP15] = 0;
1247 state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
1248 state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
1249 state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
1250 state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
1252 /* Texture Stage States - Put directly into state block, we will call function below */
1253 for (i = 0; i < MAX_TEXTURES; ++i)
1255 TRACE("Setting up default texture states for texture Stage %u.\n", i);
1256 memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], identity, sizeof(identity));
1257 state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
1258 state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
1259 state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
1260 state->texture_states[i][WINED3D_TSS_ALPHA_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_SELECT_ARG1;
1261 state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] = WINED3DTA_TEXTURE;
1262 state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] = WINED3DTA_CURRENT;
1263 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00] = 0;
1264 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT01] = 0;
1265 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT10] = 0;
1266 state->texture_states[i][WINED3D_TSS_BUMPENV_MAT11] = 0;
1267 state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] = i;
1268 state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE] = 0;
1269 state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET] = 0;
1270 state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS] = WINED3D_TTFF_DISABLE;
1271 state->texture_states[i][WINED3D_TSS_COLOR_ARG0] = WINED3DTA_CURRENT;
1272 state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] = WINED3DTA_CURRENT;
1273 state->texture_states[i][WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
1275 state->lowest_disabled_stage = 1;
1277 /* Sampler states*/
1278 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
1280 TRACE("Setting up default samplers states for sampler %u.\n", i);
1281 state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
1282 state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
1283 state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
1284 state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
1285 state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
1286 state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
1287 state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
1288 state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
1289 state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
1290 state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
1291 state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
1292 /* TODO: Indicates which element of a multielement texture to use. */
1293 state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
1294 /* TODO: Vertex offset in the presampled displacement map. */
1295 state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
1298 for (i = 0; i < gl_info->limits.textures; ++i)
1300 state->textures[i] = NULL;
1303 /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
1304 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
1305 if (SUCCEEDED(hr) && swapchain)
1307 hr = wined3d_swapchain_get_back_buffer(swapchain, 0, WINED3D_BACKBUFFER_TYPE_MONO, &backbuffer);
1308 if (SUCCEEDED(hr) && backbuffer)
1310 struct wined3d_resource_desc desc;
1312 wined3d_resource_get_desc(&backbuffer->resource, &desc);
1313 wined3d_surface_decref(backbuffer);
1315 /* Set the default scissor rect values */
1316 state->scissor_rect.left = 0;
1317 state->scissor_rect.right = desc.width;
1318 state->scissor_rect.top = 0;
1319 state->scissor_rect.bottom = desc.height;
1322 /* Set the default viewport */
1323 state->viewport.x = 0;
1324 state->viewport.y = 0;
1325 state->viewport.width = swapchain->desc.backbuffer_width;
1326 state->viewport.height = swapchain->desc.backbuffer_height;
1327 state->viewport.min_z = 0.0f;
1328 state->viewport.max_z = 1.0f;
1330 wined3d_swapchain_decref(swapchain);
1333 TRACE("Done.\n");
1336 static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
1337 struct wined3d_device *device, enum wined3d_stateblock_type type)
1339 unsigned int i;
1340 HRESULT hr;
1342 stateblock->ref = 1;
1343 stateblock->device = device;
1345 for (i = 0; i < LIGHTMAP_SIZE; i++)
1347 list_init(&stateblock->state.light_map[i]);
1350 hr = stateblock_allocate_shader_constants(stateblock);
1351 if (FAILED(hr)) return hr;
1353 /* The WINED3D_SBT_INIT stateblock type is used during initialization to
1354 * produce a placeholder stateblock so other functions called can update a
1355 * state block. */
1356 if (type == WINED3D_SBT_INIT || type == WINED3D_SBT_RECORDED) return WINED3D_OK;
1358 TRACE("Updating changed flags appropriate for type %#x.\n", type);
1360 switch (type)
1362 case WINED3D_SBT_ALL:
1363 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1364 stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
1365 device->d3d_pshader_constantF);
1366 break;
1368 case WINED3D_SBT_PIXEL_STATE:
1369 stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
1370 break;
1372 case WINED3D_SBT_VERTEX_STATE:
1373 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1374 stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
1375 break;
1377 default:
1378 FIXME("Unrecognized state block type %#x.\n", type);
1379 break;
1382 stateblock_init_contained_states(stateblock);
1383 wined3d_stateblock_capture(stateblock);
1385 return WINED3D_OK;
1388 HRESULT CDECL wined3d_stateblock_create(struct wined3d_device *device,
1389 enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock)
1391 struct wined3d_stateblock *object;
1392 HRESULT hr;
1394 TRACE("device %p, type %#x, stateblock %p.\n",
1395 device, type, stateblock);
1397 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1398 if (!object)
1400 ERR("Failed to allocate stateblock memory.\n");
1401 return E_OUTOFMEMORY;
1404 hr = stateblock_init(object, device, type);
1405 if (FAILED(hr))
1407 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
1408 HeapFree(GetProcessHeap(), 0, object);
1409 return hr;
1412 TRACE("Created stateblock %p.\n", object);
1413 *stateblock = object;
1415 return WINED3D_OK;